#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 64 of 1

glacial elm
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and admins have logs.

acoustic river
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Do you know why i am deleting messages?

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Because i dont want to associate myself with toxic people like you

glacial elm
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Cause you're a kid that thinks its funny to act in disrespectful manner

acoustic river
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You are a kid that thinks its funny to act disrespectful manner

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ok buddy

glacial elm
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It's not toxic to be honest. Ive heard these stuff about my work before. I worked hard and fixed them. It's not wrong to not make something perfect, it's wrong to not try and learn how to make it perfect

acoustic river
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I still do not understand why you post the screen shot?

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was it for something?

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LOL

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you are one sad person

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I just want to point it out

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i dont care i get banned

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because you are sad

plain zephyr
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Hello there!
I'm new to unity and have some texture issues for my 3D-Object! I tried importing a wing that I made within Blender, however the texture seems to be completely off. I tried to play around with the inspector settings (changing the compression), however this did not seem to change anything.
Hope somebody can help!

glacial elm
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(wireframe or editmode in blender)

glacial elm
plain zephyr
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Yes! Hope this is right?

acoustic river
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First of all @glacial elm Its stylized art; game runs above 90 fps and its just for art demostration.

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God ray made of particles

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it just show you dont know shit buddy

glacial elm
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that doesnt mean i dont know what im talking about. just means you literally made it look like that. if i felt like it looked like that, i the employers are going to say the same. thats why its critique.

acoustic river
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Also the house i modeled in Maya and textured in Substance painter have all textures: Albedo and texture created for mask

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Scene looks like that because of post processing

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Not blender

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Grass done in grass cards

glacial elm
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You dont need to take my critique. You could have just said that you didnt use those workflows. And then i would have said what made me think you did. and then you would have agreed or disagreed. you asked for critique, thats how it works

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i cant make a model of a barrel, then ask for critique, and then if some one sais it looks blocky and almost like i just didnt bevel at all. doesnt mean they're attacking me or my work. just means that the model looked like that.

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Meaning i made a mistake probably or its one person who thinks that and not more. Thats when i see if someone else agrees with the person

acoustic river
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You call that a critique? By assuming things?

amber walrus
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!warn 149773927936163840 Keep personal insults out of arguments.

glacial elm
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its assumption based on the render

lilac edgeBOT
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dynoSuccess Kaing#6634 has been warned.

sullen plank
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@plain zephyr How many materials are you using? Make sure all of them using correct texture

plain zephyr
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it's only one texture!

glacial elm
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Well the UV. hows it unwrapped. could be overlapping

plain zephyr
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Normaly it should not be overlapped, since it's working on Blender too, I think? Sorry I'm really new to all of this

glacial elm
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Its all good. no worries.

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Now, the UV could be better. but, it should still work in unity.

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Same goes with the topology. Could be better, but it should still work in unity.

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I think its the normals

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Cause it could be that the faces that arent showing are inverted. So its showing whats underneath them instead.

plain zephyr
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How would I fix that?

glacial elm
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Try going in to blender > editmode > select all > spacebar > search for: calculate normals

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or something such. in 2.79 it used to be recalculate normals. i dont remember if it was reverse or calculate in 2.91

plain zephyr
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2.92 only has recalculate Outside or Recalculate Inside, should I just do both?

glacial elm
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outside

plain zephyr
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I think you are correct and some faces are inverted, I turned it around and there are still some small issues on the backside but the otherside works. :D

glacial elm
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Alright. no worries. just work on finding the reversed ones and fixing them. There is a easy way of doing it but it requires me going in to blender to remember what exactly the search option was called.

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And i have to get back to programming so i can maybe do that later if you dont solve it by then when im free again. good luck

plain zephyr
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Thank you for the help, I will def. try!! :)
Good luck with programming

fallen pollen
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Where do I find the "high definition render pipeline"?

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(please ping on reply ❀️ )

fallen pollen
glacial elm
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@fallen pollen you could just start it up from unity hub. i dont get the point of the question really. many videos exist for hdrp if you want to import it manually but still you could always just start up the project as hdrp in the hub

fallen pollen
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Because I dont find that setting in the project settings from Unity hub

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Can these options help me?

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(If I can locate it whether Unity stores the packages that comes with Unity)

glacial elm
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@fallen pollen open up unity hub. choose new. then choose hdrp

errant plover
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@fallen pollen Select Packages: Unity Registry > Search High

glacial elm
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that is a way yes but then he has to know how to add hdrp in to the project settings, etc... And im assuming he doesnt know much about this specific topic so it would be easier to just use the unity hub in my opinion

tawdry valley
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blocking in a squirrel

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which ears look moar like a squirrel?

glacial elm
tawdry valley
glacial elm
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it looks more apealing

tawdry valley
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its gonna be a cartoon vibe

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so the more exaggerations i can get away with the better πŸ™‚

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aye.. πŸ˜„

glacial elm
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yea thats what i thought. so it doesnt need to be absolutly identicle to reality. Let your creativity and artistic touches show on the piece. no one will argue against you for doing so and your piece would have its own asthetic. so do what ever wacky thing you feel like to the ears honestly XD

tawdry valley
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caaaa..n do!!

glacial elm
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xD ight. good luck

tawdry valley
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tx

flat orbit
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I'm getting this error with one of my models and I'm not sure why. Its a pretty simple geometric model that looks correct in Blender and doesn't have anything weird going on

A polygon of Mesh 'Cube.001' in Assets/Models/DeadEndRound.fbx is self-intersecting and has been discarded.```
glacial elm
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@flat orbit The model most likely has bad topology. you have some sort of side intersecting and crossing another face on the opposite side

cerulean pilot
minor horizon
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I have a question, i'm trying to animate a humanoid to rotate 360 degrees as a showcase piece. whenever i do this it works but it tends to sloooowly spin for a while then really fast in the middle and then slooooowly again at the end. so like .5 seconds fast and the rest is super slow

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around here is where it goes fast

stark leaf
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Hello, can someone tell me why this 3d object (3d text) is bad quality?

outer halo
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Use text mesh pro.

stark leaf
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I just tried it, looks way better. Thanks for the help!

coarse wing
lyric nymph
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To those of you who use Substance Painter, have you found a good color configuration to mimic how assets look with Unity's standard surface shader? I find my assets look very different and I've yet to find a good preset in painter that matches how the assets will eventually look in engine

limber haven
misty lantern
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Substance and Unity both use the PBR standard for shaders by default, so the difference is somewhere in post processing or color space as tomato said

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Or maybe scene lighting

polar ledge
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can u rate on 10 please?

quick siren
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Hey everyone, I need to split this model into two parts (two meshes) - the Hair/Beard and everything else. Can anyone point me to the easiest way to do this?

limber haven
quick siren
limber haven
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not sure then

errant plover
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Select the faces you want to separate, then press P and Separate by Selection.

wide palm
minor horizon
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So i am importing a model to unity from blender that i made. Poly count is low, there's like 8 bones, everything is weight painted, it moves properly in blender, etc. For some reason all of my weight painting is completely lost when i import it into unity. Any tips on what to do?

minor horizon
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Problem resolved: changed armature type to legacy

misty lantern
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Any mods on? @hardy shadow ?

outer halo
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!ban 787446797383237673 Scam

lilac edgeBOT
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dynoSuccess Devised#7897 was banned

limber haven
# wide palm

great! reminds me of the ps1 or the ds if that’s what you were going for

wide palm
patent bough
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how move snap a cube ?

