#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 62 of 1

frosty cedar
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I asked if it would be good enough to put on the asset store because someone else on here said I need a portfolio so I could look for spots for 3d art

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i'm not very good at coming up with things myself

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and I think it would be easier if I got told what I needed to make

stray stone
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The asset store != a portfolio.
You can use art station for a portfolio.

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And if you just want to focus on modelling, then you don't have to think of your own stuff.
Look around for a concept you like, Then contact the artist and ask if you can use their concept to make a 3D version or similar.
And then if they say yes, have at thee!

frosty cedar
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also should I be using only one shape to make the model or...

stray stone
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It depends on the workflow you use.
I tend to model most of my stuff as a single mesh, but that can't be done for everything.

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One of my larger models, still a work in progress.

frosty cedar
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heck

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i just blanked on the name

stray stone
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Audry 2.

frosty cedar
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oh

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I immediately thought of Plants Vs Zombies

stray stone
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No, Mines is a 3D version of a character from an old musical film.

frosty cedar
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i get that, I'm just telling you that it reminded me immediately of the chomper from PvZ

pastel steppe
stray stone
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Aye my man!

frosty cedar
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oh

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that would explain alot

stray stone
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That's a different one, Usually I get Mario Piranha plant.

warm flare
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VROID is software specialized in generating anime characters

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it's fre to use IIRC

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if you want to model it yourself, this japanese tutorial bar none will get you a similar look pat down
https://www.youtube.com/playlist?list=PLaZf7EtPohEzBJ85nJu12hTEgynwp1Se7

ruby raptor
warm flare
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the second tutorial is fairly low poly, plus blender can decimate meshes if they are too high poly

ruby raptor
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if not too much to ask, does a base character models like the ones in the pictures ive provided exist?

warm flare
worthy tulip
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Hey guys, I feel a bit homeless since Adobe to kill Fuse ๐Ÿ˜… Do you know if there's still a way to create a character with it, including his blendshapes ? ๐Ÿ˜ฌ Or another free software for making 3D models ? :/

worthy tulip
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Hum, I got Maya, but to be honest I can't model something more complex than a cube... Unless there's a tool in there which automatically rig the faces of an imported characters? x)

lime pollen
worthy tulip
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@lime pollen Thanks for the link, it's super high quality indeed, haha, but it's an alternative I didn't know, I will look at it ๐Ÿ˜
And yeah, actually they gave up support I think. So you still can create your character in Fuse and all, but there's a link missing with the export, and I can't generate blendshapes anymore... :/

spark vigil
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pbr method takes too long ๐Ÿ˜„

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low poly wins the race

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poly art ๐Ÿ™‚

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these looks cute

spark vigil
warm flare
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it's definitely used by people (there's even a reddit community), now whether it has the blessing of some big corporation like Disney, no idea.
big corps probably have enough artists to spare that they have no need for a tool to speed up the generation of an anime base mesh specifically

stray stone
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Let's also note. This isn't making a base mesh. The base mesh is already there. It gives you options to make a character.
A base mesh is a basic model with no details and no texture usually too, so artists don't have to start from scratch.

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Base mesh != Basic model.

stray stone
lime pollen
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its early access for a reason ๐Ÿ˜„

stray stone
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The funny thing about epic, It's not gonna change much, what we see is what we're gonna get.
They still have massive fundimental things broken, but instead of fixing they pack in more features that also make things more broke. :D

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Epic is flashy, but not actually stable. :D

minor sparrow
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Heyos! it's been a long, loooong time since I last made any art, but here is something that I had been working on for a while now, and I just finally finished it today. lemme know if you people like it! This isn't entirely what I wanted. I wanted to do a lot more with this, but I couldn't do it because of some problems. But hopefully i'll do those for the next landscape โ™ฅ๏ธ

wanton hound
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holy moly

wanton hound
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does anyone know how to export a submeshes in blender?

stray stone
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@wanton hound what do you mean submeshes?

wanton hound
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uh like

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Mesh.subMeshCount

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parts of a mesh that you can apply different materials to

stray stone
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You can just assign different materials in blender. Then when you export it as FBX youll get those material slots in unity.

wanton hound
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thank you

quick wedge
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Hey, my brushes say read only. How can I change/fix this?

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Any help would be appreciated

stray stone
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You'll have to reconstruct the materials.
But I will tell you that ripping assets from another game to use in your own is breaking copryright. And with Dark souls, also trademark.

wooden falcon
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Hello. I need to stick Missile Silo in Ground, Witch is a Cube from WorldBuilder so basic cube. But it will cover missile silo hole.

spark vigil
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not sure if its for making game ready models

stray stone
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It makes models game ready, but more towards the higher end poly counts we see. Around 60k.

stray stone
wooden falcon
warm flare
copper needle
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making a character and thinking where should I add the orange point in blender for best animations for an arm and a head

stray stone
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The orange dot just means the origin for the mesh or object.
If you are aniamting you should use bones to rig the mesh, and the origin to that should be world center.

copper needle
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I'm following a tutorial on how to animate using pixel art 3d and he doesn't have arms and he's putting the dots in certain places so I'm asking where I should make the dot for arms

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and head

stray stone
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Hmm. What's the video?

wooden grove
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im trying to figure out a workflow for making platforms for a side scroller and I have the dimensions figured out in Unity but I want to be able to know how big the platforms are so when i model up the platforms in Blender, they are pretty much scaled with what I have in Unity. is there a general principal for knowing how these scale? That colored model I have actually had to be sized down to match the platform below it.

stray stone
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@wooden grove Jut use these for your export settings and it will export 1-1 in unity. :)

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The above like is another solution but makes you rotate and do other stuff that you can already do in the export settings.

wooden grove
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how about if I for example know I have a block that's 8x4x2

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does it just scale then with those dimensions?

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because with the above the scale will be 1-1 which is what I want

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but if I make an 8x4x2 model in blender that will be about the size of a cube i made in unity thats 8x4x2 despite the scale being 1-1-1?

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or when im in blender, don't reset the scale to 1-1-1 and use the settings above

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i just did a test with not resetting the scale (alt+a) and it seems to be doing the expected thing with the settings above. Thank you

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I just did a test and an 8x4x2 cube i made in unity vs what i exported with the settings above aren't the same. Blender's FBX was bigger than what unity made. Should the scale factor just be decreased?

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setting the scale factor to .5 worked to get the same size as the cube in unity

acoustic river
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Can i get some tip on light ๐Ÿ˜„

near lotus
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Your scene is very front-lit, you're killing the shadows. I would try angling the light so it's coming in from the left side, or in from the back, spilling in through the window. I would also add walls to the front and side and set them to contribute GI but make them invisible to the camera, so that way you get bounce lighting from them.

neat field
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3 packs of 50 materials ! sci-fi and archviz.

frosty cedar
near lotus
eager escarp
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Hey does anyone have a good pipeline reference for making unity HDRP materials?

silk spoke
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hehe

raven verge
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anyone knows how i export a blender material to unity? not a texture

stray stone
pastel steppe
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Is adobe fuse a good tool for character creation?

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It's free on steam

glacial vector
pastel steppe
rustic trellis
pastel steppe
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Okay

eager mist
pastel steppe
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Looks nice

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The only thing is the metal looks a bit too grungy

toxic jolt
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some practise, obviously not the best

cw for small unrealistic blood

loud sorrel
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Question: How does one transfer mesh from one armature collection to another in blender? I need to transfer the mesh data into the Armature of another. (Basically move hm.001 to inside Armature.001)

raven blade
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How do I flip the uvs on one face for this cube(generate 3d object > cube). One of the sides has my text upside down(texture on material)

stray stone
toxic jolt
fast sage
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My model faces are beckwards, when they were in blender they looked just fine, how would i fix this, is there a backface culling option as there is in blender?

