#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 61 of 1

ionic harbor
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was your problem uv mapping?

frosty cedar
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the problem was lining up each and every board on the outside

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and i was taught to smart uv map stuff from a youtbue tutorial then I realized it would NOt work for something like that lol

ionic harbor
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uv unwraping is easy once you got the hang of it

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my rule is to always scale objects in edit mode, so that object mode size remains 1,1,1

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it appears to help the uv scaling, if im correct

frosty cedar
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no idea what that means lol

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but yeah, it took me like 6 hours to straighten the planks on the barrel.

ionic harbor
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google for object mode

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and edit mode

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if you are in blender

frosty cedar
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i am in blender

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i did unwrap it

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then i did smart uv map

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and it was the worst thing

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lol

quiet tulip
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Does anyone know why my materials are not working in Unity? I am using a .blend file, and blender recognizes the textures fine but Unity pretends they don’t exist

brave ravine
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Materials don't transfer between applications in general. You need to remake your materials in Unity

quiet tulip
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I’ve already done it once and the materials were recognized. The second model I attempted is not recognized

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I’ll have to try again tmrw

brave ravine
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It's possible to embed the textures in an FBX say, and Unity can generate a basic material from that. But materials themselves don't transfer

amber walrus
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Yea Unity may sometimes replicate some values, but the material(shader) systems are indeed completely different

zenith surge
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I am trying to create a wood texture for a wooden support/pole but I cant figure out how to create something that does not look clearly repetitive. Do I make it less detailed, much more detailed, stretch it out, or make it 256 L by 512 H (originally at 256x256)?
I want to create some textures being a mixed version of Paper mario TTYD and The legend of Zelda: Windwaker.

Any tips to what I can do? This is my poor semi-attempt until I realized the problem:

eager mist
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Does anyone have any advice for how I can UV unwrap complex objects like these?

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Specifically when it comes to parts like its feet and the bars on the front end

stray stone
edgy notch
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Hey all, as Iβ€˜ve just started out learning 3D art I was wondering: is there a need of low poly 3d artists for hobby projects/game jams? Or is 3D mainly for the industry who make big games?

eager mist
eager mist
stray stone
edgy notch
eager mist
stray stone
eager mist
# stray stone The whole model. Haha.

That's insane. It took me nigh on three hours just to get this done. I don't feel I was working particularly slow either. If you have any suggestions, looking at this image, please let me know. I've used cylinder and planar projections for the whole thing.

eager mist
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Also is it common to "UV as you go" or should you do it when you are done with the mesh modelling?

harsh dagger
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It comes down to testing and testing, with photoshop you can setup smart layers which you can tile in a grid and work your way from there. Changing one smart layer will change all the other ones that are a copy of it.

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When a certain feature of your texture becomes apparent, it is then a matter of breaking it down until it is gone (which could introduce other repetitive areas as a result).

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And the level of detail and size has nothing to do with it. There are plenty of HD realistic looking textures that tile just fine.

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Sometimes creating an alternate texture that can tile with the main one is a good idea, it can help break the repetitiveness

proud halo
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Anybody have an idea what was causing this? I managed to fix the issue by getting rid of a cylinder it spawned on

neat field
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Check your gameobject and it's parents scaling

earnest pagoda
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hi, i am exporting a model from blender in .obj format to mixamo then .fbx from there to unity, but in unity the scale is very small its -100 time in unity. Is there a way to fix scale in blender to match unity's scale for .obj export formats . Thanks in advance.

neat field
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You have an option in Unity to re-scale models

earnest pagoda
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could you please share some details i am new to blender

neat field
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Here in model inspector when one is selected, change the scale factor.

earnest pagoda
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ok

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the scale factor is set to 1 in mine still its very small

neat field
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Much better to do this from Blender tho, but I don't know Blender... Search for words like Transform, Scale, Scaling...

earnest pagoda
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ok thanks for the assist

stray stone
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@earnest pagoda Ctrl + a to set scale on blender.

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Then these export settings will export well for you.

earnest pagoda
stray stone
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Yeah mixamo re-exports if you are using mixamo to rig.

earnest pagoda
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oh

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if i import it back to to blender and export it to unity after fixing the scale the bone names wont change right and the animations from mixamo will support

stray stone
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Should be good.

earnest pagoda
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thanks a bunch @stray stone it worked πŸ™‚

stray stone
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πŸ‘

ionic blade
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This might be the most noobish question I have ever posted here but how do i make a slope in unity out of a default cube?
I have never done any basic 3d modelling inside unity itself, only imported from other programs.

swift estuary
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Otherwise you need a custom mesh. The default cube is and always will be cube shaped

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You can do some rudimentary 3d modelling in Unity itself if you install ProBuilder

ionic blade
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so you can't do basic 3d modelling in unity itself without addons

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i see

swift estuary
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correct

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ProBuilder is a free addon offered by Unity themselves though

stray stone
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Well, an old paid add-on they assimilated and hired the developer to continue working on. πŸ˜…

drifting skiff
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anyone know of any assets or methods to allow me to use projectors with normal maps?

stray stone
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They do different things. Probuilder was designed to be a blocking tool. To set up a level design and get to testing quickly.

Blender is a modelling software so then you can do more.

snow jetty
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You can do like... Everything in blender tbh

stray stone
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Aniamtion tooling.

eager mist
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I have a question. When UV unwrapping, should you "unwrap as you go", unwrap each object as it is finished, or unwrap only when all objects are finished and combined

coral hemlock
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sounds like the sort of thing that depends a lot on what you're doing and what workflow you like

snow jetty
stray stone
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The best program is usually motion builder. A tool dedicated to it.

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Unity is a poor tool to do motion capture with.

stray stone
snow jetty
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Awesome, hopefully we can convince our teacher to make those 3d printed finger tracker gloves and we can have pretty advanced mocap for under 1k

stray stone
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I wouldn't bet on it.

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The thing with motion capture isn't the data capture. It's the cleaning.

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The more you capture the more you have to clean and that is a time consuming process.

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At my work we capture the body motion, and the finger are animated seperate.

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Faces are captured as a seperated process as well, but that gets a lot more cleaning and checks before it's signed off.

snow jetty
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Ah i see

stray stone
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Motion capture is good, but it's not good at all when you need something of detail.

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The other issue is that Motion capture looks poor in a scene that's not hyper real. There's principals to animation that allow you to create a appealing animation with character. Motion capture does none of it.

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Hand animation still looks better in more cases than mocap.

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Because mocap lacks character motion. It's realistic which is then uncanny to us because it's not what we usually see in games and aniamtion.

snow jetty
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What about using stuff like adobes mocap library?

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From mixamo

stray stone
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Yeah. It's fine if you use it in the right case.

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Which would be a AAA realistic style game. Like Watchdogs or such.

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A game like fortnite, it's all hand animated.

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Because real motion would look too odd.

snow jetty
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What about a game where i want the antagonist to look odd and uncanny, not weird but like something Is off

stray stone
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Does it look like a real person?

snow jetty
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It's a wireframe mesh, think pretty much a super hot character but black and red

coral hemlock
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if you want any sort of responsiveness, you end up giving a lot in terms of animation unless your game is very slow paced (looking at you, red dead 2)

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so mocap is great for stuff like cutscenes, but that sword swing ain't going to work without some animators punching it up

stray stone
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Red dead 2 is so bad because of the physics.

