#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 65 of 1

eager mist
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Take your favorite game. And make a First Playable Prototype all by yourself.
Just... one playable game level.

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Not a full game.

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Just 1 game level.

sudden urchin
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Making minecraft would be dumbish so imma make cod

deft pollen
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Guys who already work as an artist in game development, tell me please what pack of programs are you currently using for work?

maiden tangle
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Preference really at this point in the industry.. But blender is a favorite among indies

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For good reason, the 2.8+ update was huge and very noob-friendly coupled with lots of youtube series around it.

sudden urchin
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I am lerning blender too

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Its rlly ezy to learn

hoary bronze
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[We have the same tag!]

sudden urchin
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X

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XD

stray stone
outer halo
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@sudden urchin This isn't a social hang out. Good for you for learning, but keep this channel for 3D discussion.

sudden urchin
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Sorry

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How do i lock an object

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So i cannot select it

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In blender

sudden urchin
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Can someone help?

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I have turned the mirror addon on

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But

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Uts not working

blissful relic
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googled it in a few seconds

sudden urchin
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Sad

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I made a sword

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But its all in one piece

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I can't figure out how to colour it

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Like i can't make any fancy uv stuff

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I just wanted to add simple basic colours

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(In blender)

outer halo
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If you don't want to paint or texture it, and just want to use solid materials, you can select specific faces and assign a material only to that face.

sudden urchin
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Oh...

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I didn't know texturing faces was a thing

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Thank you

outer halo
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It's not texturing, you're just giving it a material. Texturing would be actually putting a texture on it (either imported or painting directly on it). Which would require doing some UVing.

sudden urchin
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Oh ok rn imma stick to the basic materials and when i get some better understanding in the modeling then ill learn texturing

eager mist
eager mist
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Don't we all love big swords?

stray stone
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I love when they are cleaned topologically.

sudden urchin
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I made one

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Ill get some colours

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Then ill show tomorrow

eager mist
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The biggest challenge for me is really the UVs

stray stone
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There's more problems here than Just the UV's.

eager mist
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Oh, so you are seeing problems? lol

stray stone
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Why.... Given the blade is the largest part.
Why did you give the handle the biggest textel space?

eager mist
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@stray stone
How would you split the big blade for texturing?

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It's already mirrored so it's really fine.

stray stone
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Well given you can use substance to texture. I would place it diagonally across the space.
If I really wanted to get more into it then I would split it horizontally and have an upper and lower half.

eager mist
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It really makes no difference at the moment since Im using a 2K texture for all my FPS weapons.

polar ledge
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Excuse me, i have a question

eager mist
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There will be a lot of free space on the UVs.

stray stone
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It does make a difference, quite a large difference in fact.

polar ledge
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is not

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can somebody help me please?

stray stone
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@eager mist You have given that blade less than 500 pixels in width of texture space.
Given it's teh largest part, I would want to make that the largest islance I can cause I can then pump in more detail.

stray stone
polar ledge
stray stone
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Also, it could be affected by your lighting setup. Check what that is doing.

eager mist
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@stray stone
I totally get your point. But at the moment, considering how the prop looks in game. I'll better move on to another piece and finish this game

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I'll keep this in mind for future props. Thank you

polar ledge
stray stone
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๐Ÿ‘

polar ledge
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just

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the specular i changed it but the terrain material dont change

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how can i make change the material please?

stray stone
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There's a material somewhere, I don't remember where. I don't use unity terrain that often.

polar ledge
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ok

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i test

stray stone
eager mist
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The middle one is the low poly.
The one at the bottom is Sub-D.

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The top and mid are the same

stray stone
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@eager mist You can merge all these boxed verts into one in each.
And then the handle can be reduced in number around.
If you are doing low poly/Hard surface. Triangles are Ok. Take advantage of it.

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I wouldn't use more than 8 around for the handle. Smooth shading will do a great job with it.

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I would also bevel the edge of the blade, It will read better on screen and also provide an area for light to catch for that visual gold. It doesn't have to be much, Just not a sharp edge. ๐Ÿ‘Œ

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And I can definitely see the UV's island size disparity between the handle and the blade. The blades texture is very blurry compared to the handle. This is because you have half of your UV's space dedicated to the handle. Something that is smaller and also going to be hidden by hands I presume.

eager mist
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By reducing the grip that will introduce distortion into the UV. It's quite ugly.

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I've made the changes that you asked and it was really a waste of time. For not much gain.

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Im just reverting to the one I had before.

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The bevel is the only change that could be worth doing. But it's such a tiny little detail.

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In-game

eager mist
queen wind
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my model looks like this in game

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"my" its a free model i modified

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but it looks like this in blender

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ohh its backfaces, but im not sure what i should do about that

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i cant go through that all, there are hundreds

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i used the solidify modifier which was a LOT of vertices but oh well

eager mist
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Yes. You need to check Backface Culling with Blender

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otherwise, you'll not going to like the rest

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of the story

stray stone
# queen wind i cant go through that all, there are hundreds

You can select all of the faces and hit Shift + N. Which will recalculate them. Which should fix most of then.
If you use the face orientation option instead of back face culling, it will Colour the mesh red and blue, blue for the right way the the normals face. This will make it easier to see the faces that are flipped the wrong way.

queen wind
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that messed more up tha it fixed

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i just used the solidify modifier and its good

errant plover
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Jesus Christ that SUV... You would be fired lol.

sudden urchin
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is this too bad to be the first thing i made???