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ping me

outer halo
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Flip your normals in blender.

fast sage
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yea, i just did that, works

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idk why they were upside down or flipped i nthe first place

raven blade
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Anyone have any dice on my question from earlier?

outer halo
willow junco
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Some promo art for my project

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Technically also 2d

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But mostly 3d

eager mist
weak whale
foggy fog
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That controller looks like it has it's own nutsack.

lofty egret
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Does anyone know how to eliminate floating point flickering when working with Probuilder meshes?

buoyant tundra
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Oh great grandmasters of 3D art, could you share your wisdom to help out a poor pleb in seek of blender knowledge? :)

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I am wondering what a simple/fast way to extrude all these selected faces (that exists on all sides of my object) towards the inner point of the model? (or cursor if thats easier)

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I am aware of the orientation and pivot feature ( "," and "." ) but rarely use it and cant say I get the differences or when to use them yet. The only thing I ever used so far is extrude from normals.

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Quite often this question came up for me when learning, instead of using automirror all the time sometimes I just want to position/scale/rotate something, in sync on all sides but towards for ex its "inner" orientation".

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would prefer to learn of more ways (for different situations), rather any alternative to selecting individual mirrored faces and using scale on an axis with pivot point to median.

snow salmon
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Guys, i'm getting my blender models to unity thru blender files but this one material just does not render the right way... can someone help me with this?

lime pollen
snow salmon
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noo, the material only has a color and roughness

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I remade the material but it still does not render the right way...

lime pollen
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the roughness specifically

pastel steppe
uneven hamlet
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Made a model with a rig

rigid smelt
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i have a lot work but here is the head of my satyr character

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he will have beard, hair, realistic horns and eyes

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what do you think?

frosty cedar
rigid smelt
pastel steppe
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Did you sculpt the character yourself?

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because it looks really nice

rigid smelt
pastel steppe
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Nice

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What's the game going to be about?

rigid smelt
earnest pagoda
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hi, how can i get the maximorig:Hips outside the inner Armature (i want to move it up the Hierarchy) i am new to blender can anyone help me out here

livid jasper
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General question, but I have a bunch of objects (some animated, some not) in a single Blender file.

I then export each individually to their own FBX file.

Is it recommended that I separate out each object into its own Blender file? When I'm exporting objects with animations, it exports ALL the animations

earnest pagoda
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does only one know how to import only animations from blender to unity ?

eager mist
ornate ocean
earnest pagoda
eager mist
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@earnest pagoda that sounds like your actual mesh doesn't have a 1 scale.

earnest pagoda
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oh will check

raven verge
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is it possible to export particles from blender to unity?

copper solstice
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Kinda wondering, how would I make a model look like it's melting in or out of a surface

lime pollen
copper solstice
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Ty

lime pollen
lilac sphinx
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So I created this using HDRP V12... I Told my self maybe interesting for everyone

eager mist
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Blender or Cinema 4D when it comes to 3D art in general?

lime pollen
eager mist
slow prism
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im working on a simple flag model but the flag itself wont show up on the UV map, is there a fix to this?

lunar panther
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press A at the UV Mapping workspace

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and u will see a yellow dot somewhere

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the reason its not showing up is because all the vertices are small that it became a dot

slow prism
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this is the whole map, i have no clue what this highlighted bit it but i doubt its the flag given the amount of faces

stray stone
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@slow prism in object mode, is the scale 1?

raven verge
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anyone knows how i can write on a normal map texture?

stray stone
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@raven verge Generally you never want to do that, Normal maps are mathematically created. So then editing with a brush or something could cause more errors.
But if you really really want to do it, you can load it up in any paint program and then then match the colours.

eager mist
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Does anyone know how to make a see through/ transparent Game Object?

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Trying to make a wall I can see through with the camera but still want that wall to reflect light like it normally would.

lime pollen
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thats a super basic way to do it, if you want something closer to a window then google "window material unity", plenty of different setups out there

eager mist
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Would it be something like this material? It's transparent but the title of the material is default terrain.

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I don't have any transparent assets from what I can see.

lime pollen
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you shouldn't be changing the default terrain material, you can make a new material by Assets > Create > Material

eager mist
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You can somewhat see through but not all the way, maybe I am missing 100% opacity...

lime pollen
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lower the alpha in the albedo color

eager mist
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Learn something new everyday, thank you so much.

lime pollen
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np, try tweaking the metallic and smoothness values too for fun

eager mist
slow prism
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this face is a brighter white than the other faces and wont apply textures to it

rapid echo
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@slow prism The face is brighter because it can be selected already in the mesh. One face is usually brighter in sync selection mode. Try selecting all faces, see if all faces are shown. You can mark seams around the edges and try unwrap. The problem can be due overlap uvs or faces not unwrap.

old marten
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hey! does anyone know how to make a proper torus now the probuilder shape editor has been updated?

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the above should have a horizontal circumference of 45 degrees, but because you now have to set the height/width/depth, you can no longer get a perfectly circular torus unless it is 360 degrees all round

old island
silk spoke
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do yall think gravity sketch is good for modeling?

stray stone
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I would say it's a good tool to concept, but I feel you would have to have an optimisation pass to use anything you export from it.

echo fjord
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Has anyone made realistic animal assets? I'm assuming someon has but I dont want to download a virus from a sketchy free assest site. I am looking for african animals specifically, thank you ๐Ÿ˜„ (u can dm me btw)

pastel steppe
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Sketchfab is a good place to pick up models(Some for free some paid). Despite the name it's not sketchy. Turbo squid is also a good place for models.

stray stone
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Just be sure to check the creditations needed. Most assets will most likely be CC-By. Which means you have to credit them. And If nothing mentions what copyright it is, then assume CC-By

echo fjord
minor sparrow
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Working on my next scene

solar estuary
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Hi I am working on a game and I am trying to add color to my player in blender I have everything done but I can't figure out how to save them please help

amber walrus
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@solar estuary Yea getting the materials to transfer can be tricky since materials don't transfer between renderers very well.

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Might be simpler to just assign your own materials in Unity to the appropriate slots

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Though the proper way to color your object is to UV map it to a texture, then use the texture in a single material that is used across the object

echo fjord
keen hearth
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i have a question

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i just put my blender files in unity

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but some walls are invisible

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and i already turned on backface collider

marsh summit
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You shouldnโ€™t be using blend files in Unity. They only work if other team members have the exact same version of blender as you. And by default blender shows back faces (unity does not)

keen hearth
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i used fbx files

marsh summit
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It isnโ€™t a collider issue - itโ€™s a rendering issue

keen hearth
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i am a beginner in unity and blender

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just so you know

marsh summit
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The shader / materials in Unity only draw the forward face. The way a face is drawn is clockwise triangle verts

keen hearth
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so how can i fix it?

marsh summit
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Go into blender, and check Hide Backfaces. That will show you what you see in Unity and any game engine.

