#🔀┃art-asset-workflow

1 messages · Page 60 of 1

eager mist
wispy knot
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Hey, is there somebody that could please help me to figure out how to approach this task: I want to be able to Pet my characters. like ruffle through hair / over body... for example kinda like in Nintendogs

amber walrus
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@deft mountain We don't do collab posting on this server. There's a dedicated section on the Unity Forum.

deft mountain
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Oh fr

icy mauve
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Can anyone here create a simple character for me? I am struggling with a model. I have one already, I just need it to be changed.

spark vigil
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anyone making things for mobile games 3D

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what are optimization u need to know

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i was watching this

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Before we make the map, it's extremely important to prepare the object properly. With these three simple guidelines, you'll be able to clear up 75% of all the wasted space on your UV map. Hope it helps!

If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial serie...

▶ Play video
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how can i get my props and models as low file size it gets w/o that much loss of quality?

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is substance painter or designer suited for mobile games?

icy mauve
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Use a tutorial or asset if someone can't help

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(I'm a beginner)

supple osprey
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Is anyone savvy in rigging a model for Unity? Im using Maya. but it should be the same workflow i guess.

icy mauve
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Does anyone here make models and rig them??? I have a model, that I need s to be re-shaped?

eager mist
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my first model Flushed

lost rover
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Hello ! Sorry to bother people but I don't know where to post this question and I supposed it was the best place to ! In a project I'm planning to use Draco 3D mesh format to store meshes, and I need these mesh to be stored in the browser cache. I've seen that Unity works well with Draco, except I cant create an asset bundle using a draco file, so I can't store my meshes in the browser cache. Anyone know if it's possible and I missed a step somewhere, or if Unity plan to add draco files to asset bundle supported formats ?

supple osprey
icy mauve
rugged ember
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Hey friends, I'm curious if anyone has some thoughts on working with really big environmental assets. Large buildings and what not. I'm blocking out a level design for a small game I am making. The main focal point is this large floating tower which is about 250m tall. The space itself is about half a mile wide.

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My immediate thought is I should build it out of chunks which their own LODs and what not. I would love any input here

swift estuary
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that will give Unity the best opportunity to cull as much of it as possible

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of course on the flipside of that, the more unique meshes and materials you have, the more draw calls that will be. SO you'll need to find the right balance

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reuse pieces wherever possible to take advantage of GPU instancing

acoustic river
night socket
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I finally fixed the weird 'shading' issue I was having
for some reason, Unity was assigning different materials to those specific road pieces. I checked in Blender, and they all had the same material, but in Unity they either had a different road or asphalt texture

icy mauve
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Look at the model, and look and see.

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What u need help wit

opal sinew
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Hi! am a beginner in unity and i watch some brakeys video tutorial to make my first game BUT why my 4k cube is in 360p on my Pc??UnityChanSleepy

ruby scroll
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your game scale is scaled at 1.2, try to set it back to 1

brave ravine
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It might also have "Low Resolution" checked under that pulldown that says "Free Aspect"

still isle
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Anybody know how to transfer a UV from one object to another in unity?

hearty finch
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Hi guys, I am a beginner in unity, when I tried making a transition between two animations from pistol idle to walk backward from maximo, this happened:

hearty finch
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I am confused here, are there any clues?

swift estuary
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what is "this"

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what are we looking at?

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What were you expecting to happen instead?

hearty finch
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I am expecting a transition between two animations instead of it stuck in the ground

next sundial
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Okay, not sure where else to put this, for the artists here, especially character artists, can you please send me your best/favourite tutorials on character creation? I'm needing to make a 3D human character for use in Unity. I've spent weeks looking at assets and creator tools for making human creators and none get me even close to what I need so I need to (attempt to) make myself from scratch. Thanks!

brave ravine
# hearty finch

That's just the "Humanoid Avatar" binding pose. It means no animation is currently active, but there is an animator.

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At a guess, maybe the animation you're transitioning to needs to be looped, or it needs to transition to yet another thing when it's done.

next sundial
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yeah, grabbed one or two from there so far...

brave ravine
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If it's not in T-Pose you'd get that error in the avatar editor.

tough flare
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I am having an issue with probuilder and this was the best channel i could see to put it in. the drag select rectangle is completely horked. if i drag a box some random ammount down from the object it may or may not select pieces of what I want. it is an empty project, with just probuilder imported, and a single PB cube. unity: 2020.2.3f1 PB: 4.4.0

balmy drift
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does anyone have any tips on how to start with game dev
i have basic info
though want to get into much more deeper topics

tough flare
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as a note it was just 4.4.0 that had the issue... 4.5.0 is better with the rect selection, but the griding of the buttons in the menu doesn't work unless they are a horizontal line... but that is solvable by docking it to the top of the window

spark vigil
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@next sundial darrin lite ones are good

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also the character creation v2 by game dev tv

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but you need go step by step

opal sinew
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why this code work when play it but its does work in full screne

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(its on brakeys video)

glacial vector
opal sinew
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ok

distant raven
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Should I be creating a scene for a single character and then add that scene to another scene or should a player just be in a scene

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Because what I am doing is putting my player components in a gameobject inside of a test scene

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But I'm not sure If it would be better to give the player it's own scene and then just put the player inside of any scene.
Is that even how it works?
Idk, godot did something like that

brave ravine
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It sounds like what you're really looking for is a Prefab of your character

distant raven
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It's already a prefab

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So I'm guessing it's all good then?

heavy ibex
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hey i need help, for some reason, my box collider isnt working..

pastel steppe
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Are the colliders the right scale

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What doesn't work?

swift estuary
tender zinc
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guys i am making a 3d platformer thingy game... i need someone know how to model i need character model

next sundial
whole wagon
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Ok so here's my problem

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I have a mesh I made in probuilder

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I want to add vertices in the middle of that face

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in order to make a lake

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similar to the polygon shape

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wait

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theres a different probuilder version

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wtf

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why is 4.5.0 default

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5.0 doesnt even seem to be a preview version?

viral cypress
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Newer unity versions have more options

lunar breach
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How do i access a gameobject i created in a coroutine.


void Upate(){
 StartCoroutine(spawnEnemy());

//I want to access what was created in "spawnEnemy" here
}

   IEnumerator spawnEnemy(){
 GameObject clone = Instantiate(Enemy1, Enemy1.transform.position, Enemy1.transform.rotation);
 yield return new WaitForSeconds(5f);
}

swift estuary
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however the way your code is written, I don't think you understand how coroutines work

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The code with the comment will not wait for 5 seconds, or any time at all, before running

lunar breach
swift estuary
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GameObject clone;

void Upate(){
  StartCoroutine(spawnEnemy());

//I want to access what was created in "spawnEnemy" here
  Debug.Log(clone.name);
}

IEnumerator spawnEnemy(){
  clone = Instantiate(Enemy1, Enemy1.transform.position, Enemy1.transform.rotation);
  yield return new WaitForSeconds(5f);
}```
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Anyway, something like this^

lunar breach
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ok

lunar breach
swift estuary
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List<GameObject> enemies = new List<GameObject>(); // outside the method
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enemies.Add(clone); < when spawning a new enemy

dusk carbon
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When i import for some reason the face goes all weird, ive checked and its not an issue with the FBX, the thing is, it was fine beforehand until i needed to reimport it.

buoyant tundra
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Sorry for dumb question but In blender with the automirror addon, if I use auto mirror to make an edit symmetrical, how can I then turn off that mode?

ivory dove
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can some one tell me what is wrong

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im new to unity

sullen plank
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@ivory dove You need to configure VS properly, then it will tell you what's wrong. The guide is pinned in #💻┃code-beginner . Also where you should ask code questions.

ivory dove
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@sullen plank thanks

verbal glacier
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Hi I'm new and doing the HelloWorld Program but they tell me something is wrong

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It tells me "Assets\Scripts\HelloWorldManager.cs(20,1): error CS1529: A using clause must precede all other elements defined in the namespace except extern alias declarations"

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What should I do?