eager mist
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@wide palmdamn bro, you flexing on us? πŸ˜„ Nice work.

glacial elm
wide palm
next sundial
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hey, so I was struggling with baking textures in Blender to bring things over to Unity so figured I'd just redo some of them within Unity. This is my first time attempting to work with materials in Unity so while I'm impressed that that materials on my model are actually sort of carried over, I'm confused as to why I can't edit them. in this case, I thought I'd replace the Layered glass material with the Glass material used in the Unity HDRP demo scene. But it seems that once again I'm trying to work intuitively as opposed to how the software demands I work. So, can anyone help me understand why i can't change anything about the materials that came in from blender? Is there anything I can do to make it so I can replace one material with another? Thanks.

next sundial
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Okay, making progress...Now, how the heck can I make my marble floor, nice and shiny and reflective? There doesn't seem to be a real specularity option. Smoothness and Metallic don't seem to be right. Also, if anyone has a link to a good materials tutorial for id10ts I'd be grateful for that as well. Cheers!

lime cosmos
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Hi you all, so i not sure if this is the chat that i should ask this but, i am having a problem since the morning and i can't resolve in anyway, so whats happening that i was configuring a model in unity normally and then i closed it and when i returned i couldn't put the model in the scene anymore, i dont know what happened

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i did install, re-install everything again and nothing

next sundial
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Did you by any chance move or rename the model from outside of Unity?

lime cosmos
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no unfortunately

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i even exported a new model from blender and created a new project to see if this would solve, but nothing

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is weird because it was working before, for a entire week and suddenly it stopped working, i definitely can't place any model in scene anymore

next sundial
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No models at all? Sorry, wish I could help.

lime cosmos
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yeah, sadly, it's fine don't worry

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i will be very glad if someone know how i can solve this problem

lime pollen
next sundial
lime cosmos
lime cosmos
lime pollen
lime pollen
next sundial
lime pollen
next sundial
lime pollen
lime cosmos
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yep, still doesn't work

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really weird

lime cosmos
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oh i did find another error

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its funny because in the scene looks like is a image and not a 3d background i can just zoom in

misty lantern
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I don't know why it works the way it does

next sundial
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Okay, maybe this will have an easy answer. My emissive ceiling lights didn't seem to be actually emitting light so I went and enabled Auto generate for lighting. After a few moments of calculating, it updated the scene and my floor became much darker yet shinier, and my wall and ceiling textures seem to have gone away, yet are still visible on the outside...And reapplying the textures doesn't work, presumably because they're actually still there, but just not displaying for some reason. Any thoughts?

next sundial
misty lantern
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You can also just make new materials and assign them to the mesh, it matters not much which way you do it

next sundial
lime cosmos
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oh wait it started working again out of nowhere

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i don't know what happened, but i am glad that is working again

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thank you all

next sundial
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As an I.T. guy, I absolutely DESPISE when that happens! Hahah Cause now you don't know what the problem was to be able to fix it next time it happens. I mean, hopefully it never happens again, but if it does, it would be nice to know what fixed it.

lime cosmos
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well, knowing my luck with this sort of thing, i pretty sure that is gonna happen again. but i really hope that is gonna be in a loong time

next sundial
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Fingers crossed! heeh

lime cosmos
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yee

next sundial
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So yeah, my emissive lights don't seem to be emitting light...I've been going through some tutorials and stuff but most of the info I've encountered is a bit older so some settings are different. So far nothing I've tried seems to activate it properly. Any ideas would be very welcome! Thanks.

vocal fulcrum
# next sundial So yeah, my emissive lights don't seem to be emitting light...I've been going th...

To my knowledge "Emissive" Objects or anything Emissive within a Shader is not actually Emitting light. It is just Lighting up the Pixels its masked to and any sort of glow around it is usually done via Bloom or baked lights that fake the surrounding. If you wish to have lights in a square shape i suggest you use Area lights and Bake the Lighting should you wish to have these "Boxy" shapes in light. Alternatively Spotlights Support Light Cookies, but be aware that a high number of realtime Lights may cause your sceneΒ΄s performance to drop.

misty lantern
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Enlighten's realtime GI might be able to do it, but I have no idea really

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Emissive materials do affect light probes, which do light up dynamic objects

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I would use a reflection probe, so objects in the room will be generally illuminated by the emissive lamps
Then make a light probe setup or add some short range dynamic-only point lights at the lamp locations, whichever looks better for the intended purpose

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Probes would look nice at reasonable distance to the lamp, point lights would look nice if objects get very close

next sundial
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K, well this (https://youtu.be/319d_WpYKsY) and other tutorials seem to indicate that emissive light sources actually do cast light. And everything in this scene so far is static. I've started messing with reflection probes but I'm not clear on their use. In this scene you can see that it's obviously not working right since the light reflections in the floor from the coolers do not match up at all...So in a scene like this, the camera is almost up against the wall so this room is only slightly bigger than you can see, how many reflection/light probes would be adequate? I had thought it was a fairly small space so only one should be fine but that seems to be a bad assumption. Thanks!

Hello Viewers!

Unity 2018 Tutorial # 1

This video is exclusively produced to demonstrate the creation of Emissive Material in unity.
Here I will explain very elementary procedure to create and bake an emissive material.


Project Link -

https://drive.google.com/drive/folders/14AquhebmCp91sspwth_FaE2FAAEpC6Ay...

β–Ά Play video
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Also, this is all for cutscene, and in the end, other than possibly a person walking by outside the window, and possibly a car or two driving by outside, inside will only have 4 or 5 people with minor idle animations. Other than that everything except the camera will be static.

misty lantern
next sundial
misty lantern
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@vocal fulcrum This is emissive materials with no light objects at all, using reflection probes and light probes with baked lights

next sundial
misty lantern
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But that's not always an option

next sundial
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Well let's say it is an option...How do I get it to work?

misty lantern
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2021.2. version of unity enabled Enlighten for URP and HDRP which is what's used in that video

next sundial
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Well mine can, but I don't want to rely on that yet. I want decent systems to be able to run it, without needing RTX features...But obviously at some point I'd like to have it as an option...I'm using the 2020.2.3f1 version which I believe is the current LTS version?

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I actually haven't checked recently.

misty lantern
next sundial
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No I'm doing HDRP.

misty lantern
stark bridge
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How could I make this thing accept multiple materials? I want it to be like a water tank, the water is ok but how can I manage to make the glass & metal?

vocal fulcrum
vestal dew
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[crossposting from animation]
Q1: How do I rig a tube-like model to bend like this?