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Mocap is a good to get some base motion in yeah, but you'll have to clean and then reanimate on top of it.

snow jetty
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What about for stuff like just walking anims tho? I gotta be able to use mixamo for that right?

stray stone
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I actually just finished a project at work which we used motion capture in, we had 14 animators clean and tweak on top of it.

coral hemlock
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yeah, andy serkis is great and all but gollum was really a triumph of animation

coral hemlock
stray stone
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Now I'm working on a movie which is all hand animated. No mocap here.

snow jetty
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It's not for selling, mostly i just wanna flex on the other schools at our game awards

coral hemlock
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'shipped' == completed

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completing projects is HARD

snow jetty
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I'm still a first year in video game graphics (16)

coral hemlock
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especially if you get bogged down trying to live up to a professional's standards for process and quality πŸ˜‰

stray stone
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I flexed at my school by building a environment in the old unity rendering system and made it look like Unreal. With full VR.

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I am lucky that I am now a professional. Working at a high end Animation studio. πŸ‘€

snow jetty
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Our school bought 10 Quest 2s for development and I'm super hyped to make a game for them

stray stone
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Design is hard.

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VR doesn't follow standard convention.

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I got into VR from the very beginning.

snow jetty
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I know, I'm a VR fanatic

stray stone
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My first VR project was with Disney. πŸ˜…

snow jetty
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I really wanna make my own VR studio

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And try to avoid crunch

stray stone
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Risky.

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Very risky.

snow jetty
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I know, but i think it's worth a shot

stray stone
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Sure thing!

snow jetty
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I'll probably try and get a job or an internship at DICE for a few years first tho. I don't like supporting them but they're the easiest way for me to get some experience

stray stone
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Don't limit yourself.

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Remember it's a highly competitive industry.

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In other news. The new season of Love Death Robot came out last week, Pay attention to the credits of a certain bad lawn based episode. πŸ‘€

snow jetty
stray stone
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Then look around the other places. I was applying to places in France, spain and Germany. And I live in the UK.

snow jetty
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Should I be looking at those places because it'll be hard to get into DICE or because DICE is a bad place to start?

stray stone
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No, you should be looking at as many options as you can. Cause it's a competitive industry.

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Dice wont take all the newcomers. You'll need to plan for not getting the job. Also you might find different things more interesting.

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DICE is a AAA studio, so it's 5/6 years of long development which doesn't really change. They make FPS games, so you gotta like making FPS games, if you want to do VR , not a good choice.

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Lots of things to consider.

snow jetty
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The prospect of moving countries for uncertain work is really scary

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I'd love to work at somewhere like Stress level zero but moving to the US is like... Impossible

stray stone
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I wouldn't want to work there. 4 years to make bone works and it looks like a project some of the students at my uni made.

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They spend to much time flaffing around. Game isn't even good.

snow jetty
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I like them

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Nonetheless i want to work at an indie studio but you need to be more experienced to get hired for them

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Somewhere like landfall maybe

stray stone
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Indie studios like multiple skilled users.

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Which makes me fine as I work as a technical artist. 😎

snow jetty
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Yeah i know, that's why I'm trying to learn as much as i can while I'm in school right now

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Especially with 3d modelling and working with a team

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And 3d animation

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And texturing

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I'm trying to learn like... Everything i can

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And we haven't even started doing 3d stuff in school yet

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Btw @stray stone is it fair to say that MoCap is to animation what photoscanning is to hand modelling?

stray stone
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Photoscanning is a different ballgame.

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I can talk about it later. I'm gonna watch AoT. πŸ˜…

snow jetty
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Got it, thanks for the help

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And... Terrifying look at the 3d art industry...

buoyant tundra
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does anyone have any suggestion for a good way in blender to select an edge, then get 2 new edges on either side of it with equal X distance to the original centre line? (preferably creating new faces too)?

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or rather, how should I approach a case like this, where I have straight lines, and now want to turn the side edges into something that gives me a thicker outline, like in the right example of that skyscraper?

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the centre pic is bevel, but that does not seem to be the best approach. any of you blender pros that can give a noob a hint? :)

outer halo
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Can you not just loop cut vertically on either side?

buoyant tundra
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hmm, maybe I could. I need to learn loop cuts better, I only use it for basic shapes and get confused when I want better precision.

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but I know there are more options for it to control cut parts fo an object, right?

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maybe bevel is the best way to achieve a simple outline in this case?

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I have had other cases where I wondered about duplicating/splitting an edge into more parts and input distance from original

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thought there must be some fast way to achieve this

outer halo
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If you want a corner, then bevel sure. You probably want to grab the top and bottom edge you omitted in your screenshot so it goes all the way across.

buoyant tundra
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yeah you're right, that works for this case at least. thanks :)

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if you had an edge and wanted 2 new edges and faces on either side of it, with X distance. would you loop cut then too?

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I keep forgetting I can use loopcuts then scale or move right after

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time to watch an advanced loopcut tutorial I guess. thanks for the advice :)

outer halo
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Yeah loopcut would be the built in way. Not sure if there are addons for more features.

buoyant tundra
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btw been looking for a way to group up faces or verts or edges to make reselecting them later easier, I found the "seperate" and it makes a new group, but when I try to select the group it says this feature is no implemented yet.

do you know of any addon or similar feature to achieve this?

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should I start treating parts of my object as seperate objects, and the main object as a parent/collection?

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I have seen there are grouping functions for objects

stray stone
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The collection system took over as the grouping system.

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And making groups of faces is not really a system that's easy to implement because of something called a vertex order. Every mesh has one, but as soon as you add or delete a vertex, the order will change. So to make it so you can group things with a system , you have to account for that which is currently impossible.

buoyant tundra
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so how do you guys keep track and quick select/edit categories/groups of faces or edges when you are working on models?

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assign different materials when creating geometry, then use those to quick select later if you need to edit?

outer halo
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Detach the faces and make it a seperate mesh is pretty much the fastest thing you can do.

buoyant tundra
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but then you cant select them later? well I thought so rather, but now when I tried seperating it made a new object. Im confused as I tried this just the other week πŸ˜„

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Im pretty sure I made subgroups of meshes for a house I modelled the other week, which I thought was awesome (reminded me of groupig in sketchup)

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but when I tried to select it blender said feature not implemented yet

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select a group of meshes that is

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oh that was vertex groups

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so similar can be done with faces, which is implemented?

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sorry for pestering you guys but it can be hard to search for these specific things as a rookie, especially when blender has evolved and changed so much, plus I am not that into all the terminology yet. :p

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loving blender but its slightly overwhelming

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I was supposed to work on my game in Unity but sidetracked, figured It was time I learned basic blender

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right, I tried what you said which is basically separating meshes into different objects

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it makes sense now, will treat objects like groups. thanks. sometimes it helps just typing it out. :)

outer halo
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Sorry, baby duty. But yes, essentially making the separate objects if you need to be able to easily group them.

stray stone
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Vertex group is for things like weight painting. Not used for editing meshes.

outer halo
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Ah right. My limited artistic knowledge. πŸ˜†

stray stone
eager mist
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If some 3d artist want to jam, feel free to dm me

amber walrus
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@edgy stag Don't crosspost.

edgy stag
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Wym i need help with both 3d modeling and animation??

amber walrus
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Would be easier to know if you just asked the question

edgy stag
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Well i was wondering if someone can help me make a player model?

amber walrus
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In what way?

molten lantern
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hey there, when i put my model into unity it wont show the mirrored side
Does someone know a fix for this

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From blender

outer halo
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Apply the modifiers before exporting.