Then add the inverted face. A wall in the real world has depth, it is two sided.

eager mist
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Hi all! I am new to Unity (I hope that it's not a problem) and just got my first map. Can anyone help me with tips so I can make it as nice as possible ? I had just one question myself: To place grass and dirt for the player to walk on, do I first need to place a underground so it will be equal high or can I just place it in the air?

stray stone
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@marsh summit Face Orientation is another great one, it colours the mesh blue and red so you can see which way the normals face. :D

eager mist
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I am not sure if I should post it here, but I thought this is the best place for it..

stray stone
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@eager mist I reccomend first making a block out, Just use cubes and other basic shapes to design your level. Get it worked out on a functional level before you start adding art to it. :)

marsh summit
eager mist
minor sparrow
forest thunder
whole fog
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been practicing up with z brush and substance painter

keen hearth
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i can not equip my material

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can anyone explain

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it is for a terrain

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oh i see

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can i give a phisic material a color?

whole fog
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Importing a railroad track model into z brush and I keep getting this weird rendering issue where parts of the wooden sleepers don't show

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this is what the bottom is supposed to look like

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oh wait I got it

keen hearth
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how can i add an image

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i created an canvas and an image

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but if i try to put my image in the source image

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it doesnt go in there

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please help me

lime pollen
keen hearth
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how can i do that

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this is what i see,
i want to put startmenu as image

wooden oak
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When i export my models from blend to fbx

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the scale of the armature gets set to 100

stray stone
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@wooden oak Set your export settings to these and it should be good.

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Also make sure your objects are set to scale 1 in object mode.

wooden oak
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What version of blender is this?

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Fixed with FBX all thanks @stray stone

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the other options like x forward messed with a lot of stuff

stray stone
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Ah right, yeah, Gotta export as FBX.

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Yeah, teh forward can basically be what you want, I just use that one.

solar estuary
worldly forge
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After exporting rig to blender, and I notice there is lot of files with Tex at ending, and it kept appearing why does that happen?

lime pollen
worldly forge
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ohhh

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i got scared thinking it was a virus or some stuff

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but thanks

thorn spire
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any 3dsmax expert here? I just want to know the correct / best way to convert fbx.
i have a huge scene with all 3d object in 1 scene files, those will be processed and export to unity

i have successfully able to export fbx & obj for 3dsmax, however i still have some issues.

  1. What would be way to keep model look "upright" in project window? (I used only pivot rotation atm, but there is also a setting for Y-up in exporter). I assume this because 3dsmax is z-up while unity is y-up
  2. How to make the object facing correct way forward (this one i had issue), example : 0,0,0 would facing negative world unity Z axis
  3. Same goes for when dragging object in the scene, sometimes even i set the pivot correct, it rotate to certain direction (i assume i have to bring the object to origin with default rotation in 3dsmax itself before exporting

I think i solved my size issue (using meter or milimeter unit in 3dsmax), but i just want to know a proper way to export it nicely.
There are a lot of 3d objects atm that have to be export individually atm.

thorn spire
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hmm, now even more puzzling
have a furniture with multiple part, i assume 1 of the pillow is mirror of another
i already reset transform / pivot / rotation
but when i export to unity

only 1 of then are flipped normal
weird part it, on windows 3d browser (win10), it showed correctly.
and in 3dsmax the normal are correct.

rotund moth
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hey guys, im looking at https://www.prometheanai.com/ which seems really cool to set up a room or environment quickly. but i'm wondering, do people really have this big of an asset library already? it seems that they assume that you already have 1000s of models ready to be dropped in to the scene

lime pollen
rotund moth
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right.. trying to see how many assets they provide but cant find anything

lime pollen
rotund moth
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im on mac ๐Ÿ˜ฆ ๐Ÿ˜ฆ

lime pollen
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get someone else to download it for you and check ๐Ÿ˜›

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alternatively you can go to their discord and ask

rotund moth
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oh yeah good idea with the discord ๐Ÿ™‚

ionic blade
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This might be a more noobish/general question but I noticed that when I import my 3d models into unity from blender the model looks more like it is in Eevee than it looks like it is in Cycles. What is there I can do to improve the look of my models?

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Are there any popular shading/rendering options out there?

ionic blade
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I just dropped my .blend file into my project just like that

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But are you actually supposed to do that? ๐Ÿ˜…

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I think they have no maps, like normal maps

pastel steppe
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You should export as an fbx or other formats

pastel steppe
eager mist
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25 minutes to explain baking textures. mildpanic
All you need is a decent UV map, have selected the object in the 3D viewport & an image texture in the shader editor (Shading tab) & press "Bake".

ionic blade
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My object uses multiple materials, do i need an image texture for each one in the shading editor?

pastel steppe
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I believe so

ionic blade
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When i bake the texture image it also bakes in the lighting

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my scene has blue lighting

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but for unity i would want a "lighting neutral" texture

pastel steppe
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Try with these settings

ionic blade
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Doesn't work either
Maybe because I changed the world lighting value

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I do not see the red carpet in the baked texture, is that normal?

pastel steppe
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You have to bake each material so yes

ionic blade
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so each material needs a new map?

pastel steppe
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Never mind you can bake each material into one map

ionic blade
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i have a material that is almost just white, is this what it is supposed to look like?

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i did this

eager mist
# ionic blade i did this

Choose "Emit" instead of Diffuse
and plug the color directly to the output of the shader, so skip the BSDF.

ionic blade
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like this?

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how do i have a color without using the bsdf?

eager mist
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Delete the bsdf,
either use a color ramp or just an RGB node, and plug it into "Surface" of the material output

ionic blade
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๐Ÿค”

eager mist
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Press SHIFT + A to search for the nodes I mentioned

eager mist
ionic blade
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But now the other textures are all dark

eager mist
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You can either do the same for all other materials on the same object but first uncheck the setting "Clear Image"
or, you can copy/paste the image texture node to the other materials and press bake.

ionic blade
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So I guess bake all the other maps with diffuse first then deselect them in the node editor and then only bake the white texture with emit?

eager mist
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No, bake all of them with emit.

ionic blade
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So first diffuse and then emit but without clear image?

eager mist
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Diffuse is the same as emit in this case.

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The emit option is just less unpredictable.

ionic blade
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it still goes dark

eager mist
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Uncheck "Clear image"

ionic blade
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I did for emit

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1.Diffuse on all with the clear image checked
2.Emit on all with clear image unchecked

eager mist
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You don't need to use Diffuse to bake the textures...

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It won't make a difference.

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Just do step 2.

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Make sure they're all using the same image texture when baking.

ionic blade
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Ok

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so now they are all set to this image

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What do i do now? ๐Ÿ˜…

eager mist
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What do you want to do?

ionic blade
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Have an image texture for my model

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to use in Unity

eager mist
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What does your object look like in Blender?

ionic blade
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basic 3d tile in cycles

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I would like to build my levels from that

eager mist
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So you've plugged in the color directly into the material output for the white material.
Now do it for the other materials as well.

ionic blade
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The other textures are a little bit more complex though

eager mist
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Show an image.

ionic blade
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For example the ground has this musgrave and everything

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for the roughness

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and this is the floor (non red part)

eager mist
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I personally don't care for roughness & normal maps. (When making games) I usually try to incorporate all the details in the base color.
If you don't want to do it that way though. You'll need to do what I just told you, but for the different maps.

ionic blade
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I see, so back to the color map:

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I think it does everything properly when using the diffuse except the white walls

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But when I use the emit the walls are good but everything else isn't

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So what do i do

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First of all how do I clear this?

eager mist
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You use "Clear Image" when baking, to clear it.

ionic blade
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Ok, that works
but when I do emit it still overwrites everything else with black

eager mist
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What does it look like in the 3D viewport?

ionic blade
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this is what i have after diffuse

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and the one above is after emit

eager mist
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Well, then continue using diffuse & include the bsdf.
Alternatively, you can use the Diffuse bake -> uncheck "Clear image" -> bake ONLY the white material.

ionic blade
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How do i only bake the white material?

eager mist
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Remove the image texture node from the other materials

ionic blade
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The problem I have with that is that Blender tries to overwrite the other image texture in the material

eager mist
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Then uncheck "Clear image"

ionic blade
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No, the floor uses an image texture

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then something like this happens

eager mist
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You are only supposed to select the image texture node that you want to bake to. (in the shader node editor)

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This cannot be the same as an already existing image texture that's used to create the texture/base color

ionic blade
#

How does selection work in Blender?

eager mist
#

You left click.