This is more of a Blender question rather than a Unity one, but here it goes.
I'd like to make a simple tube, rigged with a long bone chain, to make some noodly shiny robot arms; making the normals and the actual model is not an issue, my issue is with the rigging: is there a way to automatically paint the weights so that the model deforms like a smooth tube?

misty lantern
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Still, tube rigs are complex thing because there's not really a way to guarantee there will be no deformation issues besides adding a whole lot of bones, which is of course expensive

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And avoid any sharp bends

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I hardly recall seeing any characters or structures in video games with rigged tubes, and the few I do remember were far from perfect

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If it doesn't have to be photorealistic it might be smart to fake it with bezier controlled line renderer, at least if you want it cheap

vestal dew
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it's going to be the arms of the main character for a VR sample project I'd like to make

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the end effectors will be driven by a IK chain

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Here's hoping that the IK rig is robust enough to avoid any sharp bends

vestal dew
eager mist
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High definition 3D model.
Sexy multi-trillions of polygons.
With 32K textures.
And a superb fantastic dramatic vignette FX

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πŸ€“ just kidding

eager mist
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🀣 πŸ₯³ πŸ₯°

misty lantern
vestal dew
misty lantern
polar rover
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Hello, when i import .fbx (from Blender) animations are 2x faster and they are choppy.. what can i do to make it work correctly?

ionic blade
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Is there a way to turn prefabs in Unity into something Blender can open?

lime pollen
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unity has an fbx exporter package you can use

ionic blade
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You mean in the package manager?

lime pollen
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yes

ionic blade
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Thanks

icy mountain
stray stone
misty lantern
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With envelope you can customize each bone's sphere of influence
With automatic, you can't / don't have to

icy mountain
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Ah Okay thanks guys πŸ˜‰

winged flicker
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Hey guys, is there a way to permanently stop unity from locking all the materials out on every imported model? I know how to unlock it by copying the locked material but my current project has thousands of models and it is a massive pain in the butt to have to copy every material of every model and then reassign them each time.

subtle dagger
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I've got an FBX file imported, but i can't figure out how to get all of the individual 3d models out of it as their own assets.

Whenever I try to drag one of them in from the menu thing below, it spawns all of them at once.

Is there a way to split them up into their own assets or do they all need individual FBX files?

Edit: Have split them all into their own FBX files. Still curious if it's possible to split them up in-engine, so if anyone knows please ping me πŸ˜„

ivory tapir
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Hey Guys, can someone tell me why this happens to the model? This happens when i start the animation

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dont have any Blender experience, so i cant really tell

ivory tapir
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this is how it normally looks

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after starting the idle animation, it collapses

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or any animation

misty lantern
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Issue with exporting baked animations? Hard to say with this info

ivory tapir
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dont know what "baked animations" means

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i got this model and his animations in a package, so i guess they should work

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i got one from the same designer and with that model it did work, but this one and an other one didnt

misty lantern
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Your designer probably has the best idea of what could be different this time

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Can't think of any obvious things that would cause the animation to do that, though it's possible

ivory tapir
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mh alright

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kinda annoying

polar rover
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Hello, i have problems correctly exporting a rigged and animated character for Unity. if anyone can help me deal with this issue and doesn't mind wasting time on me, DM me so i can send u the .blend file. Thank you in advance.

ivory tapir
misty lantern
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One thing that comes to mind is that "apply transforms" when exporting is known to mess up animations
But I guess since it was sent to you as a package, your modeler should have confirmed it works? πŸ€”

ivory tapir
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its from devgamemarket, so i guess it should work

craggy solstice
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hello, i've got an issue with exporting blender fbx files and importing over to unity, the foot is folded in unity (odd thing is that in blender, its mirrored so it shd have the same properties?)

misty lantern
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Or contact the author
It's incredibly hard to troubleshoot things when the author isn't present

ivory tapir
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i am playing around with the rig settings right now

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going to try the animation settings in a minute

ivory tapir
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it doesnt work sadly..

glacial elm
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And no, its your weighting probably. your weights are incorrect or your skeleton is not properly rooted or extended. Thats whats probably causing all the issues that all of you are having

ivory tapir
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sorry, i thought it would fit in here but yeah you re right. and thanks for the idea, going to play around with the weight.

stray stone
stray stone
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Don't do that. Apply the mirror then rig it.

craggy solstice
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ok, will try, thank u!

craggy solstice
stray stone
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Is the bone roll the right way? Check the orientations of the bones.

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Also are your export settings right?

craggy solstice
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the bone roll seems fine, it was a symmetric rig

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i applied transform to the rig and now it exports with this offset

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ok i seem to have fixed the issue, the heel bone was messing everything up, so i got rid of it

ionic harbor
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Hey, do you guys know if it's OK to use Unitys standard assets pack in order to set up a demo scene for my asset store submission

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For me, im using the water that comes with that etc.

zinc mesa
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@ionic harbor also, you don't include any of those assets in your package .. when you submit your package, there's an option to add other assets as dependencies

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2019.4 is the minimum required version that you have to submit with

somber narwhal
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is there a good spot to ask questions about UMA avatars?

ionic harbor
zinc mesa
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There are assets (like Megafliers) that have the base asset, and then a lot of other assets that you buy separately to add onto the base

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If you're using the standard assets for art.. then I guess that's ok (though it'd be better to do your own some other way).
But if you're using any of the code from standard assets.. I'd do a lot of research into them.. as they're now deprecated and you may find your asset soon breaks with newer Unity versions

eager mist
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Hi everyone, asking here because I know you might be more in tuned with colors, would you mind telling me which tree set you like more please?

outer halo
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They both would work depending on the season, but you would never see those vibrant reds along the greens in real life.

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So it would depend on the mood of your game. You could try adding slight variations to the green if you feel the second is a bit too uniform looking.

eager mist
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Mmm that does make sense, im starting to think more in terms of biomes/seasonal and that's why im relooking this. Thanks @outer halo I think 2 would look more natural and closer to what it normally would look like right?

outer halo
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Well. If you're talking fall season (in say Canada for example), then the first is basically how it would look throughout. Varying reds to yellows. You can always look up some references too.

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But the second is a lush summer time look.

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So really, they're both pretty natural looking. Just need to decide which time of year you're hoping to get across. All of that will define the mood, temperature, the sun at a given time etc.

eager mist
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Okay perfect, thank you for the great advice, enough to get me going πŸ˜„

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thank you!

ionic harbor
# zinc mesa I have _a lot_ of assets.. I cannot recall ever downloading one that had a depen...

Okay, i just put a plane with a suiting color under my assets that i will sell, looks okay so I will go with that i think.

But i seem to get 2 warnings, telling me the orientation needs to be fixed. And also that i need prefab variants for all the models (which i already have) so not sure about that one. πŸ™‚ Can you relate?

Anyways i appreciate your time. I have tried to publish before but got rejected because the content wasn't enough, but now i've improved and hoping to see a successful publish.

ionic harbor
zinc mesa
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I have warnings in mine, I just ignore them

ionic harbor
# zinc mesa I have warnings in mine, I just ignore them

Okay! Cause i cant see why cuz i have prefabs. But also its complaining about the orientation, like blender and unity does not have the same xyz system it appears. But when i import to unity, it rotates the mesh automatically so when dragging out the model its align fine.

zinc mesa
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as long as Y is up and Z forward

ionic harbor
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Ill leave that be, just wanna be pretty sure before i wait for 1 week and they come back saying one little thing is incorrect πŸ™‚

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thanks alot mate @zinc mesa

zinc mesa
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review times are about a month atm

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if not longer for new assets

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updates.. some still go through in 24hrs.. others take a week

ionic harbor
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oh lord

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thats crazy, i mean waiting one month and maybe it wont be uploaded

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i thought a week was alot when i got rejected last time

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oh welll

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is this something in the summer time? last time i tried was in march i think

warm fox
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Just made this blender model, if anyone wants it tellme, copyright-free

eager mist
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Currently working on a First-Person Shooter game with Unity (as a solo dev). And further contributing to the Black Lives Matter movement by offering a black hero.
Battle Axe done... Spent a few hours yesterday on this prop and another one. Finished this today. So, maybe 6-12 hours of work to mode, UV, bake, texture.