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Best to duplicate it, then apply, so you don't lock your original model.

molten lantern
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already applied them

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@outer halo made a coppy and tried again

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and also didnt work

outer halo
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Your model is literally just one half, after importing, despite applying the modifier? Can you show a screenshot?

molten lantern
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@outer halo

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and the top is also missing

outer halo
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Your normals are inverted for one thing. Start by flipping them.

molten lantern
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I am very new to blender

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and i have no idea what that means kappa

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@outer halo

outer halo
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Make sure you turn on Face Orientation as explained at the bottom, and make sure all your faces are blue.

molten lantern
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@outer halo i have this

molten lantern
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i have this but when i invert them the rest changes to red

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nvm got it

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gonna try it now

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@outer halo Thank u bro it work rn !

ionic harbor
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Hey, i got some lowpoly assets, were 1 asset may consist of multiple meshes. Can i somehow treat them as one? Like changing the shader, and not having to go to mesh for mesh?

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If you imagine a tree, with the root, then the tree/bark, and on top the leaf, this is 3 meshes with 3 materials on for colors

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i would want this 'tree' to be greenish for a visual effect, and then get the colors back, so like a filter on the material.

swift estuary
ionic harbor
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but, i cannot say gameObject. material is bla bla. because its the children and they are many, i could loop through them. but is there a better way

ionic harbor
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this is the setup @swift estuary

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Do you understand how im thinking

swift estuary
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No

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I don't know what you're asking

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if you want to use a single MeshRenderer with multiple materials you need to collapse this all into one mesh in Blender or similar application

ionic harbor
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I want the whole tree to change material

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yea, but then i cannot choose what part of the mesh has what color right

swift estuary
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then either loop through the Renderers of the individual objects or merge them all into one object as I described and loop through just the materials in the one renderer

swift estuary
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as explained - with submeshes

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this will set up the mesh to have mutliple submeshes in Unity which youi can apply Unity materials to

ionic harbor
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hmm, sounds interesting

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thank you i will research it @swift estuary

sudden coyote
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Does anyone have Maya (2016 or older) ?

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I need a small favor to convert a few .mb to fbx

stray stone
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@sudden coyote Why does it have to be 2016, you can use the more uptodate one. πŸ€”

sudden coyote
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i also did mention or older

stray stone
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It'll go forwards. πŸ€”

sudden coyote
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hm? πŸ€”

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oh yeaaah, im stupid sorry

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or newer

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🀣

stray stone
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I have a student version, and LT.

sudden coyote
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hectic few days is all

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care to try if it works to conver one file?

stray stone
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It'll work. DM me it.

sudden coyote
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and if you would be willing to convert 20 more πŸ˜„

copper solstice
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I'm having an issue getting my model textures to show up. They're all coming in grey

delicate mason
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Hey, not sure if anyone is familiar with VRChat's process, but they do a thing where they create a placeholder targeting dot with a script in the viewpoint

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Basically it's like "choose coordinates for your eyes"

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It uses this little dot as a targeting example and is controlled with the the script on the object

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Anyone know how this is done?

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Like how they accomplish a placeholder dot like this?

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I need to create something similar for an item script, where a point is used as the place where the item is grabbed

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Would help a ton if I was able to create a little "the point is here" type indicator like this dot

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Their script is a dll file so I can't really read it

delicate mason
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Perfect, exactly what I was looking for. Thank you. :)

swift estuary
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These are editor only

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is that all you need?

delicate mason
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That's okay, that's what I wanted

swift estuary
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ok cool

wintry elk
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Hey guys!
I'm creating a procedural road mesh using Sebastian Lague's Path Creator, but there's something wrong when triangulating the mesh, it results in triangles instead of quads which forms a kind of "bumps" when my rigidbody car runs over it, specially when the mesh generated is some sort of curve mixed with slope, something like in the image.
So, what is the propper way to construct a smooth road from a curve spline?

wheat blaze
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Why does parenting an object to another make the parent take on the child's pivot point?

swift estuary
swift estuary
wintry elk
wheat blaze
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I thought I would have to go back to Blender and change its empty

swift estuary
swift estuary
wintry elk
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So I just transform each polygon point with the quaternion to create the mesh

woven tide
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I've created a material/texture for a rectangle with a scale of 1024px width x 2048px height as I wanted the material/texture to cover the tile in full rather than repeat. Just wondering whether this is a good idea or am I going to experience issues? Probably matters to state that this is also for mobile

void thicket
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I made + 100 models with level design

polar ledge
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hello i dont know where to post it so excuse me if i miss the category :)
I wanted to know how much vertices and face can show unity with a rrandom graphic card
Thanks for the help

pastel steppe
eager mist
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Can anyone please help me understand why this is not UV unwrapping nicely?

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Specifically this part

copper needle
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I have 3d text but I want them to be unable to see them from behind a wall I have a universal render pipeline

copper needle
swift estuary
copper needle
swift estuary
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You can't see TextMesh or TextMeshPro through walls normally

copper needle
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I want it to stop going through walls

copper needle
swift estuary
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no

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Show screenshot of wht you mean?

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Are you sure you're using the 3d/game world version and not the UI version?

copper needle
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here this is the other sign of the sign

swift estuary
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Why do your signs look like that?

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Are you using an unlit shader?

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Or are the normals just all messed up

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Also you can control whether the back side of the textMeshPro is shown with this setting:

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that's part of the material, which is part of the font asset

copper needle
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how do I edit them

swift estuary
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Find your font asset (it's linked in your TMP component), and the material is a child asset of it

hallow viper
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I modeled a character in blender. How can I now texture this and then generate maps for the various textures?

hallow viper
swift estuary
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You can texture paint and create a mettalic or smoothness map for example

hallow viper
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do I have to draw them over again?

swift estuary
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draw what

hallow viper
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There must be a way that I can take the finished textured object and then have maps calculated in another program, where I can then use masks to determine where and how strong the rendered map should be and then calculate the whole thing use a new one. I hope I have not explained that too cumbersome now

swift estuary
hallow viper
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Like in shadermap for Exemple, but i can devide the texture in parts

woven tide
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Anyone familiar with blender materials that can help me? I've applied a image texture via materials but I can't seem to find the x/y repeat scales, so it isn't just a single image stretched to fit the face.

errant plover
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@woven tide Scale the UV up. The texture will auto repeat.

stray stone
restive canopy
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Hello guys in having extreme drift assest I'm getting error some one can help me dm I can pay also

acoustic river
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Any idea what the problem is for this tree material?

acoustic river
dull cedar
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help how code example left and right 5 seconds

ionic wagon
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I'm having an issue while trying to create an avatar for beat saber. I've got it set up in Blender and it looks good when I export, but when I try to put the atlas png on in Unity the eyes and face look all wrong. Does anyone know what is causing this?

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Should look like this

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Unity makes it this

ruby scroll
ionic wagon
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It all comes in as a single atlas.png that cats creates in blender by merging the materials though. So not sure how to change the materials to work like that.

bitter mural
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Im making donut yes

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Rite of passage pog

stray stone
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Probably Cutout being teh choice you want.

snow salmon
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I'm having a big problem here and i have no idea how to fix it... i am trying to export to unity using the blender file, but it gets all destroyed and with no materials, can anyone tell me why this is and hot to fix it???

blissful relic
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Is Blender good for making whole maps?

harsh dagger
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Yeah

blissful relic
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What about hitboxes

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of the map

harsh dagger
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Still, use Blender and create collision models using primitive tools like boxes and whatnot, when you import them to Unity and add primitive colliders, they will have the exact size you used in Blender

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You can then just delete their mesh renderers

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Much better than wasting a lot of time trying to align colliders inside Unity

blissful relic
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Alright

stray stone
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Blender has a way to visualise these, The blue is the front facing side, the red is the back side. You can also turn on backface culling in blender to see the results of what the game engine would see.