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May be wring channel sorry

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*wrong

swift estuary
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and that this is the file mentioned in the error message

outer halo
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@eager mist No crossposting please.

eager mist
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also sorry.

amber walrus
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@void thicket Please don't crosspost. You can drop your assets in #archived-resources in addition to some question related to them in some other channel.

eager mist
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not a great model but it's my first 3d hand, making a vr game

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quickly redid something, looks more decent

ionic blade
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I have been able to fix this in blender by doing this

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for all materials i set blend mode and shadow mode to alpha clip

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now my question is how can i do the same for my model in unity?

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i want it to look like this

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but this is what it looks like in unity

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i am on the built-in render pipeline btw

brave ravine
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The pose is just the Humanoid Avatar's bind position, so that's probably fine. Dunno what's up with this textures though

ionic blade
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in blender using alpha clip on all the materials fixes it

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i am currently trying to somehow export that changed setting

brave ravine
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Materials and their settings don't really export/import between 3D apps

ionic blade
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that's what i thought

brave ravine
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You'll need to see if you can find a similar setting on the Unity materials

ionic blade
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i have no idea where to look though

brave ravine
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Well, it's using some kind of material already or you wouldn't be seeing anything on the model

ionic blade
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so what should i do?
take a look at the materials unity generated?

brave ravine
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Yup

ionic blade
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oh, i found the settting but unity does not let me change it

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it forces it on opaque

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@brave ravine any idea why it forces me to use opaque?

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i guess i will have to make my own shader?

brave ravine
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I'm not sure why it won't let you

ionic blade
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maybe you can ask around why this happens?
i need to go to bed, it's really late in my time zone

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i would really appreciate that

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i will try out other servers as well

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it doesn't let me change any other settings of the materials as well

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the materials were generated automatically when i imported the 3d model

brave ravine
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Maybe that's why. Try creating your own material instead and then telling it to use that on import

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I've never used/trusted auto created/imported materials

dusk carbon
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Yo when i import the model for some reason the bones import moved and looks all weird. How i fix?

blazing minnow
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Anyone know how to change the opacity of overlay camera in unity

spark vigil
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are you able to rig meshes inside unity

#
Unity Learn

Animation and rigging is a specialized craft in the development process. Creating animation rigs is a time consuming process and sometimes it takes several people to create a rig that meets all of the needs of a project. With Unity’s Animation Rigging tools, the amount of time and manpower is reduced because of the flexibility and robustness of ...

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or it already needs to come with the skeleton or bones

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i was wondering fi u can create the bones in unity itself

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just like 2D skeletal animations

stiff thicket
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Quick fundamental question to which I don't seem to find an answer for on google, so Imma ask it here:

A face makes up three indices referring to vertices. Right? How do I know in which side the face is pointing at? Do I have to specify normals additionally? What about culling then? Is it front or back sided? Does the order of the indices for a face matter / impact the side its facing?

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Sorry for potentially confusing gibberish, I am seeking for clarification..

sullen plank
stiff thicket
sullen plank
stiff thicket
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thanks for the link, i ll read it 🙂

late thistle
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Anyone have experience with distance functions? I'm trying to calculate the points inside an sdf box however i feel i maybe be using the sdf incorrectly

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or i'm using the wrong implmentation.

long dragon
ionic blade
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Somebody else on this server already helped me. But still, thank you.

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Yeah, extracting the materials helped

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But interesting that opaque has this weird behavior on the model

long dragon
ionic blade
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I'd have never found that out without help from the blender discord

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changing it to literally anything else like cutout fixes it

late thistle
late thistle
buoyant tundra
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Going from sketchup to Blender makes me feel like there has to be some tool or way in Blender to draw vertices simple like in Sketchup. Like draw vert lines, or a square (then you can extrude the face with E etc) or arcs and such.

Is it all done via select vertex or edge then extrude? Cant find any "draw/pen" tools. Anyone have any advice?

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same with easy snapping, or like use the ctrl + R loop cut, get 2 lines then input space between them and how far away from edge or such

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I am getting slightly overwhelmed trying to find out how to do these pretty simple things. :)

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should I look into addons?

brave ravine
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Can anyone explain (or point me at something that does a good job of explaining) how Models with multiple materials work? As in, how is it determined which materials applies to which part of the model? I have a prefab here that represents a "Wall" and you can give it two materials to have the inside and outside of the wall look differently. Both materials are using UV0, so I don't think it's to do with the UV mapping?

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It's not causing me a problem and it's useful, but I'd like to understand how it works. Doesn't fit in with my current understanding of texturing 🙂

swift estuary
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the first material applies to the first submesh

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and so on

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that means those triangles describe that specific submesh. And submeshes map 1:1 with materials

brave ravine
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Hrm. So that's not like, child meshes in Maya

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It's something you setup in Unity?

swift estuary
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I don't know how Maya works but I don't think so

brave ravine
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Is it something you can see in the inspector?

swift estuary
swift estuary
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that's for blender

brave ravine
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Interesting.

swift estuary
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for maya it's probably something similar

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it might be called something different - like material ID or something in Maya

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I struggled with this concept for a long time as well until Unity released this free materials pack:
https://www.youtube.com/watch?v=mHSZv75EQyA
I saw this and was like "How on earth do they get different parts of the model to use different materials"?

By downloading an investigating that pack I eventually figured it out haha

brave ravine
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Yeah, I have "Sub meshes" with different materials in my characters, but they literally show up as a child that also is a mesh in both Maya and Unity

swift estuary
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yeah that's not the right thing then

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see if you can assign different materials to different parts of the mesh in Maya

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that should get the mesh to have different submeshes

brave ravine
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Sounds like you can assign as "Shading group ID" to individual faces

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Which can then have different materials

brave ravine
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So it sounds like this "Submesh" concept (that isn't a literal child mesh in the usual sense) is a Unity importer concept and there's just strategies you can use in various application to produce a condition that the importer will create a submesh out of

swift estuary
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Sounds about right

brave ravine
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Thanks for pointing that out. I guess that makes me feel less bad about missing some concept along the way too if it's largely a Unity invention

woven tide
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what would you expect a low poly tree face count to be?

errant plover
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Under 200

tough flare
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If its a wizard of oz type tree... then one, norse mythology or other spiritual... more maybe 😉 But “low poly” more depends on if its an artistic choice, or a hardware limitation driving the need for low poly

woven tide
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well I'm developing for mobile

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so I guess the specs are low

errant plover
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Do the best you can. Id worry more about texture size.

woven tide
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so I'm guessing textures pose a problem

errant plover
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If you over do it, yea. Stick to 512x512. A 2048x2048 texture will take up four times more ram than four 512x512 textures.

woven tide
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atm im suffering with fps fluctuation

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it's decreasing/increasing between 30-150

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for such a basic scene

errant plover
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Ahh, you'll need to run the debugger. Could be anything.