#

SHIFT + left click
to select multiple objects

ionic blade
#

Alright, I did the diffuse baking
So now how do I deselect the image texture nodes of all materials except the white one?

eager mist
#

you just delete them in the other materials.

ionic blade
#

But that did not work last time I tried it

#

If I delete the right one, Blender takes the one on the left to bake

eager mist
#

You shouldn't need the left one anyways...

ionic blade
#

Why is that?

eager mist
#

Because once you have the baked image texture, you'll be able to replace the left image texture node with the baked one...
But if you want to bake the normal map & roughness map, you can just re import the original texture.

ionic blade
#

So how can I tell Blender to only bake for the white material and leave the rest alone?

#

I mean, there must be a way

#

or should be

eager mist
#

If you have done the following 4 things

  1. Deleted the image texture node containing the bake texture for the other materials.
  2. Selected the image texture node containing the bake texture in the white material.
  3. Selected the object in the viewport.
  4. Uncheck clear image. (to make sure it doesn't override any previous texture on the image with a blank canvas)
    Then it will only bake for the white material. Or you've done something wrong.
ionic blade
#

So how do I know I did step 2?
When the node has this white border around it?

eager mist
#

Go to the white material in the shader editor

#

Yes, it should have a "highlight"-border around it.

ionic blade
#

like this?

eager mist
#

yes

ionic blade
#

It still overwrites the image texture

eager mist
#

I have no idea what you're doing (wrong)

ionic blade
#

Why has my emit map turned all dark?

#

Even though the thumbnail still has the correct image?

eager mist
#

PEWshrug
Can't tell ya without knowing what exactly you are doing

#

you aren't giving us any information about your process

#

I think restarting Blender should help if the image does not match the thumbnail.

ionic blade
#

I thought maybe it's a common problem

#

I had to rebake it

#

Is it fine for roughness maps of materials to overlap?

#

it looks like the two would be overlapping

eager mist
#

it's p much the same texture, so it won't be much of an issue ig.

ionic blade
#

When would it become a problem?

ionic blade
#

What's the equivalent to roughness in Unity materials?

#

Apparently it is smoothness, but how do i link that to a roughness map?

lime pollen
ionic blade
#

So does anyone know what I can do to make it receive the right smoothness information?
When I check the alpha when baking a diffuse map in blender, will it also include the roughness information?

#

It still does not look like the material in Blender though

#

I am fairly new to this so I would need some help.

#

Is there anything else I should do other than exporting and using these maps?

ionic blade
#

This is what it looks like in game right now

fluid oak
#

You either need to set up the maps to be what unity expects or write a shader that uses the maps you have.

stray stone
ionic blade
#

@stray stone So export a metalness map?

stray stone
#

Yeah, but unity can support also number of materials in that one map.
If you hover over teh text it'll tell you which channel you can assign as what cause it can support multiple maps because they are only black and white ones.

ionic blade
#

When I export from blender how do I make the metalness map contain the roughness data or is it added automatically?

stray stone
#

You would have to pack the map into the channels, so photoshop or another tool can do this.

ionic blade
#

What do you mean?

#

I am not sure I understand

stray stone
#

So image files come in RGBA, Red, Blue, Green and Alpha.

#

Because textures like, roughness, metalness, glossyness are all black and white images.

#

We can get away with putting each of those types onto one channel in an image.
So Green can be the roughness, Red can be the metalness, ect ect.

#

This is what is called a mask map in HDRP, but they are used in all of unity's materail system.

ionic blade
#

I am currently using URP

stray stone
#

If you hover over the text for a map it will tell you what channels each map is assigned to.

ionic blade
#

Could you take a screenshot maybe?

stray stone
#

If you hover your mouse over this text, it will tell you what map goes on each channel.

ionic blade
stray stone
#

That's the base map, you want the one under that.

ionic blade
stray stone
#

There we go, that's what I was looking for.

ionic blade
#

Thanks

stray stone
#

So if you put the metallic into the red channel, and the smoothness/roughness in the alpha channel you'll be able to use 2 maps in 1 texture!

ionic blade
#

So in an image manipulation program I can do that when I have both maps?

stray stone
#

Yeah, Photoshop can do it, I think GIMP as well. I'm not upto date with anythign other than photoshop. ๐Ÿ˜…

#

But as long as it allows channel editing, it should allow it.

ionic blade
#

I see, thank you

#

And that will make it very close to what I see in Blender?

#

I guess I'll have to try out and ask then

#

What kind of rendering does Unity use by default when using URP, something that's closer to Eevee or closer to Cycles?

stray stone
#

It's more eevee looking.

ionic blade
#

So how do I make it look more like Cycles?
What shading/rendering options do I have and how do I change them?

stray stone
#

Cycles is a whole different rendering system, to get anywhere close to that you would need to use a more advanced rendering system like HDRP.

#

You could bake all the data for lighting and such into your images, from cycles, but that's a lot of work, but possible.

ionic blade
#

I am not too knowledgable on the topic but I have seen pretty great landscapes in Unity with the usage of something like Microsplat with other rendering systems

stray stone
#

You can get better results with practice.

#

Practice is always the thing to do to get better.

ionic blade
#

That's a good answer
But i also need to know what I need to practice

#

Like how do they do this?

stray stone
#

Lighting and materials are the top two things.

#

Also baking lighting which helps optimise.

ionic blade
#

Baking lighting into the textures?

#

So I need to take a look at materials, lighting and other things like post-processing?

#

Anything else?

stray stone
#

Unity light baking.

ionic blade
#

Okay

stray stone
#

Good luck!

ionic blade
#

Thanks!

devout dove
#

hi guys, hope I'm in the correct channel ๐Ÿคž

so I'm struggling with that for quite a bit and I guess I need to ask some guys now to help me get answers...
I made this button that requires different colors.

when the colors are completely random I would prefer having 2 materials, but what when it's only 4 colors for example? should I bake the texture for every version or also just use 2 materials and color it in Unity? ๐Ÿค” cause I learned avoiding multiple materials on 1 object should always be the way to go in terms of performance

left laurel
#

you could just color it with the vertex colors and then have different models > colors, but all using the same material?

glacial vector
#

I would probably use a mask texture

tawdry valley
#

could someone help me..

#

i got some bad topology and i too dumb to fix it lol

#

looks all good but the neck area..

#

not sure how exactly i should go about this.. my brain tells me i need the overhanging faces like in the front and back.. but everything i think of ends me up with a triangle

#

this is all i got.. and then i end up with these 5 vert faces ๐Ÿ˜

native bane
#

Who has a blender low poly model for human

stray stone
#

You can select the loos vert and then the corner and Merge them. @tawdry valley

native bane
#

Free

stray stone
#

@tawdry valley merge these ones.