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To fix this, you can flip the faces, this is the menu location for it. After you select the polygons in edit mode.

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You can also use Shift + N with all the polygons selected to "Recalculate Normals", which will run an automated system to detect and flip models from facing inside to out.

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Alt + N Will also bring up the normal editing menu.

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And now Second with your materials, all 3D engine have there own way of reading and writing materials and shaders, and sadly these aren't compatible.
There are initiatives that are working on this to try and make this less of a problem, That's called the Universal Scene Description (USD for short)

The only thing you can do is recreate your material in unity right now.

Hope all this information helps. :)
@snow salmon

rustic folio
stray stone
#

I would also recommend exporting 3D models into FBX, Just because when you use blend files in unity, your computer requires blender to be installed, which can pose a problem if you are on a different computer that doesn't have it. Under the hood, when you use a blender file in unity. Unity opens blender to do edits and such to keep that information.

If you export to FBX then the data is easier to share and update, and then also removes a lot of the redundant data that comes in a blender file.
Think of a blend file as a zip folder, it holds more data than just the 3D model. This includes things like custom brushes, and even teh layout of the saved file.

These are my recommended Export settings that I have been using for the better part of 7 years now with blender to unity exports. :)
@snow salmon

snow salmon
#

Thanks a lot my guy, some other people helped me with figuring out the inverted faces thing, but about the materials...i saw a vid on yt where they exported as .blend but the objects got all their materials...
https://youtu.be/NjflKgMepQs?t=345

Quick and easy import from Blender 2.8 and 2.9 to Unity. Import an FBX or import the Blend file directly into Unity with the new(ish) prefab workflow.

Become A Channel Member: https://www.youtube.com/channel/UCkr9CPPqT9VWUjkpo3HcACg/join

Discord: http://discord.onewheelstudio.com
Patreon: https://www.patreon.com/onewheelstudio
Twitter: https...

β–Ά Play video
stray stone
#

Those look to just be basic coloured materials, You look to have an image texture with yours.

stray stone
#

I would recommend not using blender files, It's bloat to use.

#

Also, if you import a blender file with materials, You can't actually edit those materials in unity. The settings are locked.
You would only be able to make changes in blender.

snow salmon
stray stone
#

You could just re-export the file.

snow salmon
#

thanks for the help

#

I will πŸ™‚

stray stone
#

The challenge with blender files for unity. Is that blender is opened in the background while you use unity.
You can't see it, but it's doing this.
It's the same as if you were to use a Maya or other 3D programs file format, the original program is open in the background.
And then also that file contains all the additional blender specific data that you don't need in your unity files.
As i said, Layouts of the blender window (It saves the layout to the file), The unused materials, The orphan data, the brushes, there's a lot of data.

#

So if you use a FBX file, it strips all of that data out and only gives you what you want. The 3D model, and it's material assignments, Any rigging an aniamtions you have made.

#

And then this also makes it easier to share your files, cause you then don't require the other people opening your project to have blender installed. Which is useful if you are working with a team, or have another computer that doesn't have blender installed.

snow salmon
#

Yheaa, i realize that now, did not think of it that deeplyπŸ˜… thanks for the great advice πŸ™‚

stray stone
#

πŸ‘

civic knot
#

so i just ported a model i made in blender to unity
and the textures went all weird

#

blender

lime pollen
civic knot
#

ah im not sure, this is my first time exporting stuff
i exported the model as an fbx

#

the textures are just pngs

lime pollen
civic knot
#

hm didnt seem to change anything

#

it looks like some textures are working

lime pollen
#

weird, you may just have to manually reassign them then

civic knot
#

the ones that are not working are the ones that have more than one connection to them

lime pollen
#

oh, that makes sense

#

blender materials aren't 1-1 to unity materials

#

you'll have to recreate them in unity

civic knot
#

ah i see

neat field
terse herald
#

I'm working on terrain inspired by the terrain seen in the PS2 version of Shadow of the Colossus and could use some pointers on how to get it to feel like SOTC or improve the geometry in general.

blissful relic
#

Is blender optimized? Can it be used on potato laptops?

eager mist
#

Yep it can, i run it on celeron and 2gb ram, but idk about rendering

#

Havent tried

#

@blissful relic

blissful relic
#

k

vestal hazel
#

I use Maya zbrush and photoshop

glacial vector
#

Nice @vestal hazel :) seems like you shared the photos twice

#

Is this the same environment as from a while ago?

reef cave
#

Any one can help me optimise my mesh?

#

i'm getting 45% on CPU and like 60% on GPU

stray stone
#

@reef cave What does the mesh look like?

reef cave
stray stone
#

Well post a screenshot here? :)

reef cave
#

the mesh is this

stray stone
#

And the wireframe?

reef cave
stray stone
#

Yeah, Ok, I can see some of the things you can improve.

reef cave
#

If you feel we can go in a call and it will be better

stray stone
#

Well if you wait a couple hours, I'm at work right now.

reef cave
#

m... then we can try text

stray stone
#

The cylinders for your rigging, can be reduced.
I assume you've just used default ones scaled up and rotated.

You can actually reduce this significantly.

#

Both of these are different numbers of polygons around, One is 10 the other is the default at 32.

reef cave
#

You just set them as smooth

#

Mine are 16

stray stone
#

You can go way lower than that.

#

When things are smooth you can get tiny, Especially if it's for small cylinders like that.

#

I've used ones as low as 4 for things, and it's looked fine.

reef cave
#

ok

#

i can try to change that

#

it will take me 30 minutes or more but

stray stone
#

Then your sofa's are pretty high, Looks like you sculpted them a bit.
So it's one of those things do you want to keep all that detail or do you want to reduce it.

#

Everything else doesn't look to bad.

#

But overall 45% CPU and 60% is actually fine, It's when you go beyond 100% then you start to worry cause that'll freeze/crash drivers and such.

reef cave
#

But when you use very bad game like VRC you need less ahah

gusty surge
#

ah yes RTX sofa

reef cave
#

so that's why i'm trying to go lower than that

stray stone
#

That's not what RTX is. πŸ™ƒ

gusty surge
#

ik

stray stone
#

@reef cave Then you can go low poly and then bake the details/normals into textures.

#

Extremly common in games, Almost every 3D game uses normals. It's essentially free detail.

reef cave
stray stone
#

Ah, this is a very common approach for getting lots of detail and keeping it optimised.

#

High poly sculpt on the left, Low poly retopology on the right.

reef cave
#

So i don't even know how to do textures on blender i just know that all my stuff are cubes

stray stone
#

Well I would reccomend taking some tutorial, I assume you've done the blender guru donut one?

reef cave
#

never

stray stone
#

If not, I would recommend that, then when you finish that, do his anvil one. That will teach the basics of high to low poly baking.

reef cave
#

i learn all by myself never used any tutorials or something ahah

harsh dagger
#

Time to change that then

reef cave
#

i don't think i need something that basic πŸ˜›

stray stone
#

Sometimes you gotta do it, Especially with technical skills like this.

reef cave
#

and i can't follow a tutorial, i hate tutorials because they let thing on the air like you know how to use it... stuff like that

stray stone
#

What?