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Safe to say its not your models.

woven tide
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well I think it's the " scenery " ( the plane on the left and right with trees ) because if I remove those it runs at 400-500 fps

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I am on a mac though which ofc is terrible for games

errant plover
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That's weird. I would open the debugger so you can see whats actually going on.

woven tide
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I'm relatively new to Unity, which debugger are you referring to?

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maybe my approach to a endless runner is bad practice?

ruby scroll
# woven tide

2041 batches is quite high, even for pc games, and I assume this is for mobile?

raven reef
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this is my model in unity

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and this is the model in game

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anyone know why?

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I thought it was the model but the model is triangulated

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yall can check for yourself

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so I have no idea why its doing this

errant plover
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@woven tide you can go to Window > Analysis > Profiler. Then play around with/click on the things on the side and see whats taking up all your CPU or causing spikes. Probably best to look up a tutorial on youtube for it. As for the game being an endless runner, I can already think of spawning and despawning your models as being a performance issue.

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@raven reef something is up with the mesh. There is like a lot of unnecessary geometry. Trying to fix it now.

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I don't know. I can't fix it. I'll need to go over the whole thing by hand. It's almost like someone ran a decimate on a higher resolution mesh and called it a day. Also not sure why its such a big difference once in game mode.

woven tide
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@errant plover I'm pooling my objects to prevent instantiating and destroying reusable tiles, essentially I just spawn for example 10 tiles to begin with and then change there position to be ahead of my player upon passing the object.

errant plover
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Sounds like the best way to do it.

ruby scroll
errant plover
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Yea, I didnt check all the bones.

woven tide
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hmm I'm just not sure whether replicating that process for the environment/scenery is ideal?

Example -

I have | which is a path tile
I then have [] which is a environment chunk

my process to create this scene is to spawn and/or reposition [] alongside | and [], resulting in []|[] x 10

if that makes sense?

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this process is then just repeated based on distance from last tile

errant plover
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Well its pretty much pointless to figure out whats wrong when you can use the profiler.

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That'll tell you exactly whats wrong.

woven tide
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hmm I guess I'll have to watch a tutorial on profiling as it seems as though the layout is different to the ones I've watched previously

vague stream
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maybe i can get some advice in here, hello i'm new to unity, i make vtube models and having an issue with exporting a vrm file to vrm file might have worded it wrong lol

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in unity

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exported out of unity

proper wigeon
eager mist
#

Hi! which sculpting program is the best for beginners, Zbrush or Blender(let's leave the money on the side) Greets!

ionic harbor
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Hey if anyone is using Armor Paint please pm me

green steeple
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@eager mist blender for me.

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you can find many tutorials and it is simple

night smelt
#

hello, sorry to ask, I'm trying to study materials;

do you happen to have an example mesh object of a curtain, a cloth, something similar to share, or info where could i find a free one ?

woven tide
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it's not like I have a ton of objects to draw

echo spade
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Might be a dumb question but let's say you have a character model with a close up on their face. If I wanted to hide the jagged looking geometry created by vertices of the mesh, what would be the best method to smooth it out? A combination of having a higher polly mesh wish, normals map and smoothshading? Is there any other feature or technique that could be taken advantage of?

swift estuary
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could also use a higher LOD face model for the closeup

echo spade
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That's true. If the camera is going to transition or zoom in I can see that being pretty feasible to pull off

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I guess would apply to textures as well.

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I'm probably overthinking things though. Most character models do just fine.

heavy bloom
#

If I have a mesh and I want to render is as a point cloud how do I go about that ? Wanna do something like this. https://youtu.be/A8QPFtS2_fE

Listen to the full album: http://bit.ly/38tkHvS
"Clove Cigarette" by Andy Shauf from the album 'The Neon Skyline,' available now
Order here: https://andyshauf.ffm.to/theneonskyline

Directed by Colin Medley and Jared Raab
Animation and Technical Direction by Luca Tarantini (AOK)
VFX Supervision by Tristan Zerafa with Cosette Schulz

Special Than...

▶ Play video
brave ravine
opaque cloud
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Hi i want to learn how i can combine some armature and make a new humanoid armature in unity ?
i want combine cloths with my character as a new humanoid character ( that i make in blender )

wispy parcel
#

Not sure where's the best place to ask this question - I have an FPS with multiple players. Players need to see each other, but I'm trying to stop the player's camera from seeing their own head. Is there a way to do it without putting each player on a different layer?

ruby scroll
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How about, show head = isLocalPlayer?
or if player is local player, show fps hand model, else show full body

brave ravine
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@opaque cloud I don't understand what you mean by combine. Do you mean you have a piece of clothing as a mesh that you'd also like controlled by the skeleton?

patent ferry
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please ping me if any1 has any ideas!!

icy mauve
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Can someone plz help reshape a 3d model for me

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It's very simple

maiden token
opaque cloud
brave ravine
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You can't change what a humanoid rig is. It exists to be a lowest-common-denominator. If you map your existing character to Humanoid Avatar then it already CAN use any animation setup against Humanoid, that's the point. But your extra joints will be stationary unless you animate them yourself, probably in a different layer.

opaque cloud
brave ravine
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There's a few approaches to clothes depending on how many you intend to have and how much you care about clipping

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If the item is weighted against the same skeleton as the character, all you should need to do it parent it appropriately

opaque cloud
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how so ?

brave ravine
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Well like, in my case I don't have a lot of outfits, so I just has submeshes:

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I turn on of off streetClothes or clothes_C depending on what they're wearing. They're just child meshes, but they're skinned to the same bones as the character is so they animate with her

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You could also look into UMA, they have a whole system for doing extensive clothing sets

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Whoah, why did I not hear about Maya getting this?

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I've been TRYING to figure out "Animation only" forever

opaque cloud
brave ravine
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Yeah, that's how I'm doing it, but mostly because I only plan to have 2-3 outfits per character, and I wanted a lot of control to prevent clipping.

ionic blade
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i made a custom texture and material and dropped it onto a 3d object, but it's not displayed correctly at the sides as you can see here, what should I do?

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It's supposed to be grid like

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i want the tiny stripes at the sides to disappear

eager mist
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Anybody up for some 3d modeling here?

woven tide
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what do you need @eager mist

eager mist
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my cube falls down the map

woven tide
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what's it falling through

eager mist
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and it gets stuck on air

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now i just falls though the ground without being stuck in the air

woven tide
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oh wait my bad

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remove box collider, add mesh collider leave convex unchecked

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so basically ignore what i said previously

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I meant does the dice have a collider

eager mist
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box collider

woven tide
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hmm

eager mist
woven tide
eager mist
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no

woven tide
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probably best asking in there since this is the 3d section and unfortunately I'm not sure what the issue is, I assumed it would be colliders as that's the go-to but obviously you have that covered

spark vigil
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whenever i see 3D games first thing its an another FPS game with mindless shooting xD

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is it easier to make and hence everyone makes one?

maiden mortar
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and easiest to make, since almost anything else requires heavy scripting it seems

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for events and other things

fresh cloak
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Can bugs be reduced at high altitudes?

stiff thicket
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is there an algorithm that extracts the shape/outline vertices from a (flat/planar) mesh?

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as well as the holes?

copper solstice
#

Anyone do low poly pixel models? Would you recommend blender over Maya for it?

long dragon
swift estuary
#

Check out MagicaVoxel

eager mist
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@long dragon fixed that already, new problem is my fixed timestamp is slow

long dragon
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Generally the Fixed Timestamp is 0.0667 and it works fine for almost anything. What type of issue you are experiencing?

eager mist
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it's slow

long dragon
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If you are having a slow collision detection, you could check the rigidbody. By default it comes up with the Discrete one, with doesnt check for collision every frame.

eager mist
long dragon
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0.6 is not the default.* It is 0.0667, 10 times faster hauha

eager mist
long dragon
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That is it, change you fixed timestep to 0.0667 in order to have a more frequent Fixed Update.