#

A triangle is fine.

tawdry valley
#

ok

#

i was told to always keep quads

#

but under the neck should be fine i assume

native bane
#

How do I model a low poly human

tawdry valley
#

check out this guy @native bane

native bane
#

Ones that aren't an hour or 30 MINUTES LONG IM ON A LIMIT HERE

tawdry valley
#

those are short af

#

he has 10 minute modelling

lime pollen
#

you're not going to model a low poly human in less than an hour lmao

native bane
#

Is there one for Low Poly Humans

native bane
tawdry valley
lime pollen
#

just because the video is 10 minutes doesn't mean that you will do it in 10 minutes...

tawdry valley
#

30 minutes about the shortest u gonna get

#

and have any information actually stick

tawdry valley
native bane
#

Made this as a head

#

Gave him a neck

native bane
#

I'm just gonna do beans

#

Can anyone give me a free low poly rigged model?

native bane
stray stone
#

Can I what?

native bane
#

Free low poly model (r i g g e d)

stray stone
#

I can.

#

I'm not gonna, But I could.

#

First, you didn't ask politely.

native bane
#

Please

#

I cant type

stray stone
#

Second, given the "urgency", I suspect you are just about starting your game.
Which them means you aren't ready to put art in, You should build your game out with cubes for a bit till you work out the mechanics.
This is the basics of prototyping.

native bane
#

So cubes?

#

But they'll be short

stray stone
#

Then make it taller.

#

You can resize things.

native bane
#

Oh

#

Ok

#

Now ill hop myself over to programming for a programmign

pastel steppe
#

If your new to blender I would recommend you do Blender Gurus donut tutorial and then for the low poly character you can find a bunch of tutorials on youtube

trail imp
#

Blender gurus is quite amazing. There are also some good tutorials on Udemy for ten bucks

pastel steppe
#

The game dev tv one is good

strong sable
#

Sorry if this is the wrong channel.
I have this object in a file. I would like to import it into another file, preserving the parent/child relationships, in such a way that any changes made to the original file will automatically propagate to all copies.
What is the term for this? I am trying to look it up, but without knowing the Blender term, search results are a mess of not-really-related topics and questions.

Edit: found it. The processes are called "Link" and "Append" in Blender, and Collections which have been linked can be parented to other Collections.
Second edit: However, it turns out that this does not preserve the parent/child relationships within the Collections.
Third edit: I ended up just copying the collection directly into the main file and making linked copies from there, rather than try to keep the objects in separate files.

primal notch
#

is anyone interested in helping me make my game? its a 3d unity engine xr crossplatform choose your own adventure emotional drama. Let me know if you can use blender or maya or any compatible 3d asset creation for unity
we have 3 unity devs but need a new artist/s

lime pollen
bright olive
#

how can I apply textures to 3d models?

#

I drag and drop my texture on my model but it just keeps the color, it doesn't transfer the texture

outer halo
bright olive
#

How do I assign a texture to a material

outer halo
#

Drag it into the slot of the property you want it assigned to. Albedo for example.

bright olive
#

yes but it still displays just one color

outer halo
#

Then your texture is incorrect, or the UVs on your model are not mapped to work with that texture.

bright olive
#

and where can I find good textures for 3d models?

outer halo
#

The internet. ๐Ÿคทโ€โ™‚๏ธ

ember python
#

Still gotta retopo

iron coral
#

What are the step we should take while exporting model from blender to unity(like normal map)?

eager mist
iron coral
#

@eager mist but like high poly, will it affect performance of game , can it make normal map and bake texture it's own

iron coral
#

๐Ÿ˜ฅ

#

@eager mist do you know

#

?

eager mist
#

no

iron coral
#

If yes plzz tell you work flow

#

A bit late

stray stone
#

You can bake normals from high to low.

iron coral
#

okay

#

are there any more thing I need to take care of

#

@stray stone Thank u very much for ans

sour oak
#

hey, where the heck is the mesh menu? can't find it, I'm using 2.93

stray stone
#

What do you mean? To add a mesh, To edit hte mesh in edit mode?

#

In edit mode, it's here at the top.

pallid lily
#

Hey guys! I recently exported textures from blender, and when I import them into unity I notice that my material is getting this Line affect going through it. I'm thinking that it may be something to do with how close my islands are in the UV's, but I thought I'd ask before I export another set of 8192x8192 textures (took me many hours haha)

#

I don't think that its an issue with the material itself, but here's some more information if you need it

brazen bluff
#

Anyone happen to know what is causing these dark rings that follow the camera?

#

It has these sharp edges in regular intervals

#

This is in HDRP

#

Something to do with the normal on this texture Hmmge

#

Okay solved. Through events unclear to me the filter mode got set to none for the normal 4Head

cerulean solar
#

hi, i'm creating a skybox, unfortunately substance gradient mask won't work, any solution to this?

eager mist
#

ehm

#

so im making an game and we have someone who makes the props etc with blender... but his blender crashes everytime so can any1 make props etc for us? dm me

minor horizon
#

So i have imported a hair piece i did into unity. I made the model, bones, and did the weight painting myself in blender and everything works fine in blender. When i import it into unity though, all weight painting is lost

stray stone
# minor horizon

Bones need names. And if you are parenting it to another rig it won't work due to confilcs.

Also just gonna point it out, that's way too many bones.

#

Should run 4/5 chains and do the hair in bunches.

pallid lily
errant dome
#

her name is Teo. Any suggestions? (except for the skirt ill change that later)

stray stone
#

Twist the legs so the knees and feet are forwards instead of tilted inwards. That's gonna make leg rigging painful. @errant dome

errant dome
#

right, thanks for the suggestion <3

stray stone
#

If it's a female mesh, you also want to make sure the shoulders are thinner than the hips.

winter gazelle
#

Anyone familiar with CGAxis, know if their Complete collections are any good for game development?

stray stone
#

@winter gazelle Having a look at some of their models on the site, They are not suitable for games development.

winter gazelle
#

Can you be more precise please? Like why you think so?

stray stone
#

They are too high in poly count.
Simple things that you can model with a few hundred are several thousands here.

winter gazelle
#

Good point

stray stone
#

This appears to be a site for people who make arch vis, or animations with offline rendering.

winter gazelle
#

Just a question from someone a bit green with some 3D modeling software, namely Blender. If I was to merge some of the poly, would that affect the UV?

stray stone
#

It will.

winter gazelle
#

So i would have to remap.

stray stone
#

Yes.

winter gazelle
#

OKay.

stray stone
#

Don't buy from this site, please.
You can model most of this with very little effort.

winter gazelle
#

Modeling yes, texture much less.

stray stone
#

Depends on what you are texturing but you don't need to hand paint every texture.

#

If you are just using a wood material, Just gott make sure the UV's all going in the right direction, doesn't matter how it's looking.

winter gazelle
#

Can i have your opinion on KitBash?

stray stone
#

Kit bash I know was made with more games in mind, but they are still pretty high poly for most.
They are aimed more to the AAA market rather than indies.

#

Especially when you are paying $200 for 20 models or so in some of them.

winter gazelle
#

nods

stray stone
#

Man, i've not looked at kitbash in a while, thy have a lot more kits now.

#

Nice.

shut hinge
#

So... Speaking of bash kits. Am I doing this right in a low poly sense? It's a kit for a tank.

Either it's hovered or not would still be decided though. ๐Ÿคทโ€โ™‚๏ธ

#

still a WIP too.

gaunt minnow
#

can anyone tell me how to use ProBuilder nicely. Any external website link will also help

amber walrus
#

@gaunt minnow I would seek out videos made by the creator of Probuilder. Some of them are on his personal channel, and some of them are on the Unity channel.

gaunt minnow
#

Ok, thanks

#

@amber walrus

indigo crypt
#

Is there a way to get blender to be more lightweight?