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Low poly & high poly done with MODO
Baked and textured with Substance Painter

pastel steppe
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What are good ways to do HDRP grass

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the painting as trees is terrible for performance so I was wondering if there were other methods

eager mist
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There are tons of techniques to make grass. From textures to tiny props.

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Grass just isn't good for performance, period.

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In the Graphics Settings, you need to let players decide the View Distance for grass.
And also Grass Density.

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If it's on console... too bad. Needs to be limited.

errant plover
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GPU instancing and there wont get a problem with grass.

tribal ravine
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i just realized your supposed to use ProBuilder to make levels in Unity

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i thought you were meant to make everything in other software like Blender and then just piece it all together in Unity

lime pollen
tribal ravine
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feels like the probuilder way makes more sense tho right?

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less optimized most likely

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but more efficient and convenient

lime pollen
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depends on what you want your levels to look like

glossy ferry
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Cool spider robot I made in blender

blissful relic
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Is it better to build maps directly in Unity or in Blender?

ionic harbor
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you mean terrains?

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unity has a terrain system, i would dive into that @blissful relic

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dont know about blender, maybe if its a low poly terrain

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@zinc mesa Hey sorry to bother, do you have your models on other stores too? If so do you have any recommendations. I indeed got a queue for about 30 days.. But Im curious on other marketplaces aswell. As i have understood it its okay to publish on multiple stores as long as the price is the same?

blissful relic
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like buildings, rooms, etc

zinc mesa
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you should be putting your stuff on the Unreal Market place too

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and err... there are loads of other places to sell models, but can't think of them atm

fleet beacon
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is there a better gltf plugin yet? for 2020.3.12?

ionic harbor
ionic harbor
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I am unsure if this is what you mean, are you new to 3d modeling?

#

I suggest you to download some free packages from the asset store and import to a new project. https://assetstore.unity.com/packages/3d/environments/sun-temple-115417 https://assetstore.unity.com/packages/3d/environments/landscapes/lowpoly-environment-pack-99479 Play around with them and notice the setup

Elevate your workflow with the Sun Temple asset from Sandro T. Find this & other Environments options on the Unity Asset Store.

Elevate your workflow with the LowPoly Environment Pack asset from k0rveen. Find this & other Landscapes options on the Unity Asset Store.

ionic harbor
eager mist
#

@tribal ravine
Pro Builder exists as an alternative to old school brushes we had in Hammer (Source Engine) and Unreal Engine.
It's just to create a rough 3D map layout.
But if you prefer to use 3ds max, maya, blender, Modo or else you can use them as well.

#

But to create 3D assets, you should stick to 3ds max, maya, blender, Modo or other similar 3d application

#

Years ago, Unity didn't have ProBuilder and it was somewhat of a big turn off for aspiring level designer, so they used Unreal Engine 4 instead

eager mist
#

Hello, so I have a FBX character model and want to give it my own colors as it just grey atm. How do I give it colors ? as I can't import it into Blender

tribal ravine
#

i dont think i would be able to do that in blender

eager mist
#

To build an entire game level, it requires us to go back and forth between our 3D app, Substance Painter and Unity.
Meaning that we create a 3D asset in our 3d app, then texture it... and then we export that new 3D asset to Unity. And then we can use that 3D asset in Unity to decorate our game levels

#

It can sure be quite an exhaustive process.

#

Or feel like it.

#

The reason why we do it that way is to break down levels into multiple re-usable assets; instances.

ionic harbor
# eager mist Hello, so I have a FBX character model and want to give it my own colors as it j...

You need to uv unwrap it in blender or other 3d software, unless you want the whole character to be only one color. You could also assign materials to certain faces inside blender.

https://www.youtube.com/watch?v=ms89wP8m4ZU

https://www.youtube.com/watch?v=-uYwkBCPpiQ

Im sure there are even better tutorials. UV unwrapping can be very frustrating for a beginner but once you know how it works its pretty straight forward

In this tutorial I will teach you how you how you can easily add multiple materials to an object in Blender 2.8.

The Ultimate Addon Development Course, Make Complex Addons for Blender:
https://gum.co/fciiU

MASSIVE Simulations Course for Blender:
https://gumroad.com/l/MRtQr

Cool Add-ons for Blender:

1100 Textures in Blender:
https://bit.ly/2Q...

β–Ά Play video

Learn how to UV Unwrap the barrel 3d model (game asset) in Blender. This series is focused on beginners!

🌟ALL TUTORIAL SERIES PARTS🌟

  1. (Part 1/5) Modeling In Blender: https://youtu.be/_Iu88tZ9utE
  2. (Part 2/5) UV Unwrapping In Blender: https://youtu.be/-uYwkBCPpiQ
  3. (Part 3/5) Texturing In Blender & GIMP https://youtu.be/SOds_RGOimg
  4. (Part ...
β–Ά Play video
fluid escarp
#

guys why i cant export this

trail imp
# fluid escarp

looks like somethiing is corrupt in your blender. But it's just a guess

trail imp
stuck widget
trail imp
stuck widget
trail imp
eager mist
trail imp
#

in a full game making studio, a lot of these jobs would be split to several specialists who work on those tasks alone

trail imp
#

just depends on what you want to invest in - how much time you want to dedicate

#

if you want to be the "one-stop-shop" and do all the modeling, coloring, rigging, and animation yourself, it's not going ot be a week long job

stuck widget
#

@trail imp I want to ask to somebody if he likes my project then see if he wants to do it. where can I ask?

trail imp
#

If you have money, buy someone's skill/labor off of Unity Asset Store, or on Fivr.

blissful relic
trail imp
blissful relic
trail imp
#

Ahh I thought he wanted someone to just make his character, not the entire game lol

blissful relic
#

oh wait yeah thats what he wanted

#

I should've scrolled up

trail imp
#

but yeah - you're gonna have to trade your own time to learn. OR. You're going to have to trade money with someone with experience to do it fast

stuck widget
trail imp
#

There MIGHT be a Synty pack out there with a cat character

stuck widget
trail imp
#

Synty makes packs with models like this

eager mist
stuck widget
trail imp
#

The you have to see if someone out there has a "game-ready" model outside of asset store

trail imp
stuck widget
trail imp
#

try there first

#

if Google and Asset store don't bring you any help, then you have to pay someone to custom make one and that can get pricey since Artists don't want ot work for free, and it's really hard to find a artist that can rig too

stuck widget
stuck widget
trail imp
stuck widget
eager mist
#

What do you guys suggest ? Because I rather not spend a lot of time on making a model as I rather work further on my project

stuck widget
#

But really 2 mounths?

#

it is too much!

eager mist
eager mist
stuck widget
#

@eager mist @trail imp do you know a friend who do blender and who could contribute for free if he likes my game?

trail imp
stuck widget
#

@trail imp where can I find people to make a team with? Here? Do you know somebody?

outer halo
stuck widget
#

thank you

ionic harbor
stuck widget
outer halo
#

This coming from the same person who wants to collaborate with other people? That's going to be tough.

tribal ravine
#

you need to learn the basics first

wide palm
stuck widget
errant plover
#

I am an average blender user. That model would take at least two hours if I was rushing. No animations. @stuck widget I find it's better to just fork out the 5 or 10$ and buy the asset, even if I can make it.

stuck widget
errant plover
#

Oh yea, sorry. I sort of skimmed over your post.

stuck widget
#

can I download a character from unity asset store and then edit it in blender? I want to set armature

stuck widget
errant plover
#

Yes.

tribal ravine
#

@stuck widget what are you using the model for?

stuck widget
tribal ravine
#

Ah i just realized this is the Unity Server

#

im assuming Game dev?