#

let thing on the air like you know how to use it.

#

What does this mean?

reef cave
#

for example

harsh dagger
#

He is implying that the people teaching these tutorials assume that you know some things

reef cave
#

"use this tool and do something like this"

stray stone
#

The blender guru donut and anvil tutorials are for people learning new things, and he explains each tool and what it's use is.

#

It doesn't have any assumptions that you have used the program before.

#

I wish I had those when I started doing 3D.

reef cave
#

i know how to create a anvil i mean

#

and a donut it's just a Torus with somethings

stray stone
#

Sure, but do you know how to then sculpt detail, unwrap it, then use that to bake the high poly detail down into a texture.
Then use that texture and additional textures to create a realsitic PBR shader?

harsh dagger
#

Can you create a donut without a torus, though?

stray stone
#

The donut tutorial covers, Sculpting, Materials, Masking systems, Particle placement,
Lighting, Rendering, modelling techniques.

reef cave
stray stone
#

You are getting hung up on the subject of the tutorial, rather than the content.

harsh dagger
#

It sounds like you already know a lot of the basics then, I don't see how you could get lost on beginner level tutorials

reef cave
#

i get lost on tutorials that's why i hate them πŸ˜›

stray stone
#

πŸ€”

harsh dagger
#

How about articles?

reef cave
#

i guess

#

never tried that thing

harsh dagger
#

There are a few articles / tutorials on mesh optimization

stray stone
#

Are you wanting to be a 3D artist?

reef cave
stray stone
#

But then I ask you to explore, How do you think they got so good?
Cause I can tell you with very pretty good knowledge as someone who teaches blender and other Art programs.

#

It's because they sat through tutorials,
They did the sequence of learning to make it easier and faster for them.
What you are doing, is guessing and testing lots things, and then hoping they work. It's slow and clunky, especially as a beginner.

reef cave
#

maybe i can do a blender course

#

That will be good for UVMap

stray stone
#

A blender course is still just a tutorial.

#

When I teach, it's a tutorial, Just in a different way.

#

The tutorials will let you see a more standard and simple approach from what are most of the time, experienced people.

reef cave
#

so you will get stuck

harsh dagger
#

That is when you research on the topic

stray stone
#

Most tutorials are designed so you don't get stuck, if you follow what happens.

#

And then if you do, look at the comments, see if others have the same problem.

#

And I'll tell you, When you do enter the working field, and a studio. You will be expected to be able to do this.
You will be told you have to learn a new tool or program, and you get less than a week to learn it most of the time.
I can say this, because It's something I am currently doing at work.

#

I've actually had to learn 2 new tools over the last 2 weeks. Ontop of doing my task list. XD
I aint got any time.

reef cave
#

i don't know but i can learn by my self i think

stray stone
#

You think you can, But I can assure you. You can't.

#

I made the same mistakes as you, but I was doing this at a time when the wealth of information that is out there was significantly less.

reef cave
#

i will be fine with what i'm doing

eager mist
#

Question, I'm making a horror fps game and needing to make a character (human) and other human type characters. what software do you guys recommend if this is the right channel to ask

#

I'm tried working with daz3d but it's really shitty in my opinion

#

i've* \

stray stone
#

@eager mist Depends on what you want to achieve, and what skills you have just now.

#

If you want to go from scratch, you can use blender and sculpt/model a character there.

pastel steppe
#

or Character Creator(Costs money but you can get a free trial)

eager mist
#

@pastel steppe am I able to make good looking 4k type characters

#

don't want a garrys mod / hl2 source looking character you know

pastel steppe
#

Character Creator gives high quality results. Make Human gives the shape but not good looking clothes or textures

eager mist
#

ahh okay well thank you!!

pastel steppe
#

Default Make Human character

#

The clothes in my opinion look bad but you can get rid of them

stray stone
#

Aha, That's where it's from!

#

Those fingers look terrible.

pastel steppe
#

You can adjust them

#

But yeah they look bad

stray stone
#

I've been given character that I now know have been made with this software.
They aint great at all. XD

#

I'll stick to sculpting mine.

eternal temple
#

:D

#

finished level 1

pastel steppe
#

Very far away

stray stone
#

Getting there!

stray stone
pastel steppe
#

Yep

pastel steppe
#

I wonder if when Metahumans comes out of beta if it can be used with Unity?

stray stone
#

I have played with it, It can be. But looking at the models, They aren't gonna be ground breaking.
It's just clever work, but still uncanny in some areas.

#

But also note, It's Epic.
So unless you are using unreal engine, you are gonna have to pay for use with other engines. (If you don't know how to make the changes needed in maya).
It's funny, They are fighting as court case about Apple Monopolisation. But people aren't picking up on Epic doing exactly that. They bought mega scans, made it free for unreal but then still charge everyone else, that's the definition of monopolisation. ;)

pastel steppe
#

I always found it ironic they were fighting a company for a monopoly over selling games while trying to monopolize the game engine industry

stray stone
#

That's the fun thing huh?

#

Hypocrites.

pastel steppe
#

I hate how in that case in kind of seems like they are trying to pass themselves off as a small indie company that is severely affected by the 30% cut

stray stone
#

No no, This is a crusade for the little guy!

pastel steppe
#

Sorry I forgot

pastel steppe
#

That's a thing?

#

Wow

stray stone
#

They discussed the nature of a banana wearing clothes, yes.

pastel steppe
#

What does that have to do with anything? Also to me both companies seem extremely petty.

stray stone
#

This is a learning opportunity for the public as well to see how secretive the games company is.
There's already been several games leaked because they didn't know it was still secret.

eager mist
#

holy shit just used character creator 3

#

it's frickin amazing

pastel steppe
#

Nice

blissful relic
#

To make a tilemap with 3d blocks, would it be enough to just make a ton of blocks or would it lag

stray stone
#

You would want to make different sized blocks that allow you to use less models.

#

Says you know a section is gonna be 10 blocks long, and then know other areas are 10blocks long.

#

Then make a block that actually 10 blocks long, instead of 10, 1 long blocks.

stray stone
#

I mean, it's hard to quintify.

vestal hazel
tender cairn
#

hey! am I allowed to post questions here? Im struggling with my UV and setting it up in unity :p

#

I made this rapier in blender:

#

but a) my uv fills the gold and blue steel with black and b) the uv is misaligned in unity. Does anyone know a fix or what I'm doing wrong? Thanks

lime pollen
tender cairn
fluid fiber
#

I imported my model made in blender. But why there is hole? help pls

still cloak
#

@fluid fiber because you dont have backface culling turned on in blender, which makes backwards faces turn invisible in blender so you can tell when a mesh is inside out

uneven hamlet
#

Do these seem like 'game ready' models to you guys?

gusty surge
#

nope

lime pollen
#

Yep

fringe hearth
#

I'm trying to make a mesh in blender for muzzle flash to use in Unity but I don't know how to make normals on both sides of a circle and plane

eager mist
#

heads up to anybody looking for something to put on their resume, Looking for a 3d modeller for my horror game, Non-profitable but it is something you can show off to future employers.. etc!

blissful relic
#

Is it possible in Blender to swap controls so I can rotate camera with RMB instead of MMB?

high yoke
#

is that a model or?

#

that's really cool lol

eternal temple
harsh dagger
#

Judging by the picture, blender

#

There's a popular tutorial on YouTube on how to make a donut in Blender so I assume that's the one

high yoke
#

I remember watching that a while back

#

Is there any where in here i can post jobs?