#

Like settings or something

leaden jay
#

He's one of the lightest already

#

but what type of problem you have

bright olive
#

I am trying to make a grass material but when I add my image tha transparency is lost gets lost and a lot of weird lines pop up

#

(on the right is the image that I add and on the left the outcome)

stray stone
stray stone
bright olive
stray stone
#

This setting here, Alpha cutout should do it for you.

#

It will also then give you an option to tweak the boarder of the alpha to be in or out more, so you can tweak it.

bright olive
#

it just disapears

stray stone
#

Lemme see the material settings?

bright olive
stray stone
#

Adjust your alpha cutoff.

bright olive
#

nevermind I found it

#

I has set the alpha of the color to 0

stray stone
#

Ah, classic. Haha.

#

No worries. ๐Ÿ‘ :)

bright olive
#

so when I adjusted the alpha cutoff it just disappeard

bright olive
bright olive
#

how can I make a mesh visible from both sides?

ionic blade
#

@stray stone So about what I asked a few days ago. I have now exported a metalness as well as a roughness map, but I do not know how to
1.Invert the roughness map to make it a smoothness map.
2.Copy that into the alpha channel of my metalness map
Could you maybe explain how you would go about doing this in software like photoshop?

stray stone
#

Photoshop has a channel editing system that's on another tab where you see the layers.
You would load up teh image you want to use as a mask map, Then the images you need to add to the specific channels.
Copy one image from the file you need, and paste into the channel of the mask map texture.
If there is no alpha channel, you can add one.

#

Inverting in photoshop is just a filter can be found in the menu.

ionic blade
#

Unfortunately I do not have photoshop, so I have to try to recreate this in other software

#

First of all, what is the inversion called you would use for this?

#

Invert colors?

ionic blade
#

@stray stone What kind of inversion would I need to apply?

stray stone
#

Invert is all it should be called.

#

It should be a black an white image.

ionic blade
#

So inverting colors will do?

maiden tangle
#

any zbrush users?

#

I'm trying to insert a mesh that is mirrored, I already have symmetry active wondering what else I need to do

#

imagine a mirrored shoulder pad

stray stone
#

@maiden tangle What do you mean?

#

You want to duplicate a mesh across the middle to mirror it on the other side?

stray stone
ionic blade
#

Alright

#

Someone on the blender forum told me I should use a program called fusion and use channel booleans

#

I guess this will do what I want to achieve?

ionic blade
stray stone
#

@ionic blade This is because you are stacking different channels, don't worry about how this looks.
Unity will read those channels on there own, not as a whole.

ionic blade
#

Okay

maiden tangle
#

@stray stone Copy tool wouldn't be what I want would it?

stray stone
#

@maiden tangle

#

Here's the way to mirror across the middle. :)
It's in Geometry > Modifiy Topology > mirror and weld.

#

If it's not on the right side, you will need to flip your mesh to the other side first.
So that can be done in Deformation > Mirror.

maiden tangle
#

@stray stone tysm!! works like a charm ๐Ÿ™‚

stray stone
#

@maiden tangle Last thing I sculpted in Zbrush. ;)

maiden tangle
#

that's pretty dang cool

#

yeah it's exciting, just learning dynamesh fun to mess with

stray stone
#

Sculptris pro is also a great feature to check out, No need to deal with dynmesh. It'll automatically retopologize as you sculpt based on brush size. ;)

maiden tangle
#

I'm used to blender where if you mirror something, the position of the mirrored object is sort of independent with the real object- whereas here I move the real object, it moves the mirrored exactly the same.. hmm

maiden tangle
stray stone
#

Mirror in blender is where the object origin is.
Zbrush is done across the world centre.

maiden tangle
#

any way to switch it up? I'll keep messing with it this way I guess

stray stone
#

There's a way to change the location of the mirror, but I recommend just practicing more.

#

When you start zbrush and add the first mesh, it's always gonna be in the world center.

maiden tangle
#

I think what I'll do, remove the mirror and properly place the mesh- that way when I mirror it'll be at the correct spot on the other side

#

instead of mirroring > moving around like I would in blender

stray stone
#

Zbrush is one of the more diffcult programs to learn within the 3D scopes. Becauseit's just so weird.

#

Yeah, you don't want to be moving the mesh around unless you need to, or know what you're doing.

maiden tangle
#

Last question I swear! ๐Ÿ˜… @stray stone

#

removing said mirror-

#

I've unselected all the little dots on the mirror and weld button

stray stone
#

Haha, Right okay, This is gonna be interesting.

maiden tangle
#

oh boy here we go

stray stone
#

Mask the side you want to get rig off, hide it, then delete hidden.

maiden tangle
#

understood, interesting approach that's the "go-to" huh?

#

I'm starting to see like when you do something in zbrush, you gotta know what you've done before you do it lol

stray stone
#

Zbrush doesn't conform to traditional.

maiden tangle
#

blender is so much more forgiving.. but I hate the sculpting

stray stone
#

You also have a history bar right at the top of the viewport that you can drag up and down.

maiden tangle
#

ohhh forget the forgiving bit.. blender needs that! lol

stray stone
#

So you can always go back so many steps, but if you go back and start doing stuff, it will remove the stuff infront of it.

maiden tangle
#

awesome, I'll just do that then

#

gotcha, fair enough

#

thanks for the help man!

#

makes this journey a lot easier asking for help

#

cheers

stray stone
#

No worries, I use to teach Zbrush at my uni. ๐Ÿ˜…

maiden tangle
#

lucky I caught you online then! ๐Ÿ˜†

stray stone
#

I have a bad ass introduction lesson, that's 30 minutes and teaches all you need to know to get started.

maiden tangle
#

Is this on udemy?

#

might have to check it out I'm always looking to learn

stray stone
#

Nope, I do it 1 on 1.

#

Cause I did it in uni. ๐Ÿ˜…

maiden tangle
#

this is what I'm working with since last night, hoping to go full human soon ๐Ÿ˜„

#

really my first sculpt having kinda learned this remesher, very satisfying to work with

#

long way to go obviously

maiden tangle
stray stone
#

No, I mean I do my lessons 1 on 1. So it's me and a person sitting down and doing it like that.

#

Cause then I tweak and tailor based on the knowledge of the other person. ;)

#

If you can, I recommend finding and getting involved in a life drawing course/class/group. Those are massive help for modelling pople.

maiden tangle
#

yeah I'll have to do that, I'm really winging it I know I need a lot more resources

#

anatomy needs to be a focus etc.. have a course or two on that I need to get back into

#

any sculpting related discords you know of?

stray stone
#

I don't. I only really live in this Unity server and one that's been around longer haha, Doing the same stuff I do here.
Helping. :)

#

I work in a high end animation studio, but have a masters in games development. ๐Ÿ˜…

maiden tangle
#

that's a nice mix, thanks for sticking around here helping the noobs on your free time!

#

best get back to it, have a great rest of your weekend sir!

stray stone
#

Good luck!

viral cypress
#

Not exactly sure about wheather this is for 3d art but say I have a texture sheet animation, can I put this texture sheet and have it play on a 3d plane.

dire ermine
#

Low-poly Cannon ๐Ÿค”

uneven hamlet
#

very nice

ionic blade
#

I wanted to import an empty metalness map with the roughness data in the alpha but Unity does not seem to accept it

#

This is without the map

#

This is with the map

#

There seems to be no difference

#

Also why is the smoothness slider still active?