#

if so then you should learn blender in general it will be useful for anything you wanna make in the future too

eager mist
#

Invest in yourself and your future
Learn 3d modeling, texturing, rigging and 3d animation

#

Modeling isn't difficult. But it is time consuming.
Texturing with Substance Painter, if you have already the right materials is fast.

#

Rigging and 3D animation can be tricky.

#

And to learn how to do all that will just take you a few weeks.

jaunty flax
#

I am using some characters from mixamo

#

most of them look fine, but some are kind of borked

#

should look like this:

#

I am using URP

#

any ideas?

#

I downloaded the FBX for unity file

#

which seems to work alright for the rest

eager mist
#

Depends on what kind of game you wanna make.

#

I think it's cooler to do it all ourselves.

#

It gives a soul to the game

#

When the art is coming from a single mind

#

it's like playing inside the creator's mind

pastel steppe
jaunty flax
#

they're all still left on generic

#

do you think if I tried to generate a humanoid one it would fix it?

#

because afaiu all the others I have imported straight from mixamo are set to same rig settings

pastel steppe
pastel steppe
# jaunty flax hmm ok

One thing you could try is take the model into a 3d program like blender and delete the geometry underneath the clothes

jaunty flax
#

I am just not gonna use these models that imported weird from mixamo

pastel steppe
#

After a quick search it looks like a material problem

jaunty flax
#

they're only really serving as placeholder

#

yeah, so

#

when I import a mixamo model it shows up without textures

#

and I have to do....

#

set it to external materials

#

click apply

pastel steppe
#

HOW TO FIX VISUALLY BROKEN MODELS FROM MIXAMO OR ...
YouTube Β· Jimmy Vegas
Apr. 14, 2019

jaunty flax
#

then set back

#

it fixes it

#

on all the others

pastel steppe
#

Shoot the link didn't copy

jaunty flax
#

thing is though

#

I can see the problems on this model before I fix the materials

#

I don't see any problem like this on my others

#

they just don't have textures, but I fix that as I just described

pastel steppe
#

I got to go. If you look up mixamo character looks weird in unity you might get something

jaunty flax
#

what it looks like before applying the fix for materials

#

you can see his belly there

#

which is not supposed to be like that all

#

so it looks like a...mesh issue? Idk

jaunty flax
#

all the other characters are coming in fine for me

#

I just won't use that one, but it would be cool to know if there was an easy fix

eager mist
#

Learn 3D modeling. Become a free creative mind.

#

Own your skills. Even if you suck.

#

You'll get better at it with practice, like anything else and everyone else.

#

Plus 3D is fun.

jaunty flax
#

3D scanning is pretty clutch too

#

especially when you combine with being able to model

#

scanned that dumpster the other day

#

took me about 1 minute

#

0 cleanup/work applied to it

#

purely just the scan right there

jaunty flax
#

yes, one can learn all about how blender works and whatnot

#

but it does take being an artist or having artistic skills to be able to just freely create in a tool like that

#

and that, from what I have seen, is something (not just in 3D) that is usually not so much taught but more of a natural talent/skill

#

from a young age, I remember having some peers who could effortless draw things that looked good

#

and other people who struggle with stickmen

eager mist
#

It doesn't take much skills to ''model'' in 3D.
And you can use a lot of ''already existing references'' to cover 70-95% of the work required.

jaunty flax
#

well that first statement is really an opinion, which is fine I respect that

#

I am of the opinion it takes a lot of skill to make something from scratch in 3D that looks good

#

and for those who struggle with art in general, it can be really challenging or just feel straight up impossible

#

art in the sense of what we classically think of as art

#

such as a drawing, painting, etc

#

visual art

#

obviously art has many forms

eager mist
#

Maybe you are slightly overthinking it.

jaunty flax
#

probably, likely

eager mist
#

You can just google anything and reproduce it easily in 3D with refs

jaunty flax
#

I don't want to debate if it's easy or not because that is subjective

eager mist
#

But yeah, if you are talking about those who can design 2D/3D stuff on the fly

#

that's more rare

jaunty flax
#

it is both easy and hard

eager mist
#

But there are many 3D artists, industry professionals, who are better at reproducing what they see from concepts given to them, but they would struggle to create something all by themselves

jaunty flax
#

absolutely, I am the same way as well

#

no matter the visual medium, I can produce decent stuff if I have a reference

#

I still don't feel like it's easy, for me

#

but sure, I can do it

eager mist
#

Personally, I think that...
If the artist can produce something that others can look at and recognize what it is... it's a really good start.
''Oh is this a backpack?"
"Oh, nice chair."
"Man, decent building."
"Clearly a dumbster."

jaunty flax
#

I agree with that statement

eager mist
#

The rule of thumbs when I was working on games (in studios) was...
As long as the experience isn't repulsive, you don't give any reason to players to Quit their game

jaunty flax
#

lol a low bar for sure

#

but an important one

eager mist
#

Low bar?

jaunty flax
#

a low bar to shoot for

eager mist
#

It gets 80% of the work done

jaunty flax
#

yes

#

I have this mindset myself

#

hence why I'm using mixamo garbage to get shit rolling

#

because its easier to work on all the mechanics first than worry about art, most of the time

#

art is a lot harder to timebox

eager mist
#

Choose your battles.
I don't think Darksiders fan would say ''Art isn't relevant enough''

jaunty flax
#

functionality is easier to timebox

#

art is completely relevant

eager mist
#

What indie devs should aim for... is a final product.

jaunty flax
#

indeed

#

being able to ship

eager mist
#

So... it's oky to produce 3d assets that arent 5 stars.
You have 10,000 other assets to work on.

#

Move on to the next one

jaunty flax
#

yep

#

I try to tell people this and they get caught up in having the art be perfect right away

eager mist
#

1 day and a half. That's one more melee weapon added to the mix.

jaunty flax
#

nice axe

eager mist
#

But it's not 5 stars. But it's not 2 stars either

#

You get it's an axe. And there is enough details to say.. oky it's not butched

#

It's fine

jaunty flax
#

idk looks pretty solid to me

#

grip tape is probably the first thing that looks off

eager mist
#

That's because it's baked directly on the pole

jaunty flax
#

gotcha

eager mist
#

And hands will cover that part anyway

jaunty flax
#

yeah, exactly

#

the blade is probably most important and it looks good

eager mist
#

And I use the same mindset/process for the rest

#

A 4 years old could do this.

jaunty flax
#

don't be condescending

#

that's not nice

eager mist
#

Characters are trickier

#

But props and environments, most people should be able to do decent looking stuff

jaunty flax
#

to someone listening

#

whether or not you are right

eager mist
#

First step is easy. Learn the tools.
Then learn how to deal with Wireframes. You should be able to look at a real-life object and draw over the wireframe in your mind

jaunty flax
#

it's subtle, but it's there

#

what would be a more kind way of saying that is, most people can do decent looking stuff if they put in the time and effort

eager mist
#

All we need for 3D is basically...