#

Like work i need doing in return for pay, for example?

harsh dagger
#

No idea

eager mist
#

hey everyone, I started learning how to use probuilder yesterday and created this lamp thing

#

my question is, how can I make the lamp kind of bend if I bend it in the middle

#

like how would I do it so that when I bend it the whole lamp bends? Im very new to probuilder and have been using unity for only around 4 months so any help would be appreciated

stray stone
#

Pro builder was designed to be a mockup tool for level design, but many have used it for more.
There is a point in which you have to migrate over to a dedicated 3D tooling program.

harsh dagger
#

Anyway, rigging mechanical objects are quite easy, just parent their individual pieces properly and position their pivots voilΓ‘!

stray stone
#

Yep, That makes it easy to animate most mechanical things. πŸ‘

eager mist
#

thank you for the answer, now atleast I have an idea of what I have to do and know what to google and look up on youtube πŸ˜„

maiden tangle
maiden tangle
fluid oak
#

I made my first try at 3d trees

#

Still trying to go for a look that blends with the 2d characters

amber walrus
#

@past thicket Don't crosspost.

gusty surge
maiden tangle
#

art may be subjective, but in my perspective low poly is as low as you wish it to be.. I don't see any rules regarding what is ready and what is not so I have no idea where you're pulling from

#

unturned.. β€Ž433,812 reviews on steam

maiden tangle
maiden tangle
fluid oak
#

Thanks! For the moment the foliage is cards, while the trunks are 3d

gusty surge
maiden tangle
eager mist
gusty surge
eager mist
valid mantle
#

How do I rotate a mesh? If I rotate the mesh in blender it doesn't change in unity

#

it's always facing down

#

no matter what I do

fringe hearth
fringe hearth
valid mantle
#

What's VFX graph?

eager mist
valid mantle
#

I just searched it up. I don't use it

fringe hearth
#

What are you using to create your muzzle flash? Particle system I don't have experience with but I wouldn't be surprised if it can rotate too

fringe hearth
valid mantle
#

@fringe hearth I'm using a particle system

#

Btw I'm using the unlit particle shader for my muzzle flash. Ive turned on "Two-sided" so I can see both sides because of the normals

#

What a coincidence that we both are trying to make muzzle flashes lol

fringe hearth
#

I'm using vfx graph instead of the particle system

errant plover
#

You need to apply the rotation. Press Ctrl A when the object is selected. @valid mantle

valid mantle
#

Ah ok. I just exported it as an .obj instead of .fbx which worked too

glacial vector
#

@valid mantle when exporting an FBX you can also check apply transforms in the export settings

valid mantle
#

Yes I tried that, but something was wrong about the scale in Unity

eager mist
fluid oak
#

Thanks πŸ˜„

acoustic river
#

Hi, any idea why the roughness detail is not showing up in HDRP Unity?

#

I know its inverted roughness

light pier
#

@acoustic river : use the HDRP > Autodesk material settings and click the boxes for metallic and roughness

#

HDRP sun shaft test

acoustic river
#

autodesk interactive @light pier

#

?

light pier
#

change HDRP/Lit to HDRP/Autodeskinteractive

acoustic river
#

Yup its working

#

Thank you! @light pier

#

Maybe it was working before since i have to zoom in

light pier
#

YW

acoustic river
#

@light pier If i use different shader would it affect game performance?

light pier
#

depends on your texture sizes and environment settings

#

i am trying to get an answer on my problem

#

regarding this exact issue

acoustic river
#

I think different shader is fine, but having too many texture set for render would affect the performance of the game

#

say if you have a modular environment with couple UV sets then it renders smoothly

light pier
#

im having issues rendering terrain and Vegetation Studio Pro on a simple 1000 x 260 terrain @ 4k

#

cant get answers on it which is holding back production

#

Not really sure what the issue is

#

90% sure its user error

acoustic river
#

screenshot?

vestal hazel
signal pilot
hushed lynx
#

can someone help me with blender? I downloaded a human model, the head was just like a puppet (no eyes / nose / ears) so I modelled a nose and it worked quite fine, but now I have very bad shadow / shading / lightning problems. Like the vertices are connected wrong or something

#

this looks good, the nose is modelled

#

but this is the light:

#

and in Unity:

uneven hamlet
#

I may be wrong but it may be the normals, the way some "faces", well, face

#

Look up fixing normals, theres a display which showa which way it's facing, and tool I think that fixes it on its own by making all faces face outwards

uneven hamlet
# hushed lynx

I'm not sure exactly when it happens, but it's good to check every once in a while if there are some normals that are wrong. You'll see with show-normals the faces which dont point outwards

stray stone
# hushed lynx can someone help me with blender? I downloaded a human model, the head was just ...

What is happening here is that lighting section is because of what is called N-Gon's.
An N-gon is a face with more than 4 edges, One of those polygons there is 7 edges, which makes it harder for the computer to cut into triangles. (all rendering is in triangles.) So it's trying to guess the best solution which generally doesn't work out very well in any 3D package and gives a different result to the lighting.

hushed lynx
stray stone
#

You can add cuts into the mesh to get the results you want, But given the shape of the nose and everything I would look into remodelling it.
You want to keep all the edges as quads (4 edges) or Tris (3 Edges).

sullen plank
#

@hushed lynx Select all vertices in Blender and press Shift + N

stray stone
#

It's nothing to do with the normals guys.

#

Its actually a model problem.

sullen plank
#

Yea, if that won't help need to fix orphaned/disconnected vertices

hushed lynx
#

sorry. I dont get it.... when i have a quite "rough" mesh and the nose needs to be more detailed so i need finer mesh / higher vertices in there it automatically looks that way that the mesh, where the low-detail mesh touches a high detailed mesh i have multiple vertices

#

not 4 vertices building a face but 6-7

#

what would be the way to go here

sullen plank
#

It looks like it decided for you where to put triangles the ugly way. Make surrounding area more complex as well.

#

and decide how it should triangulate (or do it more cleanly like this)

lone flax
harsh dagger
#

That portfolio looks a bit tiny, honestly you need to have way more models than that if you want someone to hire you.

#

And try to also display your models with wireframe, potential employers want to know how clean your meshes are too.

outer halo
eager mist
#

is mesh combining usually done runtime or in editor, then saved and loaded

#

the latter had some insane sizes if i remember well

ashen salmon
#

Any tips for better roads? tiling too much visible

errant plover
#

Add other crap. Old newspapers, a trash can, a parked car, street lights, etc.

ivory swan
#

hello, im adding coliders for all the elements of the house, but my first person character does not recognize it, any tips?

ruby scroll
subtle scroll
#

hello everyone

#

can anyone give me any suggestions for this character

lime pollen
#

You object is falling, it's not the camera

stoic ferry
vivid finch
#

hey i want to make a monkey but i dont know how to use blander any tips on were to start

stoic ferry
#

Thank you for the help.

vivid finch
#

i dont know anything

lime pollen
# vivid finch hey i want to make a monkey but i dont know how to use blander any tips on were ...

You should start here https://youtu.be/TPrnSACiTJ4

Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.

Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter


Follow me:

Twitter: https://...

β–Ά Play video
vivid finch
#

thx

#

when im able to make a monkey ill name one afther you

lime pollen
#

Y-you're welcome?

willow junco
eternal temple
static knoll
#

Hey artists, I am a poor lost programmer and I need your help. I posted this on the shaders channel but maybe you have seen this before in Unity.