#

It shouldn't be active at all if there is smoothness data in the metallic map(?)

#

I've been trying to find out for days how to get the material properly imported from Blender to Unity without it looking horrible

#

No luck so far

#

Yeah, the slider should disappear after loading in the metalness map so why is it still there?

ionic blade
#

Wow, it works when using a custom shader!

#

But I don't know if using a custom shader for almost every material is a good workflow?

#

Does someone have experiences with that?
I'm using URP

lime pollen
ionic blade
#

@lime pollen Ehm, what do you mean?
Is it supposed to ever disappear in case it found usable smoothness data?

#

For me it didn't read the data until I used the custom shader

#

And set the smoothness manually

lime pollen
#

its not supposed to disappear

#

it just reads from whatever map you tell it to read

#

then you can adjust the intensity using the slider

#

actually I might be wrong on that nvm

marble agate
#

Not sure if this is the correct channel but i have imported a model from blender however in unity my model has no colour but in blender it has colour?

ionic blade
#

How did you import the model?

marble agate
#

.fbx

ionic blade
#

Fbx has no textures

#

You have to set the textures manually

marble agate
#

oh what do i need to import it as?

ionic blade
#

Fbx

#

and export the textures seperately

marble agate
#

how do i export just the textures?

ionic blade
#

Bake them in blender I guess

#

That's what I've been doing the last few days

marble agate
#

got a video i could watch on how to do it or a website that tells you how as i am very new to this

lime pollen
#

iirc fbx should also export textures if you don't use material nodes

#

the pins has an export setting image you can refer to

ionic blade
#

It doesn't always work though

#

Export 3d models from Blender 2.83 to Unity with textures and Materials.

โœ…Asset Used: House Model
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marble agate
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also say i made something in blender and i wanted the doors to open would i make them open on unity or would i have to do that on blender ?

lime pollen
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for a simple door opening you can do it either way

ionic blade
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I have exported the base color and roughness map but my material still does not look right

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In blender

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in Unity

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I guess I need a higher res roughness texture?
But I think I am also missing something else?

lime pollen
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maybe its your texture import settings

ionic blade
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This is roughness

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aka smoothness but I am inverting the map in the shader

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Is this correct?

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This goes into smoothness

lime pollen
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you should be inverting Alpha, no?

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unless that is just your roughness map

ionic blade
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that is my roughness map

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Choosing the alpha makes it look plain again

lime pollen
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try importing it as a single channel texture

ionic blade
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I do not really see any difference

lime pollen
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hmm, try disabling compression?

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I'm shooting in the dark here

ionic blade
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I don't think I have overlooked anything in the Blender node

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I have the base color as well as the roughness

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anything else shouldn't be needed for this example, right?

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Maybe it's just the lack of good lighting in my unity scene?

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Maybe because I have no normal map?

lime pollen
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possibly. Unity isn't going to output exactly the same image as blender

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even when the same maps

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you also have a reflection map in blender

ionic blade
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How do I export and import that reflection?

lime pollen
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you can't really, you'll have to set it up in unity

ionic blade
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Oof
any good advice or resources on that?

lime pollen
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look up unity reflection probes

ionic blade
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๐Ÿ‘

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I noticed the default project for the Lightweight RP has very decent lighting

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I wonder how this is done

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Is this related to reflection probes?

lime pollen
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yeah those sphere things are reflection probes

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https://www.youtube.com/watch?v=lhELeLnynI8 brackeys has a decent video on it (for once)

Letโ€™s learn how to create reflections by using Reflection Probes and Screen Space Reflection (SSR).

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ionic blade
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You don't like Brackeys? ๐Ÿ˜…

stray stone
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Brackeys is fine for the basics. But if you are doing serious stuff. It's useless.

lime pollen
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he's not a great reference for complete beginners imo

ionic blade
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So not good for any stage you are in

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Excellent

lime pollen
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people tend to copy his code too much

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because he gets stuff working fast

ionic blade
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I learned that just copying code is useless since I want to go back and customize it later anyway and I don't understand anything I copied so I just end up starting from scratch and recoding everything myself anyway

marble agate
stray stone
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@ionic blade how are you making these textures. ๐Ÿค”

neat field
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you don't have anything to reflect in your scene

ionic blade
stray stone
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So why are you inverting your roughness map?

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You don't need to. ๐Ÿค”

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Oh. Your using specular glossy workflow.

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I recommend moving over to the metallic roughness. Just removes the need to invert things.

ionic blade
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I've been told that what smoothness in unity is the inverse of roughness blender uses
And without inverting it does not look good

stray stone
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You can change the shader type to use metal roughness instead of specular smooth.

ionic blade
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Where can I do that?

stray stone
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Wait. No. You are on URP.

ionic blade
ionic blade
stray stone
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Ooft. Unity needs to fix this switch quicker.

neat field
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just import any HDRI from HDRhaven as a skybox

ionic blade
stray stone
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Don't get a 16k one. 4k is more than enough.

ionic blade
stray stone
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They are working on building a system that allows you to switch between HDRP and URP on the fly. So are making things more consistent between the two pipelines.

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This I hope will bring metallic/roughness to URP.

ionic blade
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I heard HDRP is harder than URP

stray stone
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It is.

ionic blade
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but I also do not want to miss out on the advantages of using these

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that's why i chose URP as a middle ground

stray stone
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Standard is the middle ground.

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URP has less and HDRP has more.

ionic blade
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Standard does not let me use shader graph

stray stone
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That is true.

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Anyway, if you make a vector node and make it public.

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And then plug the wire from invert into multiply top slot, and then plug the vector into the other a multiply slot and plug the multiply into the smoothness slot. You'll have a tweak control to adjust things.

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If I was still on my pc I could show you this in a minute. But alas I'm in bed.

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If you are still working on it tomorrow. Send me a ping

ionic blade
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Ok, I will

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What's the best way to add a skybox to my scene in Unity?

stray stone
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Post processing if you are using URP.

ionic blade
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Just out of curiosity, same for HDRP?

ionic blade
stray stone
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I can't remember.

ionic blade
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Well, fudge

lime pollen
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URP skyboxes are the same as built in

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set the skybox material in the lighting settings

ionic blade
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Okay

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Unity with skybox

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Blender

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๐Ÿค”

lime pollen
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I don't see a skybox

ionic blade
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The skybox does not appear in the scene view?

lime pollen
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it should

ionic blade
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This is in game view

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Looks better than before

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But something is still not right

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How can I desaturate the red?

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Actually, other than the missing reflection probes and the color it looks pretty similar now

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The original is just shinier and has more reflection

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I guess that can also be done with reflection probes?

stray stone
# ionic blade Blender

What you are seeing in blender is a look Dev view. This is a very specific view that isn't actually accurate lighting. It's just to test material properties.

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That's what those two little balls in the bottom right are helping with as well.

ionic blade
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cycles still has more reflection though

neat field
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oh it's an interior...
place some lights in there, check "static" on floor wall ceiling,
add a Reflection Probe, bouding box as corridor/room size, check "Box Projection" and bake it.