  • Create geometry primitives
  • Extrude
  • Inset
  • Bevel
  • Add edge loops
  • Cut
  • Trace edge between two vertices
  • Copy/Paste geometry
  • Boolean
jaunty flax
#

nice, always love a simple breakdown/overview

#

I wish there were more maps for developing skills like this

#

to help provide an overview of the landscape of what there is to know, why to know it, etc

eager mist
#

--
But for someone new to Blender, the ''Basics of 3D modeling'' page should get them up to speed quickly.

#

Better than a 15$ tutorial.

#

It's free...

jaunty flax
#

shameless self plug lol

#

I didn't realize this was all actually a salespitch

#

word of advice: be more compassionate when trying to reach out to newcomers

#

you'll hook a lot more customers that way

eager mist
#

I'm not selling or making money off this. I'm the one losing money hosting this website and wasting my time creating educational content.

jaunty flax
#

oh

#

is all your stuff free?

eager mist
#

Like I said.

#

not selling anything

#

it's all free

jaunty flax
#

that was not completely clear

#

I retract my statements about sales/customers then

#

and applaud you for putting out free content

#

however, I still stand by maybe being a bit more compassionate in your language

eager mist
#

Free high quality education

jaunty flax
#

obviously you've got a lot to share and you want to help people, I can see that

#

but good communication goes a long way

eager mist
#

Different teachers. Different methods.

#

In 2021, you can find pretty much all the information that you need to make games solo

#

But it's true that there is a lot of misinformation out there

#

And a lot of that info is scattered across the internet

#

it may be difficult to find

#

And I think we all need to see the difference between Sharing Knowledge vs Self Promoting

#

They aren't the same.

#

But many talk. It's better if you can show off some content that demonstrate your teachings, applied.

jaunty flax
#

no one wants to get fishing tackle from the guy who catches no fish

eager mist
#

Precisely

#

I remember what is was like before I got started in 3D.
Man, it did look like the Everest Mountain

#

3d apps, modeling tools, UVing, baking, texturing, adding bones, skin weighting, rigging, etc.

#

πŸ₯Ά

#

And then the confusion of having so many different 3d apps; 3ds max, maya, modo, blender, XSI, etc

#

And then Zbrush...

#

And for texturing... ; photohop, 3dcoat, substance, quixel, mari

#

πŸ˜“

jaunty flax
#

I tried to learn gmax as a kid

#

shit was hard

eager mist
#

oh man, 3d in the 90s was such a mess

#

I waited until 2014 to get into it

#

when the tools got slightly more interesting

#

Where Unity and UE4 are at at the moment... is very nice

#

I don't know if you guys remember the Unreal Engine 3 era with crappy lighting

#

Im not missing it

#

Right?
Unity URP

jaunty flax
#

how hard would it be to import a source mod map into unity?

eager mist
#

Depends if you can extract the brushes

#

I've seen people use Hammer (Source Engine) to make Graybox maps for their games, because their Game Engine didn't feature any kind of Geometry Building tools

#

I know it was possible to get all the 3D maps from UNREAL 1998 from one of the 2K4 mods.

#

Unreal remake with Unity would be hilarious...

jaunty flax
#

yeah these maps would have been made in hammer

eager mist
#

Technically, it is somewhat illegal to use Hammer (Source Engine) as a tool to make games with a different Engine. πŸ˜΅β€πŸ’«

#

So, I would not recommend it.

left laurel
#

random 3dmodels-as-pixel art RTS building experiment.

blissful relic
hoary bronze
hoary bronze
stuck widget
#

Hello. In blender I have a whole face missing in a cube. I have created a palne with shift - A. how to merge the plane to the cube please?

blissful relic
#

simply select two edges of the missing face and press F

stuck widget
blissful relic
#

np

icy mountain
#

What levels of Subdivision surface modifier on viewport do y'all usually use, does this also mean that it will export with this level of subdivision?

stuck widget
#

how to add a trait in the middle of a face please?

#

in blender

eager mist
#

How can i add materials with my object from blender to unity?

outer halo
eager mist
#

but how, I there is no edit mode in unity

#

in my object there is like materials in materials

#

like an object that has eyes with a color and mouth with a color

outer halo
#

You can assign multiple materials to a mesh renderer in unity. It's a list. Each material in that list pertains to one of the materials on the model.

eager mist
#

i'll study that more, thanks

blissful relic
#

Step 2: search for solution

#

Step 3: if you cant find a solution then ask here

outer halo
#

No? Animations can be imported with an FBX.

eager mist
#

like if i export my file in fbx it will give me .anim file too?

outer halo
#

Yep

eager mist
#

alright, thanks

stuck widget
dire ermine
terse knoll
spark vigil
#

any one knows what is with urp and what someone needs to do for making models and why some asset store models appear pink even after upgrading the render pipeline from edit menu?

outer halo
#

The upgrader won't work if there's custom shaders.

#

If the asset doesn't explicitly list that it's URP compatible, then it likely isn't (without work on your end to make it so, if possible.)

loud cradle
#

Hello, I've wanted to set my pods to be infront of the background that I created in the canvas, but I don't know how can I make the pods to be display in the game scene. I tried changing the sort order of the canvas by 2 but it still didn't show

loud cradle
#

ohhhh okaay, thank you

dire prairie
#

are there anygood road systems for large terrain? like spline types

#

for mobile

#

and maybe a good way to setup decals too

sudden urchin
#

Can someone pls help me

#

I am tryinna make among us 3d

#

And super realstic

#

But for that

#

U need to know animations and 3d modelling

#

Which i know none of

#

I meed hellpp

outer halo
sudden urchin
#

I meed hellpp

outer halo
#

Okay, but what is your actual question you need help with. Don't be silly.

sudden urchin
#

I need help with

#

Making the 3d models and animations😭

outer halo
#

Find a tutorial on Blender and start learning.

sudden urchin
#

U think i didn't try that

outer halo
#

If you're asking someone to do it for you, this isn't the place. Nobody is going to take the time to provide you with free work. You can try asking online or on the forums if you still "meed hellpp". There are links in #854851968446365696.

sudden urchin
#

I am not asking "free" work

outer halo
#

Okay, so once again, what are you asking for?

sudden urchin
#

Nothing leave it😭

#

The game never gonna be completed

#

I could give nitro for that

#

But...

#

Thats not something someone would make animations from meh

#

I guess..

outer halo
#

Stop fishing. Go either learn how to make art (which is a learnable skill), or find a way to pay someone to do it. Either way, moping around here isn't a productive use of your time, if you want to take game development seriously.

sudden urchin
#

Ok

dire prairie
#

noice

sudden urchin
#

Ur status xD

eager mist
#

@sudden urchin
Just sit down. Open Blender and Youtube.
Follow a whole bunch of tutorials on whatever you still need to learn.
Expect to spend a few weeks, a few months or even a few years before you get proficient at whatever it is you want to get good at

#

And that every single thing you do in 3D will take several hours, days, weeks or months to complete

#

So if you think that people will work for you for free, it is... let's just say
Very unlikely

#

If they have any self-respect for themselves

When it comes down to 3D modeling... In general you'll need to learn 3 main workflows

  • 3D modeling
  • 3D sculpting
  • Retopology

And then you'll also need to learn how create UV maps to later bake and texture your 3D assets.
You will also need to learn how to Bake Normal maps. That requires us to create both a High Poly model (millions of polygons, but too heavy for a game engine) and a Low Poly model (in-game). Baking normal maps can be done directly inside of Substance Painter.

And then you'll need to learn how to texture your props with Substance Painter / Substance Designer.
Or hand painted assets, often done with 3D Coat instead.