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it is showing 0.6 in your screen

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BTW, your Time Scale is 0.2

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change it for 1 to get normal speed results

eager mist
#

thanks

long dragon
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Probably the Bounce Physics Material is causing that

eager mist
long dragon
#

First thing to try is to remove the material and see if it stop jittering. If it stops, then you will need to make some experiments with the bounciness and Friction values

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until you find the ideal result

outer halo
#

This channel is for 3D art, please go back to #⚛️┃physics. I'm not sure why you moved here.

copper solstice
woven tide
#

Hey just wondering whether anyone can help/direct me in the right path. I have a plane which is 1,1,2 - (x,y,z) in scale, I want to create a custom material that'll fill the base mesh, but I'm not sure how I would achieve my expectations.

Example of expectation -

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rather than being a single base color, I wanted the effect of grass transitioning into dirt from the left/right of the tile

long dragon
#

@woven tide Hi!,
Your question seems more related to #archived-shaders channel. But what you are asking might be a Vertical Scrolling shader.
Maybe with a GIF or a Video reference would be better to make us understand it and give a clear direction.

woven tide
#

@long dragon To be honest I have nothing to show, I just have a empty plane atm, I just wanted a material/texture that would fit the base of the plain whilst giving the effect of grass on the sides and mud in the center

long dragon
#

I mean, with the Terrain Editor you can paint different textures on a plane

#

and it blends automatically

#

Try checking the Terrain Editor and take a look if it could help you

woven tide
#

Thank you, I'll have a look, I'm guessing Terrain Editor is a packet/asset?

long dragon
#

No no, it is built-in on Unity

woven tide
#

I'm guessing that would also work on a plane?

long dragon
#

It is a plane, but it is generated and managed by the Terrain component

#

To try it you can go to the Hierarchy and Create a New Game Object > 3D > Terrain

#

on Terrain Settings (the last option on the Terrain Component Toolbox), you can set its size. It starts by default with 1000x1000

woven tide
#

Thank you for the help 🙂

nocturne maple
#

idk if this is the right channel. i imported a man in a suit from the asset store, drag and dropped the right material on it and know it looks like a stone statue. do you know what i am doing wrong?

fresh cloak
#

Hey, did somebody have an idea how to make something like atmposhere, I mean that on surface of planet (It's just a sphere wiyh mountains etc) we can see sky, but at higher altitudes it will disappear?

serene coral
#

Hello I textured a model in substance painter and I exported it as a standard pbr metal (I think the textures were: color, height, metallic, roughness and normals). Then my teacher explained that there's a preset for unity that exports color, normals, ambient occlusion and a special texture that is metallic smoothness. I tried using both my pbr metallic texture and this metallic smoothness thing in a material applied to my model in unity but they look the same to me. Very glossy, to add. I also noticed that there is kinda no direct input of smoothness/glossiness (thats probably why metallic smoothness exists). But, if MS supposedly includes smoothness but the previous metal texture that i used does not how do they look the same? The smoothness is not accurate to what I painted, am I using the MS texture incorrectly?

unique temple
#

I do not have much knowledge about Maya. But the characters which were made in Maya worked perfectly fine on it but when I am Importing its FBX on unity there is some skinning issue pop up which I am unable to sort out please help.

brave ravine
# unique temple I do not have much knowledge about Maya. But the characters which were made in M...

If those are meshes clipping through each other because of how close they are, there's not a ton you can do directly. Two diffrent engines aren't going to do that exactly the same way. That's why in like, MMOs where there's a lot of clothing pieces involved they're usually oversized. But one thing you can do is have a cutout version of the body mesh where polys don't exist under where it's covered by clothes.

brave ravine
fickle birch
#

So I recently upgraded to 2021 unity after using 2019 for so long, and right after the update was finished and everything was re imported, certain blend files just stopped working and their UV's were completely broken.

#

I noticed that the models that are broken don't have the UV1 tag at all in their mesh directory

#

In blender it works fine

#

but in unity it just becomes this

pastel steppe
#

The textures aren't exported with the model you need to bake them and then make a material

ornate ocean
#

Anyone else ever run into FBX distortion on models for animations?

cosmic matrix
wispy surge
median siren
median plank
#

i downloaded a model and it has an mtl file but im not sure how to put it on the model

jade raft
#

hello guys... I have this simple prefab with this mesh and texture:

#

and then i have this other one

#

both are made with the same exact mesh

#

why if i try to set the texture B in the first prefab this happens: ?

#

its like the texture doesnt fit well the mesh or something

#

but the mesh they are taken from should be identical

#

this is made with voxels and i have no idea about graphic stuff so if you would at least guide me with whats happening I would be thankful

copper needle
#

I want to put spots on a sphere what should I do

sour summit
#

hey all I was wondering if anyone had any resources on modeling interiors for games? I was wondering whether or not it is better to model the interior of a building as part of the whole model, or to make all the walls modular and "build" in unity

glacial vector
#

Depends on your project @sour summit. Modularity takes longer to set up, but is quicker when building large scenes. If there's room for a lot of reuse, go modular. If it's gonna need to be one set up modules for each interior, might not be wort it (depending on the size)

long dragon
slim pewter
eager mist
#

Hi

dusk carbon
#

For some reason the bones are always importing all weird, anyone know a fix?

ornate ocean
jade raft
#

seems he uses magica voxel and some sort of plugin ccalled magica voxel to unity

#

to import

fluid oak
#

@dusk carbon Weird how?

dusk carbon
hushed ibex
#

is this a good channel to ask about blender?

dusk carbon
hushed ibex
#

do u know anything about blender

jade raft
#

anybody using magicavoxel ? I have some problems when importing models to unity with the 'magicavoxel to unity' asset

#

like... sometimes for the same mesh I create different textures and seems the UV aren't the same

nocturne maple
#

idk what happened that the textures are messed up. i copied my whole assets folder from an old normal 3d project in to a 3d project with the extras and this happened

#

does anyone know a fix for this?

#

sorry if this isnt the right channel

sullen plank
#

if you imported from built-in render pipeline example to URP/HDRP you need to swap shaders.

nocturne maple
#

is there a simple solution to fix this?

sullen plank
#

There's a wizard in the menu that can convert. Won't work for custom shaders though

nocturne maple
#

i dont think i have any custom one

#

in which menu if im allowed to ask?

#

@sullen plank ?

sullen plank
#

@nocturne maple I don't have a project open right now, it takes a few seconds to lookup

nocturne maple
rancid hawk
#

My material is distorted (its on a quad) pls help this,, is how it should be:

#

this is how it is

ivory tangle
#

hi , i've got a mesh (all it is is just a subdivided plane without smoothing on since the default plane is too low poly) and im using polybrush but the plane keeps turning black everytime i try sculpt on it ...... could someone help please ..... and could u ping me if u dont mind .... thanks

eager mist
#

Yo I have tried multiple times importing a 3d model to fbx from blender to my unity project and none of my textures have appeared I joined the sever wondering how to fix this issue?

outer halo
#

You have to create your own materials in Unity and assign the textures to them and to your model.

delicate mason
#

Hey real quick, not sure if anyone can help me out here, but I hope the answer is yes

#

I have created a model with multiple animation keyframes for body shapes using bones

#

One such shape:

#

However, Unity is screwing this one up HARD

#

I really have no clue what could be the issue

#

It's worth noting that there is a higher density of vertices here, and it's comprised of three separate objects

#

At least in the chest region

#

I don't know if anyone would like to take a look and see what they can find out, but here's the FBX file for this mesh

#

Animation frames are 1-5

eager mist
#

and will do

spice harness
#

I'm looking for some basic spaceship models of varying shapes, sizes and utility classes to be used as a reference.