#

The model someone sent me render like this in Unity (2021.1.7) with standard (transparent) shader.
Have you ever seen this problem ?

#

I don't know if it's a model problem, or anything else

#

thanks

night socket
#

Trying to improve the visuals/design of my marble run game. Currently I'm using a HDRI for lighting but with the background type being solid color since I wasn't a big fan of the HDRI being visible.

I tried experimenting with different shaders(including one given to me by someone in this server but I can't remember their username RIP) to distort the HDRI and project it differently in such a way that it created a floor that you built on which looked kind of nice but all of them had annoying distortions that looked hella ugly.

#

I liked the idea of having a floor that you built on. Something like the carpet of a living room because it made it feel like you were a kid building with the blocks which I feel fits with the games overall aesthetic

vestal hazel
stray stone
stray stone
# static knoll The model someone sent me render like this in Unity (2021.1.7) with standard (tr...

Looks like you have flipped normals. In 3D faces only face one direction.
So if they are facing the wrong way you'll see right through them. There are ways to fix this in almost every 3D modelling program.
In blender, you can select a face and press Shift + N, and it'll use automated methods, but you can also go to the menu and select Mesh > Normals > Flip to manually flip normals.

If you want to visualise the way faces are looking in Blender, you can select the overlay dropdown and turn on "Face orientation", this will colour the mesh red and blue, red being the back, and blue being the front.
And in the shading mode drop down, you can toggle Backface Culling to see what would happen in a game engine.

#

Hope this helps.

static knoll
#

Thanks, they verified the model, everything seems alright with the faces. Seems to be a z fighting problem. Thank you for the answer by the way !

stray stone
#

Ah ok.

#

No worries. :)

static knoll
#

There are backface yes in the model

#

But i cannot verify what they say lol

stray stone
#

If it's to do with transparency, then you'll have to look into the rendering mode.
You want the back stuff to render first, then the front stuff.
The problem could be that you'rs is rendering the front stuff first, then the back stuff.

static knoll
#

I'll try to look at that

stray stone
#

Try whacking on a regular shader and see if it's fine, then you'll know it's a shader issue.

static knoll
#

this is the standard shader

stray stone
#

Standard non transparent one.

#

An opaque one.

static knoll
#

oh yes, all is well in opaque

stray stone
#

Okay, then yeah it's a shader mode. Check what alpha settings you are using.

#

Then look at the other options.

static knoll
#

Yes, thank you, i'm looking at it

#

I have a stable version, but too much transparent

stray stone
#

It's been too long since I've used the standard stuff, I'm a HDRP boy now.

static knoll
#

haha, I'm not in HDRP at the moment

#

A bit lost in HDRP

#

you think it could be better in HDRP ?

stray stone
#

Nah, It won't matter.

static knoll
#

ok

stray stone
#

Yeah, I've exhausted all my known options.
Only other thing I could think of is turn the shader to debug mode and put in a custom render queue number.

static knoll
#

thank you for the help

knotty barn
#

Someone help me, this is a ragdoll I wanna make, but it just keeps stretching.

stray stone
knotty barn
#

WDYM?

stray stone
knotty barn
#

?

#

I didn't do weight painting.

#

If that's what you mean.

stray stone
#

So then how did you skin the mesh?

knotty barn
#

I have gone through three tutorials on rigging, but never came across this term.

stray stone
#

You have bones - You then weight the mesh to the bones. This is referred to as skinning.

knotty barn
#

Yes, I did that by selecting the mesh and the bones and Ctrl+P...doing that stuff.

stray stone
#

Ctrl + P > Then used the auto skinning?

knotty barn
#

Yes.

stray stone
#

Yeah, so then you need to go into the weights and tweak them, so that the elbow it looks like, follows the right bones.

#

The wrong bones are influencing the mesh.

knotty barn
#

If I send you the Blend file, can you show me?

#

I am confused right now.

#

(Not a virus, I promise!)

stray stone
#

@knotty barn Always check your weights after the initial skinning.

knotty barn
#

This is still confusing me...

stray stone
#

Your bones aren't weighted correctly.
The part of the eblow that is staying put is being influenced by another one.
You then need to edit your weights to make sure that the right bones are being controlling the right part of the mesh.

#

I suspect that, that part of the elbow is being controlled by a root bone.

#

If you had gone through 3 rigging tutorials, it should have shown you how to adjust the weights of your mesh.

knotty barn
#

Hmmm.

#

Guess rigging is a lot harder than I thought.

stray stone
#

Rigging is complex and that's why there aren't many professional riggers in teh world.

#

It's very hard to find people who rig for a job, I'm one of the few.

#

I work professionally as a rigger at a high end animation studio.

knotty barn
#

Wow...

#

Guess it's gonna take me a few years to make this ragdoll.

stray stone
#

It won't. Just go in an edit the weights.

#

You just have to paint some stuff to fix it. It's a really easy fix.

knotty barn
#

You're saying as it is the easiest, but I didn't understand a bit.

stray stone
#

You just told me you watched 3 Tutorials, So you should know how to do this.

#

OOOOR, did you only watch how to get the parenting set up with auto weighting and call it a day.

knotty barn
#

Preferably the second part.

#

CG Geek was already confusing with the meshes.

stray stone
#

Yeah, no, You never trust the auto system. You should always check it after the fact.

knotty barn
#

'k.

knotty barn
eager mist
#

well damn me

stray stone
#

Are you gonna ask the same thing? XD

eager mist
#

i tried impostors and theyre fine for gpu stuff but they dont allow mesh combining

#

and mesh combining would greatly save my cpu

stray stone
knotty barn
#

Like, he was confusing me with the naming.

stray stone
#

What do you mean?

knotty barn
#

He was going too fast, barey explaining stuff clearly, and went through weight painting in less than a minute.

vast vessel
#

I want to buy below Unity asset which is no more Available on Unity Asset Store.

outer halo
stray stone
frosty cedar
knotty barn
#

Look up, I am too tired to re-explain all of it.

#

Seriously.

#

;-;

frosty cedar
#

just reply to yourself the main point of what you're asking

stray stone
#

He's got elbows that havn't been skinned right.

#

I've advised him to go and adjust them, but he doens't know how. Despite saying he's watched 3 tutorials.
And I've also given a demo video.

frosty cedar
#

Retek, looks like theres a point thats in another

#

try going into edit mode and see if theres a dot in those two spots

#

a dot like that

#

@knotty barn

knotty barn
#

Hmmm.

frosty cedar
#

like go into edit mode and take a pic of that area again

stray stone
#

It's a skinning issue. πŸ™ƒ

knotty barn
#

Edit mode of the mesh or the bones?

frosty cedar
knotty barn
stray stone
# knotty barn

So select the mesh, go into weight mode, and select the arm joint.

#

Check both of these bones.

knotty barn
#

In edit mode of the mesh?

stray stone
#

In weight mode of the mesh.

#

Then you can select the influences of different bones in this menu.

knotty barn
#

'k.

stray stone
#

This is what I was telling you to check, The arm joints aren't influencing the elbow of the mesh.

stray stone
#

You need to have the mesh in weight paint mode.

#

It would be blue with a gradient to red for the different joints.

knotty barn
#

How to enter Weight Paint mode?

stray stone
#

Same way you enter edit mode.

knotty barn
#

Oh, there it is!

stray stone
knotty barn
#

This, right?

stray stone
#

There we go, now you can see that the elbow isn't being influenced. So you just have to paint some in there.

knotty barn
#

How can you see?

frosty cedar
#

I wish I could do this type of stuff lol

knotty barn
#

I can't understand.

stray stone
#

This would be coloured not blue.

knotty barn
#

Oh!