#

🍻

#

And then for 3D animations, you'll need to learn

  • Skin Weighting
  • Rigging (adding bones, rigs, sliders, IK, etc.)
  • Animations
  • Technical stuff

And then you need to bring all that into Unity.
And that requires us to know how to deal with anims and C#.

#

And then after all of the above, the person also need to further develop artistic skills.

sudden urchin
#

Uhm....

#

Lets just say

#

Ill suicide

#

Rather

#

Btw

#

Dont mute meh

#

I was jk

outer halo
#

@sudden urchin If you have no intention of actually learning or being a productive member of this discord, then don't spam it.

sudden urchin
#

Srry i didn't mean to

#

But.....

#

Can u suggest me some good yt chanell

#

To follow

eager mist
#

Usually, we'll be glad to answer your questions and give guidance

sudden urchin
#

And learn that

eager mist
#

But you need to put in the work, hours and efforts

#

Like post pictures of your progress

sudden urchin
#

I like the programmin part of stuff more

#

But...

#

Being solo dev

#

That draws me back

eager mist
#

That's what I do. I can get it

#

Worst case scenario, start by making a low poly game

sudden urchin
eager mist
#

And later you can replace all the art assets for something nicer and more realistic

sudden urchin
#

If i et ready made models and animation i can make games like csgo

#

And i have made those

#

But 3d models murder my motivation

sudden urchin
eager mist
#

Motivation is weak and futile.
You will need to cultivate discipline.

#

Daily, weekly, monthly, early goals

#

And deadlines

sudden urchin
eager mist
#

Yes, 3D art will feel draining

#

Unless you learn to like it

#

Or focus more on your end goal than the process itself

sudden urchin
eager mist
#

There are multiple ways to trick the mind

#

Find what works for you

#

In my case, whenever I finish an asset. It gives me a boost and I want to finish another one

sudden urchin
eager mist
#

You aren't useful to yourself to begin with

#

It's simple. Do the work

#

Or don't.

#

There aren't 10,000 ways for this to work

#

It's Either A or B.
0 or 1

#

True or False

outer halo
#

@sudden urchin Look up Grant Abbitt, he has beginner friendly tutorial series on his YouTube. Very straight forward and easy to follow.

sudden urchin
#

Thank you

#

I was awaiting that one

outer halo
#

You were aware of it?

eager mist
#

I got some useful information about game dev, design and art on my website as well for those who want to get started.
But if you do not intend to put in the hours of work or efforts, it will not be helpful.

#

To make games solo, you need to understand that you really need to turn yourself into a Force of Nature to pull this off.

#

Making games, full games, is a LOT of work

#

I only recommend it to those who want to make it their lifestyle

#

Most successful 3D artists I know, they do 3D day and night.

#

They drink 3D. They eat 3D. They dream 3D.

sudden urchin
#

I dream programming

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I eat programming

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I sllep programming

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Though i mistype a lot on my phone

eager mist
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How old are you?

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If you want to do this as a career, I recommend you get a University diploma (baccalaureate)

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In Computer Science or Software Engineering

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And make games on the side

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As portfolio

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For 3D art and design, you can just go with networking (friends) and portfolio.

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@sudden urchin
In your case, you could just make low poly games

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That way doing 3d wouldn't feel as draining as it does now

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And you'll feel joy for completing/selling projects

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Id Software had time to produce Quake 1, 2 and 3 in just a few years
It took them longer to make DOOM 2016 or Quake Champions or Rage

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High end 3D graphics... takes time to produce

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Acknowledge it.

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And accept your limitations

sudden urchin
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Though

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I am more motivated as ever

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Cuz now i know thats someone is there to help me when im stuck

errant plover
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Stick to the low poly stuff. Or that motivation will evaporate.

sudden urchin
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U sure?

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I hate lowpoly tbh

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Like not hate

eager mist
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I don't have to stick to low poly. You can aim for AA look instead

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Your choice

sudden urchin
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Thats what i always go for

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AAA

eager mist
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You don't need to make something AAA looking and you don't need to go for the opposite either

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Right now, you are just going for the burn out

sudden urchin
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Like

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Ill call it a succes when i can make AAA

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Wat do u mean when u say AA like some example

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Though i m just short of time

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I can have the laptop for like 4 hours max a day

eager mist
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I started as a D&D Dungeon Master when I was 14-17 years old.
Then got a job as a game/level designer at 21 for 4+ years.
That experience allowed me to get a little bit better at using 3DS Max. But not that much.
I had to take courses in College, 3D modeling for games. Then practice for 2-3 years straight to get better. But that's in the details.

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And I went back to college to learn C# programming for business.

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SQL, PHP, HTML5, CSS3, etc

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Nothing really game related there

sudden urchin
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Like

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I am just 15 wat should i start with

eager mist
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So, when you come here asking for help.
We expect that you also did your part in helping yourself

sudden urchin
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I know u might be thinking i am an overestimating kid

eager mist
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At your age, this is what I was doing, before I got into game dev.
https://youtu.be/8KG_5y0kVoo

From my perspective, you are young trying to figure out what you should be doing with your time

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Which is fine, you know. But you have time.

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If you like programming, Unity is a good place.

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And 3D modeling is still a good thing to learn

sudden urchin
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How i got into this is i saw some speed lvl desing vids i didn't rlly know they were games then i figured out that it was unreal engine and was a game engine

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So i downloaded that

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But

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By laptop could not handle it

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So i got unity

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I usually crash my whole pc

eager mist
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What people call Speed Level Design is not the correct term when it often refers to ENVIRONMENT ART instead of LEVEL DESIGN

sudden urchin
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Like that was the title of the vid

eager mist
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Level design is about creating a rough 3d layout, placing items, enemies, etc. Making a playable space fun.
It's not about making it look pretty.

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It often includes Scripting events, enemies, objectives, etc

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Environment art is the other thing. It's about modeling, texturing and placing assets to make a level look good

sudden urchin
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Ok so u just told me that i should not be too serious rn?

eager mist
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Im telling you that you should expect to spend the next 3 years learning how to make games SOLO
Before thinking about making some

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Or you can build 1 and learn from that one

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for several months, years

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that's up to you

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But what I will say to you is... start to see it as a business

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You can't spend 10 years making that game

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What can you do in 1-2 years

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only

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ANd make a game every 1-2 years

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some people make games every 6 months

sudden urchin
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But the thing is

eager mist
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Me Im working on something that will probably take me 2-3 years

sudden urchin
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I make a game and its to me from then on and its just done and lying in some folder

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That demotivates me

eager mist
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Like I said.

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Motivation will not help you

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it's not reliable

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You need to sit in front of a computer, like it or not

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and work

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Like a real job

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While your friends will be partying, you'll be making games

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You can start with low poly games

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and over the year, increase your level of 3d complexity

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mid poly
high poly

sudden urchin
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So....... ..