They don't even need to be textured or anything, and they can (preferably) be rather poly / primitive in overall shape complexity and detail

The only design conformity I'm really looking for is (structurally) something you might expect from ship designs that trend towards near-future realism rather than strictly sci-fi (more expanse, less star wars; more hohmann transfer, less impulse / warp engines)

Does anybody know of any free or low-cost asset bundles that might contain those kinds of models?

flint warren
#

anyone use subtance painter here?

rigid pelican
pastel steppe
#

Nice

autumn python
#

Anybody know how I can select all the vertices in this case like you can in Maya?

#

In this example I can only select the two vertices facing me, not the ones in the back

#

Forgot to mention, this is ProBuilder

#

I tried X-Ray mode, but that only seems to work in the 3D viewport

spring pewter
#

any opinion?

stark quarry
stark quarry
spring pewter
stark quarry
#

np mate

languid robin
#

Hi team. Question. Any way to change the origin point of an FBX in Unity itself? I have two meshes that should be switchable on an object but one 'spawns' way too high so isn't in bounds of the mesh renderer...

outer halo
#

The only way to physical change the origin point of an FBX is to do it in a modeling program.

#

The workaround alternative is to child the model to an empty object in unity, and offset it manually.

languid robin
#

Ah ok. Thank you. Since I want the actual mesh, I'll have to do it in blender somehow. Thank you!

ivory oyster
#

help because I accidentally clicked something and the left bar with the teeth will disappear. How to undo it?

#

help plis

woven tide
#

I'm not familiar with Unity's particle system, so I was wondering whether there'd be any change in performance if I used blender models to create particle effects over Unity's inbuilt particle system?

pastel steppe
#

You can use 3d objects in unity’s built in particle system

#

however if you did the simultaion in blender and exported that it might cause oerformance issues

woven tide
#

Yeh I was looking to do simulations in blender, but guess I'm better of learning particles

#

Thanks for informing me bt

#

btw*

limber haven
#

Any good free arm rigs for unity/blender?

drifting skiff
#

im trying to use a projector, and the image that i get projected onto the ground looks really bad compared to the input map... any idea how to up the quality?

hallow ocean
hallow ocean
eager mist
#

Anyone know how to fix this? Its a FBX from Unity. The Triangles have been deleted but the mesh is very distorted

split trail
stray stone
stray stone
sturdy falcon
#

Can someone tell me How Export scene with textures ? I use FbX but all White

stray stone
#

FBX files don't carry materials. So then you can't use textures, but it will carry the material slots.
So you can re-build your materials in unity and drag them onto the objects in the scene.

#

It's better to re-build them in unity anyway.

sturdy falcon
#

But i need export textures .. i dont understand because… i stream Binary file with 3D objects with textures

stray stone
#

Textures are usually images, which are seperate from geometry. So you would have to build a system that can grab the textures and then apply them.

sturdy falcon
stray stone
#

You need to make a unity material first, put the texture into the right slot within that, and then assign that material to the object.

sturdy falcon
#

Man .. i Have alredy on every object texture with material ..

#

I export it

stray stone
#

In what program?

sturdy falcon
#

Unity

#

In unity

stray stone
#

Are you wanting to move it to a new unity scene?

#

Or project?

sturdy falcon
#

I want whole scéne export with textures

stray stone
#

From unity - to another unity project?

sturdy falcon
#

Because i not Have 3D models

#

Man i Have BUN

#

Thats old stream binary file

#

With objects

#

And textures

stray stone
#

Where is the object? Is it in a unity scene, or is it like in blender or maya?

#

And are you wanting to move it to another unity scene/project?

sturdy falcon
#

Nope

#

I want to export to blender

#

Unity scene

stray stone
#

Okay, then no. You will have to rebuild your materials in blender to see them in there.

#

Materials don't carry between programs.

sturdy falcon
#

Man you not understand

loud summit
#

Why does the bottom of my object change color? Right is the color it should be and left is the color it changes to. Maybe I have done something to the settings?

stray stone
#

I guess I don't, I'm trying to by asking questions.

sturdy falcon
#

I Have 2 files

#

BINARY files

#

Not 3D

#

And i stream it

#

And make 3D objects with Shaders with everythibk

#

Textures too

stray stone
#

Your binary file will not contain any textures or materials.
Because it's just the 3D data.

sturdy falcon
#

🤦🏻‍♂️

#

I show you

#

Im not import 3D model

#

I import BUN file and streaming it

stray stone
#

You want to export that data from unity into blender?

sturdy falcon
#

Ye

stray stone
#

Using the FBX format, yes?

sturdy falcon
#

With textures

#

Yes

#

Alredy Have

#

But without textures

#

All White

#

FbX files before if i create race tracks for assetto i Have FBX and Texture folder

#

I try OBJ scéne exportér and not export

stray stone
#

Okay, so here's the thing.
The FBX format can't store image files, it only converts the 3D data into it's format.
This can be read as binary, or ascii.

The textures, will have to be exported separately.

sturdy falcon
#

I Have exported manualy with Binary editor but i must be manualy 3000 textures replace in blender scéne

#

But i want export from unity

stray stone
#

I don't know what to tell you man, It can't be done.
You have to manually move the textures over.

#

You could build a python tool to handle this for you, and assign the textures.

sturdy falcon
#

Ye but i thibk with OBJ or other formát can export

stray stone
#

OBj can support textures, but only with a MTL file.
and that's just colour data.

sturdy falcon
#

Ye but about coding im dumb

#

Yes

stray stone
loud summit
#

This is just the bottom and the side of an object that has the same material

stray stone
#

Yeah, this is just how unity lighting is. It's the same material but it only reflects back one colour unless there is a probe or soemthing.

#

All is normal.

loud summit
#

Is it possible to get rid of the discoloration?

stray stone
#

Set up your lighting, and add a texture?

light robin
#

Also depends if this is in scene view with lights disabled or in game view

stray stone
#

^

loud summit
#

Ok ty

stray stone
#

👍

delicate mason
stray stone
#

Ah makes sense, Good ol 4 bone limits. 😎

normal pasture
#

Hi, This is a basic question, that I am having hard time dealing with. Can anyone tell me how to import FBX models where the fbx file is on one folder and the texture is on another. is there any way to automatically set the textures to the model after importing?

stray stone
#

@normal pasture You should be able to import them seperatly, and then you will need to make a new material to attach the textures to, Then you can attach that material to the object in unity.

eager mist
#

Hi sorry for joining just to ask a question but ive been trying to import a rigged character i made in blender onto unity, problem is it always breaks transforms and ends up looking like this: https://forum.unity.com/attachments/capture-png.851474/ I have tried already applying transforms but that doesnt seem to fix it, heres a thread on the forums with more details: https://forum.unity.com/threads/unity-completely-breaks-transforms-of-imported-model.1107653/ , any help please?

karmic marsh
#

Does anyone have a workaround to get CAD stuff into Unity without losing assembly hierarchy and materials but without using PIXYZ plug-in?

eager mist
#

i actually designed most of my character in fusion 360 and the hierarchy was kept intact for the most part when exported as fbx with exception of some weird normals @karmic marsh

karmic marsh
eager mist
#

straight importing worked fine for me plus fusion 360 would act very nasty if i had a high poly object

#

what software are you using?

karmic marsh
#

I generally use solidworks but I also do some stuff with Fusion.

eager mist
#

oh as for solidworks i have no idea what could be causing it

#

are you importing bare meshes?