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you may also be interested in ScreenSpace Reflections @ionic blade

ionic blade
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I see, many things to look forward to the next days

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check "static" on floor wall ceiling
@neat field where exactly?

neat field
ionic blade
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What does that do?

neat field
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makes the gameobjects rendereable by the reflection probe among other stuff

stray stone
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It also tells unity that these things aren't suppose to move.
It then batches things in chunks to make it faster on loading.

digital kestrel
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Hey, I dont know if it fits here, but, should I build my scene by "blocks" of 5x5 meters for example, or should I import all the scene done in one model

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I would have more than 500 blocks for the floor if I build it like that

eager mist
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One model takes less performance.

digital kestrel
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Its better? For example in this image they clearly use the other approach

eager mist
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It depends in what kind of a scene you're trying to make and how much performance you'd like to milk out of it.

digital kestrel
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Its for android so I guess all I can haha

glacial vector
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is your play area 2,5x2,5 km?

digital kestrel
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I havent defined the total size but around that yeah

harsh dagger
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If you look closely it looks like that floor is tileable, so you can import only one of each type and build your scenes with them for example

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Trees are repeated as well (with variance in scale), basically if you want to build for android you need to build entire scenes inside of Unity using as fewer unique assets as possible.

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And testing performance from the get go

stray stone
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Also mark everything that isn't supposed to move as static.

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This helps performance A LOT.

digital kestrel
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Okay, I will try that. Thanks!

ionic blade
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@stray stone Can I also check the static option for objects that do not move but change their position when not active?

stray stone
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If they move, they are not static. So no you can't.

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Static allows unity to know what isn't moving so then it can batch things together to improve asset loading times.

ionic blade
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But when the gameobject is not active / not visible it should not matter(?)

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They do not move but have a different position when set to active again

stray stone
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Changing if it becomes active or not, means it's not static.

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Static means, these do nothing.

eager mist
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how can i add a blender project to my unity project?

stray stone
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@eager mist I recommend not using blends in unity, But exporting them as FBX .

eager mist
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You mean i save my blender project as an FBX file?

stray stone
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You can export it as an FBX.

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File > Export > FBX.

eager mist
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Then how do i put it in unity?

stray stone
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Can click and drag the file into unity's asset browser.
Or you can import new asset in the right click menu.

eager mist
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Oh, ok then, Thanks :)

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can we make animations in unity?

outer halo
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Yes

eager mist
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Can we give them names so we can play them in the script?

outer halo
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Yes, they're assets with names. The intended use is to use them with an animator controller.

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Either using parameters to transition between them, or calling them directly via their names.

pallid fractal
eager mist
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Done, Thanks :)

keen tartan
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๐Ÿ‘‹ I have a shader graph that is a progress bar mostly following this: https://devsplorer.wordpress.com/2020/05/18/creating-a-3d-progress-bar-with-shader-graph-devlog-tutorial/

I modified it to have an enum keyword to describe the XYZ axis for different fill types. In the editor it works fine, I can enable & disable keywords to make the bar fill correctly, but in the build it does not. It always fills along the default axis. Anyone have ideas on why this might be? Happy to share code/graph screenshots if helpful!

glacial vector
keen tartan
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Ty! I was just about to update that it was the multicompile option I was looking for ๐Ÿ™‚ tyty.

languid robin
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Hi team - I hope this is the best place to ask this?

I am looking to make a health bar be integrated into the character, much like the backpack in Dead Space. I will have a couple of thing represented: Health, shields, maybe ammo or team % remaining. This will be on a 3d model, on the back, on a third person view.

I'm wondering, what's the best way to do this? Have ten lights on the backpack be their own object so I can turn them off and on or change colour as needed? I can do a 2d sprite thing like a usual health bar and parent it to the backpack, but I can't make it emissive, right? I'm new to the animation/modeling portion of this so I'm not sure what the best practice would be here. Any advice?

stray stone
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You can do what you suggested with 10 little things/lights.
You could also do a shader that has a variable that allows you to adjust things on the fly. This is what I believe was done in deadspace.

languid robin
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Those magical things that do magic

stray stone
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Yeah, It shouldn't be to to hard, you can make the bar fully solid with colour, then adjust another colour moving up and down based on object position or UV.

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And this can also then have emmission and all the other goodness you want to add.

languid robin
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That's really cool

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Thank you for the tip

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I'll start looking at shader tutorials and learn what they're about

stray stone
languid robin
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it really seems exactly what I'm looking for

stray stone
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This is one I did a while back.

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This is more basic than what you would need, but can show you the effect.

languid robin
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Oh awesome

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Hey - thank you for taking the time, I'm going to look at it now

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This sounds exactly what I need!

stray stone
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This is a more advanced solution, but offers way more flexibility when it comes to other models and such.

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Also entirely possible to use Shadergraph if you are on HDRP, or URP.

languid robin
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That's perfect. I have to learn shaders anyway, and this will be a core experience so it's got to be done right

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I'll google shaders vs shadergraph, haha

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this is all brand new to me. I can code very well, just... artistically got nada lol

stray stone
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Shadergraph is just a way to authour shaders.
You can program them yourself, but require you to know HLSL.

languid robin
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shadergraph it is! It's just a visual scripting tool I assume

stray stone
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Yeah.

outer halo
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It's the Bolt of shaders.

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(Bolt being the visual scripting tool for C# in Unity. ๐Ÿ˜† )

languid robin
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awesome

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I've got some learning to do! I'm excited

stray stone
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Then you've got something like what I do. ๐Ÿชƒ

languid robin
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Thank you everyone and @stray stone

stray stone
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Big shaders.

languid robin
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whoa

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That's like

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my FSM diagram lol

stray stone
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This is a shader I've made to allow dynamic normal map blending, so I can get more impressive character work.

languid robin
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o

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oooo

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that's impressive

stray stone
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Having the characters normal maps change in different places so that they can look more dynamic without having to simulate anytihng.

languid robin
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(googling normal maps)

stray stone
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Normal maps allow you to have more additional detail in your mesh, without it taking up polygons.
It's essentially a way to get free details.

languid robin
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(for hilarity, this is the top answer lol. )

stray stone
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Normal map 3D might have been a better search. :P

languid robin
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haha probably

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you seem to know your stuff very well

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are you familiar with animation instancing

stray stone
languid robin
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I'm trying to reduce physics load (physics.movebodies, etc) since I have a ton of mesh renderers. One solution I heard about is animation instancing - I guess it's baking the animations into a texture

stray stone
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No normal map.

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With normal map.

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Nothing has changed in the polygons.

languid robin
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you should make an asset and sell it

stray stone
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Aint got time, I'm busy at work. ๐Ÿ˜…

languid robin
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(y)

stray stone
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High end animation studio.

languid robin
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oh congrats man

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I'll let you go work haha. Thanks again for the advice, really excited to learn

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I appreciate it

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hope you have a great rest of the day!

stray stone
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Thanks, And Good luck!

languid robin
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Will do!!

wheat sinew
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Ok I have a pretty weird question
I barely know how to 3d model but I do know how to get my Minecraft builds into Blender
Is it at all possible to just build my maps in MC and then change textures and make it not cubes in blender to make my levels?

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the levels dont have to be High Poly or anything

harsh dagger
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Learn how to 3d model, it will be faster and less janky than doing that

wheat sinew
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That is my plan in the long run

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my charecters Im doing from scratch they are low poly jankey but its a start

harsh dagger
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Unless you want to specifically have maps that look like it came from minecraft, which you could use a voxel program for that

wheat sinew
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this is the head from my chrecter
its all ive modeled so far

harsh dagger
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It's a start, keep it up ๐Ÿ‘

wheat sinew
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Thanks!

wheat sinew
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Yeah I have no idea how to make arms look good

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this is like my 10th attempt at an arm

eager mist
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@wheat sinew first shape the cross section of the arm into the shape you want (usually circle) and then extrude the circle

wheat sinew
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ok