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Imma make a low poly

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Survival game

eager mist
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You can create some Mid Poly assets and just not use normal maps, etc

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Just slap some flat colors on them

sudden urchin
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Ppl say dony just think u eill spend years making a game and then u will earn millions

eager mist
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You can do something like this that isn't Low Poly and it's not High poly either

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or AAA

sudden urchin
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Thats mid poly?

eager mist
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More or less, yes

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Just polygons and uniform colors assigned to polygon selection

sudden urchin
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Oh.... So u think i shall do this?
I shall take dead line and make a game withing that and watecer happens ill have to put it on my itch.io page?

eager mist
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Yes

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I think you should go for mid poly instead

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and just use flat colors

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It's much faster

sudden urchin
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Ok

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I shall start tommoroow

eager mist
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ANd you dont need to spend money on substance painter

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you can do it all in blender

sudden urchin
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Ok ill learn how to use blender first

eager mist
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Sure

limber haven
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if you’re doing 3d models, blender is the most useful skill to know

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blender itself has some pretty good tutorials in a playlist on youtube, most of them are applicable to unity but some aren’t

sudden urchin
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Could u tell me how to start like first lean this then after that learn that and that kinda flow

errant plover
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Well find a style you can churn out quickly. It takes me a week, on average, to make a full armour set. You'll never get anything done with that time frame.

eager mist
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For your own sanity, I definitely recommend Low Poly or Mid Poly workflows.
But if you are stubborn, you can go AAA with Substance Painter

limber haven
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if you want to fake the feeling of higher poly assets, use resources like cc0textures (i think that’s the name) to make your mid/low poly assets look higher quality

sudden urchin
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Ye i have seen cc0 textures

eager mist
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You can also look for 3D Coat and tutorials to learn how to create Hand Painted assets.

limber haven
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also, you’re making a 3d among us right? are you trying to base the character designs off of how they look in game?

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or you’re going for a realistic astronaut model or something?

eager mist
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Do remake an already existing games doh.
There are copyright issues

limber haven
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yeah i also agree with that

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only remake a game if it’s for your personal learning

errant plover
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Just call it "Around Us" lol

eager mist
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But you can take an already existing formula and make your own thing

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lololol

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yeah

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I'm doing something that has not really been done before, except in multiplayer.

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So I have to spend extra time to figure out how to make it work in Singleplayer

sudden urchin
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Good one?

errant plover
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You want my advice? Find someone who likes modeling. You stick to programming.

limber haven
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looks good yeah, just be aware this is a tutorial for blender in its entirety, and not all of it is going to be useful for unity

sudden urchin
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I see dani remake among us i wasn't gonna make it public anyways

limber haven
sudden urchin
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To publish i need account

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For account

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I need money

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That i have none of

limber haven
sudden urchin
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So ill start to make models and work on a survival kinda game

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Chop wood and craft stuff

limber haven
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on steam, yes you’d have to pay but itch.io is like the perfect place for indie developers lol

sudden urchin
limber haven
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perfect, use that

sudden urchin
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Yes

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Imma use that

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After 6 months ill release a game

eager mist
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The real problem is most people don't want to accept their limitations

sudden urchin
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That will be my task

eager mist
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They don't want to make 3d AAA looking games that just won't look as good as God of War, Spiderman, Halo, etc

limber haven
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i mean sounds good to me, make sure you don’t go over that 6 month mark, having a deadline can help

eager mist
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ANd will prefer to make it low poly and claim ''it's the style''

sudden urchin
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Yes thats why i made a deadline

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Yes low poly and mid poly

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Cuz high poly is outta my reach rn

limber haven
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but before you start this, i’d recommend learning how to use blender first

eager mist
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I'm doing high poly for my indie FPS game.
But I'm also fully aware that I'm not a Blizzard concept artist.

sudden urchin
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Yes i am starting that

limber haven
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alright good

eager mist
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And Im fine with making a AAA looking game that looks like... whatever I'll be making

sudden urchin
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Cuz u have exp

queen wind
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i just got a free model from turbosquid but its in .max and i dont have 3ds max, can someone with 3ds max help me convert it to fbx?

eager mist
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'cause Ive been willing to learn

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And when I work on something, I put in the amount of time and efforts that I need to put in

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to make whatever Im working on look oky

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or good enough

sudden urchin
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The thing will also be ill upload it though noone will download itπŸ˜‚

eager mist
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You need to keep in mind that ''3d graphics'' is also Marketing.

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Sometimes, low poly can work fine

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Sometimes, graphics can help you get more people on board

limber haven
sudden urchin
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I didn't realise that was a thing...

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Sure

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That'd be great

limber haven
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@sudden urchin it’s all in the post processing

sudden urchin
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I know post processing well

limber haven
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yeah it’s one of the main reasons that scene looks good

eager mist
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If you are the consumer... do you want to play the game that looks like what is on the left... or what is on the right?

sudden urchin
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Right

limber haven
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all this is is bloom and chromatic aberration i think

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and that skybox also looks good

sudden urchin
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Thats shader graph?

limber haven
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nope, all post processing effects (except the skybox)

eager mist
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You just need a game that looks good on its own.
Find a look.

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Keep in mind that Unity offers decent lighting. Even simple uniform colors can make a prop look good

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But if you only use uniform colors, you need a decent image composition

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like comic books

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To keep props interesting

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Marc Brunet covers the rule of 70% in one of his YT tutorials

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it's about detailing

sudden urchin
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Thank you all soo much i was doing it all wrong

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Gtg now

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Ill start tomorrow

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And thats not an excuse

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Its midnight

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So gotta hit the bed

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I am so greatfull

eager mist
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70/30 detailing

blissful relic
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oh wait nvm I misunderstood

eager mist
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Yeah, no. The first picture is from Marc Brunet's video. He was a concept artist for Blizzard. Pretty good one

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This is more my stuff. Scifi prison cell. Something I did when I was remaking Unreal 1998 in UE4. But the mod team wasn't doing much, and I ended up doing everything... I just left.

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That's why I think... if anyone wants to make games, they first need to be able to do it all solo.

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Then, by adding more people to the team, they speed up production time.
But if team members leave or end up not doing anything, you can still complete projects as a solo dev

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I used to draw and model everything in black and white or shades of gray.
I only introduced coloring, shading or texturing recently into my workflow. And to become a more complete solo dev.

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When we see people creating art, we don't see all the work that has been done behind the scene... for many years before that project was created. We take their skill level for granted

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He got some amazing inputs on making a career as a 2D artist.

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For comic books, games, etc.

spark vigil
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hey was wondering if anyone does level building here in unity

spark vigil
next sundial
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Does Unity have a way to flip polys, or double side them, so I don't have always go back into Blender to fix minor flipped poly issues?

misty lantern
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You can also avoid them entirely by making them visible in blender using backface culling in Viewport Shading or "face orientation" in edit mode overlays, the colors of which are also customizable

next sundial
misty lantern
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I think we all go through that

eager mist
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That's more a mistake on your side in Blender

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In MODO, by default, I'm not going to have this issue.

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But yeah, in Blender I think you need to turn off a backface culling option to fix it

sudden urchin
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Except for programming ill need to learn everything

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3d modeling

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Post processing

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Sound design

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Lighting

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Terrain

eager mist
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⚑ What are mirrored UV islands?
Here is how I made the UV map for my Battle Axe.
What is red has been mirrored. Which helps me increase the texture resolution.

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Thankfully, I had no issues in Substance Painter with mirrored parts

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To use this Mirrored UV islands technique is easy.
All you need to do is create a part of the model, UV it and then copy that part multiple times.
You won't have to redo the UV islands for those parts. They will use the same UV islands you created for the original part.

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However, this technique works best with Symmetrical props.

sudden urchin
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I dont have any ideas

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I dont know wat game shall i make!

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I would like some mid west theme

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But...

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Mid poly in that is wierd

sudden urchin
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I just need a basic concept