#

like not t splines or objects?

karmic marsh
#

This is what I'm doing:

I have a full actual car assembly made in solidworks. I import the .SLDASM file into 3DS Max to convert it into .fbx and then I import it into Unity.

After importing, I find that assembly hierarchy isn't preserved, material data is lost but I figured that same happens (materials not importing directly) with any fbx and there is a solution for that.

eager mist
#

cant you export fbxs directly from solidworks?

karmic marsh
#

Nope

eager mist
#

thankful with the sky that i couldnt afford solidworks

#

okay well let me think

#

was the hierarchy preserved into 3ds max?

karmic marsh
#

Well, if you say Fusion works well then I'll completely shift to that from now....

Been using solidworks cuz I'm a mech student and our team is sponsored by Dassault lol even I couldn't afford it

karmic marsh
eager mist
#

okay try exporting to .3ds and then into blender then to fbx

#

or skip 3ds max and work in blender directly

karmic marsh
#

Well Blender doesn't read any CAD format. I think I'll just have to use Fusion now

#

Which I'm totally fine with

eager mist
#

welp its worth a shot lol

#

good luck man

fathom cosmos
#

how do i move the camera downward/upwards forward/backward to view my scenes in the editor

eager mist
eager mist
#

:<

stray stone
# eager mist :<

In your blender export settings there are a few things you should have enabled, or change so it works better with what unity expects. :)

eager mist
#

ive messed with them already

stray stone
#

It's generally these settings that should be used to ensure a consistent and correct export.

eager mist
#

ooooh

#

gimme a sec

stray stone
#

Also check your rig has applied transforms and such. :)

eager mist
#

okay i tried exporting it like you said however in 3d view it looks the same

stray stone
#

Hmm.

eager mist
#

ill check in unity just in case its a 3d view issue

#

nope still broken transforms

stray stone
#

Does any of your meshes have scales larger or smaller than 1?

#

From what I read, you are parenting your meshes to bones instead of using skinning?

eager mist
#

some have irregular scales

#

yep

stray stone
#

Yeah, okay so a great tip to keep in mind is that you should always have eveything at a scale of 1 in object mode.

#

If you want to scale things up, move to edit first.

#

However if you have irregular scales, when you export, it'll make that larger or smaller because it expects one.

#

You can fix this by selecting the mesh and pressing Ctrl + A, then select scale.

#

This will set your mesh scale to 1, which might move it away from it's original position. But once all fixed it'll export as expected. :)

#

Hope that helps. Let me know if it does. @eager mist

eager mist
#

im doing it rn but hmm

stray stone
#

Dimensions you don't have to worry about.

eager mist
#

oh then all transforms are applied

#

on all meshes

stray stone
#

Even if un-parented?

eager mist
#

? ehh i dont know how to do that ;-;

#

other than crtl + a then all transforms i havent done anything else

stray stone
#

Select mesh, And then Alt + P .

eager mist
#

wouldnt that clear the parents and mess with my rig?

stray stone
#

You could then unparent, If you unparent then check the scale might reveal somethings.
I don't know if it'll work, I'm just doing some trouble shooting.

#

Well your rig is the bones/joints.
The parenting is just telling the mesh to follow said bone transforms.

#

You can unparent, check then re parent with Ctrl + P, with the bone selected in pose mode.

eager mist
#

nope transforms are still applied

stray stone
#

Do you mind letting me have your file and I can troubleshoot it myself and relay results that I find? :)

eager mist
stray stone
#

In your broken version in unity can you say what meshes are broke?

eager mist
#

sorry for using catbox but its what i had at hand ;-;

#

oh

#

no meshes are broken just the positions

#

a sec

stray stone
#

Hoo wee that's a lot of polygons. 😅

#

255k tris.
The biggest games are only just breaking 100k on them now.

eager mist
#

oh yea i usually run limited dissolve before exporting

stray stone
#

Yikes. 😅

eager mist
#

i gave you the cleanest version i had

stray stone
#

When you accidently click Zbrush, instead of Unity. 🙃

#

Do you know what all these are about? 🤔

#

They are all empties.

eager mist
#

oh you can delete those empties

#

yea

#

its oart of the hierarchy that fusion 360 exports with

stray stone
#

Yeah, Probably be for how they do parenting.

#

Any idea what that is? 🤔

#

Only seen when selecting the top shin on the left side.

eager mist
#

no idea actually

stray stone
#

Okay, I think I have the problem.

#

Well not a problem, more of a solution.

#

When you were parenting to the rig, how did you do it?

eager mist
#

control p sometimes bone relative

#

other times automatic weights

stray stone
#

I assume all the more robotic parts get the ctrl + p?

#

I've tested it with 2 parts now, so this'll work.

#

@eager mist Alright, This'll be how to do it.
Unparent the mesh from the rig.
Then in pose mode select a bone, and then go back to object mode.
Select the mesh you want to parent, then the rig and go back into pose mode.
Making sure the bones you want the mesh to follow is selected, Ctrl + P and the parent to Bone, (Not bone relative)
Then it should work.

#

Bone relative is a blender specific thing so then it kind of doesn't work ouside of it.

#

I did the hair, but because I didn't unparent first i made an error with it, but it still shows you it working.

eager mist
#

unity just killed my gpu

stray stone
#

😎

eager mist
#

OH GOD THANK YOU SO MUCH JUSTIN

#

YOURE MY SAVIOUR

stray stone
#

I recommend you retopologize the robotic parts as well.
Not limited dissolve, cause then you can have better toplogy.

#

Also, if you aren't going to see inside them, which Is what I suspect, They don't need to be hollow.
So you can get rid of the internal polygons. .

#

These are just some small things you can do to help optimise. :)

eager mist
#

oh i guess thats because of the way fusion 360 works

#

it thinks in an object manner rather than in a mesh manner so it exports everything without any optimization

stray stone
#

Yeah so F360 doesn't care about polygons. It's an engineering tool, so it only cares about making sure it looks like what you design.

#

It's not really designed for games development. 3D printing and manufacturing is it's domain.

#

But you can still use F360, just gotta make sure to optimise.

eager mist
#

anyhow

#

thanks so much justin

#

unity kamizake'd blender with itself

stray stone
#

I would focus on optimising the mesh first. ;)

wide yew
#

I'm really bad at art and want to know where I can find complete assets, so I can focus primarily on coding.+

stray stone
#

Sketchfab has a free section, and a paid section.
Unity asset store, Open Game art.

#

Plenty of places, However, Best focus on your prototype first before art.
You can build a whole game with just cubes and see how it all plays before adding art. and I recommend it. :)

#

I've made many games that are just cubes to start, cause it's all about getting the game feel and ideas working well first.

#

Then you make it look pretty. :)

#

@eager mist How I would suggest optimising. :)
The right is 110 faces (200 tris.)
Vs the Left which is 8262 tries.

eager mist
#

HAHAHAHAHA

#

i love this image it perfectly shows how bad fusion optimizing is

stray stone
#

And this would make it easier to UV it later, or make any additional model changes.

#

I've been working on a scene, this all total. (Some stuff offscreen) is 6660 tris.