#

So I colour the full arm?

stray stone
#

Blue means = 0% influence.
red means = 100% Influence.

#

You want the right bone to effect the right parts of the mesh.

#

So go through all the other bones, and see what is affecting the elbow.

knotty barn
#

Lower arm.

stray stone
#

What else.

#

Is it just that?

knotty barn
#

Yes.

knotty barn
stray stone
#

I feel like there's more to it than that one.

frosty cedar
#

@knotty barn try it out now

#

see if the problems been solved

stray stone
#

Also, here's a tutorial.
It's in blender 2.79. But the method hasn't changed.

#

Anyway - Check out something I helped work on.
Love Death Robot Volume 2 - The tall Grass. 😏

frosty cedar
#

and here I thought you were above advertisement :C

knotty barn
frosty cedar
#

red

stray stone
frosty cedar
#

xD

eager mist
stray stone
#

Yeah. XD

knotty barn
#

@stray stone Is this okay?

stray stone
#

Which bone is that?

frosty cedar
stray stone
#

That's the name of the netflix show.....

#

I didn't pick it.

frosty cedar
#

that would explain alot

knotty barn
frosty cedar
#

i dont have netflix LOL

stray stone
stray stone
frosty cedar
#

lol

knotty barn
eager mist
#

damn i think dots rendering is even worse than mono

knotty barn
#

I made it to full influence?

stray stone
#

It's looking better.

#

Now you see why this is important to check? :)

knotty barn
#

Will it work now?

stray stone
#

It should do.

knotty barn
#

Let's see.

knotty barn
#

It helped so much!

#

Thanks!

stray stone
#

Weheey, What's happening here.

#

Even the legs aren't moving. πŸ€”

#

What are you using for your ragdoll?

knotty barn
#

Unity's Ragdoll maker.

stray stone
#

Send me the blend file.

knotty barn
#

Is here okay?

#

Or should I send in DM?

stray stone
#

You have 2 sets of arm bones.

knotty barn
#

?

stray stone
#

You have 2 sets of arm bones.

knotty barn
#

Wow, how did it happen?

stray stone
#

And some is waited to one set, and the other is weighted to another.

#

So then yes, this is still a skinning issue, but now there is a fundimental rigging issue.

stray stone
#

Yes, but then You won't learn.

#

So I'm not going to, but now you know one of the problems.

#

So i suspect if you check your rag doll bone assignements, you'll have used one set of arm bones, and not the other.

knotty barn
#

Bro I have been learning this the whole day, it's just a simple mistake.

stray stone
#

Yeah, So then it should be a simple fix?

#

This is part of learning.

knotty barn
#

...

#

Okay.

stray stone
#

It shoulnd't be hard to fix.
Remove the double bones, Check names.

#

Then remove the skinning from the mesh and re-parent it.
Then check over it all.

knotty barn
#

faints

stray stone
#

To delete all skin groups.,

#

Then don't forget to remove the modifier.

#

Then you can reskin no bother. :)

knotty barn
stray stone
#

Use the auto to get a bulk of it done, then just check and make sure it all looks right.

knotty barn
#

That's it?

#

Okay!

#

I removed all...

#

@stray stone

stray stone
#

Yeah, now reparent the rig to the mesh.

knotty barn
#

Oh.

#

The auto weight thingy, you mean?

stray stone
#

Yeah.

knotty barn
#

Okay!

stray stone
#

That will do all the assignments, all you have to do is check to make sure it's what you want.
And make adjustments that you need.

knotty barn
#

Sure. :)

knotty barn
stray stone
#

Should do, I'm not sure. I've never used it. Β―_(ツ)_/Β―

#

This is the closest i've gotten with ragdollls. xD

knotty barn
stray stone
#

Yep.

#

I'm an artist, I don't do much with physics.

knotty barn
#

GOT IT WORKING!

#

Yes!

#

Though it kinda behaves weirdly, but at least it works!

flint pivot
#

Can I ask a question about proBuilder here?

#

How can I delete a face or vertices?

eager mist
#

can anyone explain texture compression high quality vs low quality

#

so low quality means the texture is more compressed?

#

and faster

#

@eager mist texture compression will make the texture maps lower in resolution so pretty much they become more pixelated/blurry, the reason you would want to do this is that your game can run faster but also to reduce the game's build file size, most modern AAA games have a huge file size that is caused by HD textures so you may want to reduce it if that's what you're going for (and yeah low quality = more compressed = smaller file size)

pastel steppe
stray stone
#

It's just a rough one, I've actually gotten mad because I was building out some grid pieces to make roads with and was unsatisfied so here I am breaking into houdini to generate custom shaped roads.

#

But I don't half ass my learning, so I'm gonna learn all of houdini so I don't have to struggle later.

frosty cedar
#

does anyone know a good character modelling tutorial for blender

frosty cedar
#

thoughts?

#

should I put this into the asset store, it's supposed to be luggage

knotty barn
lime pollen
stray stone
#

Not everything should just be an "Let's put this on the store", type of deal.
You dilute your quality, and also if you do it to often, people will see your stuff as flips.

ruby raptor
#

Hello, I've been developing my roguelite 3d mobile game for some time and now I'm on the process of wanted to make my 3D character for my game but I'm a blender noob

is there a tutorial where I can easily create a mobile friendly 3d character similar to the pictures below?

https://forum.unity.com/proxy.php?image=https%3A%2F%2Fexternal-content.duckduckgo.com%2Fiu%2F%3Fu%3Dhttps%253A%252F%252Fcdn.mmos.com%252Fwp-content%252Fgallery%252Fragnarok-mobile-preview%252Fragnarok-mobile-job-change.jpg%26f%3D1%26nofb%3D1&hash=dd60bc531ddeedfbcbab4795f6364e4a

https://forum.unity.com/proxy.php?image=https%3A%2F%2Fexternal-content.duckduckgo.com%2Fiu%2F%3Fu%3Dhttps%253A%252F%252Ftechnifiser.com%252Fwp-content%252Fuploads%252F2021%252F01%252FEpic-Conquest-2-Screenshot-3.jpg%26f%3D1%26nofb%3D1&hash=13b9bd9d7ef36b2bb110761d0ed988b1

even better would be a software that easily generates one for noobs like me, as i dont want to take too much time in making character and a few NPCs as there is still a lot to develop in my game.

Thanks!

frosty cedar
stray stone
#

Asset flipping, is when you make a lot of the same assets and tweak them ever so much so they can be sold as somthing else.
It's a common term for games that will use the smae free/cheap store bought assets to make basically the same game over and over.

frosty cedar
#

i mean

#

I just want to make a lot of different game assets

#

i made a barrel using like 3 toruses

stray stone
#

Why not just one cylinder?

frosty cedar
#

you're thinking of a metal drum

stray stone
#

No?

frosty cedar
#

something like this

#

gimme a sec i can post mine, blenders just being slow to load

stray stone
#

Tip : The rings don't appear on the inside, they are on the outside only.

#

You contaminate the drink inside if you add the metal inside, because it rusts.

frosty cedar
#

i was gonna say how are you so good, then i remembered you're a professional, then I was gonna say what but then I realized that makes a lot of sense LOL

#

i'm just very new to blender

stray stone
#

So then practice, Get good.

#

Don't think about making money, Enjoy the craft.

frosty cedar
#

I'm not thinking about making money