#

And looks like this in unity, Still WIP.

#

Most of the polygons are in the window frames. XD

eager mist
#

anyone got an idea, why the animation breaks when it goes into the next loop cycle?

#

first things first

#

holy shit thats so fucking cool

#

second things, the Erlenmeyer flasks and the robotic arm are both in the same mesh?

#

they are not

#

maybe the animations desync

#

separate objects, and the flasks have a bone

#

oh

#

hm

#

I'm using a constraint

#

and I can't find anything about this when googling 😦

#

a bone constraint? like the ones in blender?

#

it does look like a sync issue, although I'm not sure why that would be happening

#

yeah, pose bone constraint

#

hmmmm

#

weight 0, when it's not in the robo hand, then weight 1 when it is etc.

#

does this show up too in the preview panel?

#

and again, everything works fine until the animation finishes

#

well in the preview panel, I can see two different animations

#

one for the hand, one for the flask

#

and they do work on their own

#

oh yeah thats def a sync issue

#

both have 310 frames too.

#

perhaps I'm going the wrong way about this?

#

maybe, I should try a different method then?

#

definitely, even if you tell the animator to play one animation right after the other you risk desync

#

can you show us your animator or your code?

#

yeah sure was about to

#

I have these two actions in two layers

#

same weight

#

but I guess, that's most likely where the downfall is.

#

does one of the layers have a mask for the Erlenmeyer flask

#

nope

#

try adding one

#

put it in the layer than animates the flask

#

thanks for the advice, I'll have to look into it, as I'm not really familiar with that concept yet

#

how do you think masking would solve the sync issue?

#

i think the two animations may be conflicting with each other

#

sometimes unity counts the "dont do anything with this bone" as a keyframe

eager mist
#

@eager mist so, just opened the animator in parallel and switching between the Animation A and Animation B... looks like the clips are not the same length!

#

any empty keyframes at the end or start?

#

nope

#

so the animation just takes more than you thought it did?

#

can you show us your keyframes?

tidal meadow
#

Im doing pipes for my game, currently making a three way pipe thing and wanted to ask, how much of a performance issue would be if I kept this like this? As in not connect the faces with the faces of the other way tube?

eager mist
#

@stray stone haha it works great! just one issue, the face itself is missing any shape keys which it had in blender even though they do appear in blender

stray stone
eager mist
#

tried that

#

they dont appear there

#

though the ones in other meshes do appear

stray stone
#

Hmm.

#

Interesting. Is there a base on the face?

eager mist
#

i believe there is

stray stone
#

Yeah. Should work then. 🤔

#

Are the other ones in Japanese as well?

#

From the working meshes?

eager mist
#

all of them are in japanese

stray stone
#

This is an odd one.

eager mist
#

welp at least i can get to work on replacing my old main character, thanks a lot justin!

slim kestrel
#

Plz help, I am looking for a free 3d model of a road, pool, library, school and semi detached houses

eager mist
slim kestrel
eager mist
#

yes

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itll tell you

slim kestrel
#

Thanks so much! I have to make a city for a project, I wanna make mine stand out

eager mist
slim kestrel
#

Can I use the models from thongoverse?

eager mist
#

huh if they both have the same fps and frames they should have the same length

#

and in blender these are like related actions, 310 frames each... I mean it makes sense as I'm manipulating the weight on the constraint

#

hmmmmm weird

#

can you show us the timeline of the arm action one?

#

not the flask one?

#

as in blender?

#

no in unity

#

ah, sure

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now the other one?

#

sec, cant get it on the drop down

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hmm, nothing there at the start!

#

could be the answer*

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OHHHHH I KNOW THE ANSWER

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try copying the last frame to 12.917 second

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or the same position as the last frame of the arm action

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it should work now

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i hope

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indeed

#

there is nothing at frame 310

#

you are most likely right

#

let me see.

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we have a winner 😄

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that worked! 🙂

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YESSSSSSSSSS

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LETS GOOO

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damn, is there some kind of a commend system here? 😄

#

you deserve all the points, literally was smashing my head for hours on end with this, now I can sleep in peace 😄

#

i dunno but if you know why unity decided to collapse some of my faces in a weird way id appreciate it ;-;

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what's the problem you're facing?

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@eager mist here's the result, I can't believe I wasted 10 hours on something that won't be even that visible! But at least this will save me a lot of headaches in the future I think.

#

man thats so fucking cool looking

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kudos to you

#

thanks, I'd be lying if I said I'm not putting a lot of effort in this shit. 🙂

#

share the screens of your problem btw, let's see if we can figure it out

#

its kinda like yours very subtle but annoys me a lot

#

the mouth faces do this weird thing

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which isnt present in the mesh inside blender

#

oh it also lacks the shape keys which is weird

#

ah the line right?

#

did you triangulate the model?

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before importing into unity?

#

ehhh theres an ever so slight issue with why i dont wanna triangulate

eager mist
#

its worth a shot at least

#

ACTUALLY WAIT WOT

eager mist
#

i think i can see it too in blender too

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ah, was a thing of angles 😄

#

so i think the reason is that this faces mess this the shape since they are connected to a way bigger shape

#

usually, when you have crevices like that, indicates that you need more edges

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if you do a subdivide here or there and connect

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that should flatten out.

#

subdivide? isnt that for edges?

eager mist
#

that should get rid of the dents.

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hopefully 🙂

#

triangulate didnt work

#

any other ideas?

#

revert triangulate

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as you have the problem in Blender too

#

and just try to add more edges

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as in

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something like that

#

oh so just with the good old knife tool?

#

you can but dont have to

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as in

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let me illustrate

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well actually the knife tool worked lol

#

oh it most certainly would

#

but if you want more precision

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and to not create additional verts

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subdivide edge

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fair enough

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or not even

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you can connect two existing vertices

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I was just using this as an example

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if you select vert 1 and then your vert 2

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and press J

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that will create the slice and connect

#

so, is the dent gone now? 🙂

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did it work?

#

ehh

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sorta

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it also creates really flat surfaces

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wel at least its less noticeable

#

maybe you can apply smoothen somehow?

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oh good idea

#

or protrude it out?

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then smoothen

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as in move it out a bit.

#

hmm i think i have a workflow

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improvement?

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a little

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now just gotta do the rest for the rest of the weird dents

stray stone
# slim kestrel Can I use the models from thongoverse?

Be very careful with just grabbing assets from everywhere. There's lots of things to watch out for.
Polygon counts and that aside, gotta keep an eye on them.

The other thing is copyright, If it's CC-BY or any other, you will need to credit the artist.
The only time don't need to credit the artist is if it's CC-0.

eager mist
#

actually, can you share the topology of your mesh? Just for the head at least? @eager mist

#

i shared it already to mdjustin a sec

#

uhh

stray stone
#

There's more poblems with it than just the mouth. 😅

#

This mesh is not good.

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So many N-gons.

eager mist
#

CATS really loves n gons

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so not the first time

stray stone
eager mist
#

spy tf2

stray stone
#

You want to have some decent face topology, this will allow you to have some good blend shapes and such as you work on it.

eager mist
#

yeah was about to say

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it's not clean

stray stone
#

This might be why your shape keys don't work.
They expect a certain mesh, if you change it such as limit dissolve, It'll not work.

eager mist
#

oh no they do work

stray stone
#

The mesh the shape key is built with is gone.

eager mist
#

at least in blender

#

however they just dont show up in unity

stray stone
#

Another thing to keep in mind with faces, you ideally want to keep the mouth in a neutral pose.
So a stright line, you have a slight smile.

eager mist
#

for comparison here is my triangulated NPC

stray stone
#

We immediatly send models back to modelling if they don't have the right settings at my work.

eager mist
#

mind you it's low-poly, hard edges not soft

#

but you can clearly see the net

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i have a shape key for that so it should be a problem to change the basis to that

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i gotta go but yea other than the weird dents, the bad optimisation and the shape keys not appearing everything works

#

ooh boy its gonna be a long day

#

good luck, and thanks for the help! 😉

stray stone
#

Retopology is a good skill to learn, This isn't as clean as I do because I was being quick to show.

long isle
#

I wish I knew how topology works, I could never figure out how to create 3 or 5 star poles on the fly or get rid of them when I need to

#

the concept of creating loops is just too much for me

eager mist
#

got damn!!!

eager mist
#

but yeah if you think its bad you just have to see how it was at the start

long isle
#

this is the extent of my 3D modelling lol

slim kestrel
long isle
eager mist
#

alright im editing an avatar for vrchat and i keep getting this error, could someone help me?

#

this is the avatar btw

stray stone
buoyant tundra
#

I know there are a lot of different ways to achieve this in blender, but I keep running into similar cases. When mirror modifier is not possible (already in use on parent), how can I simply rotate these 2 faces (top/bottom) towards the same axis?

#

tried a bunch of things and I get confused, feels like I am over-complicating it :p

#

(I did it by selecting edges instead and scaling on an axis)

reef shard
#

when importing obj files i get this weird cut. its not a material

eager mist
#

maybe the vertices are not welded

#

or the smoothing group is different than the rest of the surface

muted falcon
#

my model looks correct in blender, but consists solely of single colors in unity

#

the materials have the correct textures and everything

long isle
muted falcon
#

no duplicate materials in both unity and blender

#

alright, after a bit of digging

#

it turns out, that for some reason, the uvs are way far away from the actual texture, having them render fine in blender, but not in unity

stray stone
stray stone
muted falcon
#

That is a good idea indeed, I was working on getting them into about 2 textures

wheat blaze
#

How can you change the shape of a mesh collider?

elder spire
swift estuary
maiden mortar
#

how to i recenter this

#

so that the front is the right orientation

swift estuary
#

go into edit mode

#

select all the vertices

#

and move/rotate the object until it's in the right place/orientation

#

With the translate/rotate tools

#

as far as what is the right orientation because Unity and Blender have different coordinate systems? < that's a little bit of a different question

#

Different people have different settings that work for them, but I could have sworn there was a pinned message in this discord somewhere with some reasonable approach

#

for me personally I do:
In Blender orient the object such that:
x is right
y is forward

z is up

Then export it with these settings:

maiden mortar
#

@swift estuary THANK YOU

#

holy crap this thing was annoying me

maiden siren
#

hey anyone know why, if I have render queue material at 100 vs 2000 the material with the 100 still wins and shows up over the material with 2000 render queue ? I am expecting it to render material 2000 over that of the 100 material

#

I double checked the two materials too at runtime just ensure I wasn't crazy

maiden siren
#

Essentially I have clothing, and inner clothes and I want to render something over it

eager mist
#

Regarding UV's and texture maps... I always start with a diffuse map after I have UV unwrapped my mesh. The trouble arises in creating other maps for the mesh. I've found the best solution to be to create the diffuse map, and then run it through Substance B2M3 (which will create normal maps, roughness etc.) and then to use those maps in adding the extra detail. Is there something wrong with this workflow? I've tried using a PSD network, but it's difficult because every time I make one change to any map, I have to -manually- reflect those changes in all of the other maps as well.

stray stone
wheat blaze
#

How can you change a box colliders sides symmetrically?

#

I know shift changes the whole box, but I just want two sides to change

earnest pagoda
#

hi guys i want to get an unity asset into blender with its textures i am new to blender can someone please help me out ?

stray stone
gusty surge
#

my textures arent showing

outer halo
#

Textures are not imported with the FBX.

#

You have to recreate materials in Unity and apply them

gusty surge
#

is there any way I can import them from blender

#

using another format?

outer halo
#

No?

gusty surge
#

dang I remember it being supported before

outer halo
#

Unity has their own shaders, Blender has it's own. There's no way it'll know how to convert them.

gusty surge
#

alr thanks

stray stone
#

I literally just said that same info on the message above. 😅

gusty surge
#

can I atleast put the shaders I make in the model prefab

#

somehow

stray stone
#

Nope. Shaders are materials.

#

You'll have to reconstruct them in unity.

#

Oh wait. I read wrong

#

Yeah. In the materials tab on the prefab. You can adding materials there.

gusty surge
#

ok i did it

eager mist
#

How do I fix the camera in the scene? Its gone weird after i focused on an object

sullen plank
#

@eager mist Don't cross-post. Toggle off orthographic view.

eager mist
#

I need help importing sketchfab models to Unity

wide wolf
#

anyone knows how to avoid float point errors when importing a 3d model? (e.g. scale at 0.99999 instead than 1)

stray stone
wide wolf
stray stone
#

@wide wolf Have you set it to FBX All.

wide wolf
#

i set it to FBX units scale

#

that usually works, and that's what's suggested in mos blender>unity workflow guides... is that wrong? what is the difference?

stray stone
#

I don't really know, I just seem to have better results with these settings.

#

It's always different.

gaunt laurel
#

is there any way to make it so this mesh is upright (x -90° relative to now) while also having all rotations be 0°?

#

kind of like applying rotation in blender

swift estuary
#

or

#

give it a parent

#

rotate the mesh itself to be correct, and then just deal with the parent only from then on

gaunt laurel
swift estuary
#

also is that the local direction?

#

If that's local - you need to go back to blender again - it's not right yet

gaunt laurel
#

oh i thought that box was the hitbox or something
to be honest i started with unity like 2 days ago i have no idea what i'm doing

swift estuary
#

the box is the collider, yes

#

but you can fix the collider

#

it's just a box collider

#

you can set the hieght/width/etc to anything you want

gaunt laurel
#

alright i'll look into that, thanks

swift estuary
#

or just remove it/readd it

gaunt laurel
#

ah cool, it works now, thanks

ionic harbor
#

Hey, i want items to float pretty realistic on water. Anyone has experience with like boat / items on water shader?

#

The water shader has waves, so i kinda want the objects to float ontop of that

frosty cedar
#

im not sure if this will show an image... but ill try it, i made a barrel a while back and I had to texture it manually lol

#

noope

#

I had to texture each part of it in the uv mapper and it was TEDIOUS

#

this is the result lol

swift estuary
#

It looks alright but your unwrapping is a bit of a mess. I see some overlap.

Did you mark any seams?

ionic harbor
#

@frosty cedar i would highly recommend you to take a look qt Armor Paint

#

Costs like 20$ and is a cheaper alternative to substance painter

#

It wont help you with UV mapping but its a great painter

frosty cedar
#

I have absolutely NO budget lol

#

im forced to use free stuff

stray stone
#

Overlapping is fine. Just make sure you don't paint the mesh.

#

If you are just using image textures like above then. Overlapping is ok, and this is useful if you want to use the same texture across many many assets.

ionic harbor
# frosty cedar im forced to use free stuff

If you are technical, version of Armor Paint is free, but it needs to be compiled by you. A compiled version is given for 20 dollars, buying it from itch.io, you can when a new version is posted.

Haha, yea, just incase you looking for something like that