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@eager mist

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U said i should make something low poly

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So i made one

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It tool like 1 hour to get the base shape amd another hour to detail and colour

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I feel this is good

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And

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I didn't know how to render this...

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So i just took a screen shot

eager mist
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Cool.

sudden urchin
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Now.....

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I shall tryinna make a human

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And then a gun

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Next animating

eager mist
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Try 3D sculpting in the process.
Then retopology

visual lion
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Any environment artist here? Do you sketch before start modeling? Is a good idea to learn drawing?

eager mist
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Yes

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Many top artist model a rough version of what they want, then draw over the details, then continue to model, etc
Some artists sketch a scene first

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Sometimes there are dedicated concept artists for this

coral wigeon
eager mist
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Just raw logic here
It takes a lot less time to draw than to do something in 3D

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Anyone will strongly benefit from getting better and proficient at drawing

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If you go watch ,let's say...
''Character Design and Modeling for Next-Gen Games With Vitaly Bulgarov''
You'll see Vitaly start with XSI, then switch to photoshop later on to sketch what he is about to do next with detailing

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And then he brings it into Zbrush to make more modifications

visual lion
robust hull
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where can I find this scene for unity ?

outer halo
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Where is it from?

sullen plank
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'PICA PICA' is a demo and experiment using SEED's 'Halcyon' research engine and Microsoft's new DirectX Raytracing API to do real-time GPU raytracing on Nvidia Volta GPUs. by EA

timber tinsel
misty lantern
sudden urchin
sonic ibex
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hey guys, I see videos where they stack rocks one on top of each other and using mesh colliders. Is that approach fundamentally wrong in terms of performance or is there something that I'm missing?

timber tinsel
next sundial
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So, I've been working on a scene using a TV screen as was struggling to figure out how to just have an animated noise texture on it. While being stuck on that and a couple other issues I had totally forgotten that at some point, I want to actually play video clips, with audio, on this screen. Is that a possibility and where can I go to learn how to do that? Thanks!

placid zealot
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Do y'all know of any popular artists who develop stylized (think clash of clans, civ6) style assets for Unity store?

misty lantern
next sundial
next sundial
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but they're more low poly/stylized than simply stylized.

placid zealot
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Thanks ๐Ÿ™‚

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Not quite what I was looking for, but very impressed either way by what their packs offer!

errant plover
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@sonic ibexIf there is no player interaction with the rocks, then don't bother with colliders.

sonic ibex
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yeah, that's what I thought, thanks!

inland ledge
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i need to help to make a simple 3d game really quick

slow arch
inland ledge
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tryna make a game like a maze and done

slow arch
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Make multiplayer chess

inland ledge
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i have to finish in 5 hours

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chess is hard

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i have 5 hours to do it

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or i will repeat this subject

slow arch
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Make a game where fire structure is in middle & glass of water is chasing fire & you have to destroy it by clicking on it

inland ledge
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could u help me with it . like do it together

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with me

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got code error

slow arch
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Which error?

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btw I'm 14 years old

inland ledge
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really

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hold on lemme check back

slow arch
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Is there any script

inland ledge
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coollect a coin and i win the game

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yes

slow arch
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then show the script pls

inland ledge
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oops

slow arch
inland ledge
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no namespace?

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whats the code again for namespace i forgot

slow arch
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Oh yeah that's the error talking about

sudden urchin
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The Syntax of get component is wrong

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GetComponent(TypeOf(Animator))

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Probably

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Its something like that

slow arch
errant plover
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If that's for a school project, you are going to fail. Don't keep variable declarations in Update()

lime pollen
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i think the fact that he's doing this 5 hours before its due is the real reason he's going to fail ๐Ÿ˜‚

sudden urchin
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Yea

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Keep ur variables declaration out of any functions

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Thats even gonna help u

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Make all of em at the very beginning of the cod3

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It will not get messy

misty lantern
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What kind of monitor / tv are you trying to simulate, and how accurately

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Are you more familiar with script or shaders

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Does the static need to be overlayed on the video or are they separate things

drowsy elm
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Hi how can i fix this, that you can no longer see the 3d writing on the other side?

misty lantern
drowsy elm
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No, 3d- objects - 3d-Text

misty lantern
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It's better if you use the Text Mesh Pro package, which has better text rendering and by default includes 3D text object that doesn't suffer from this problem

burnt bobcat
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Guys how do I make my character look like the one I made in blender

outer halo
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By making materials, recreating the look, applying the textures and assigning it to your character.

burnt trellis
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while we're on that topic

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What parts of a file get imported from blender without any problems usually?

errant plover
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Everything should import fine. You just won't have the same materials.

eager mist
eager mist
burnt trellis
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Oh neat, appreciate the help

fluid oak
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Also blendshapes and texture files(if present in the file)

next sundial
# misty lantern I mean like are you asking for help with the static or the video? You probably l...

Oh I see. Okay, sorry. In my mind everything made sense so I didn't see how it could be confusing, but yeah I see it now. And i don't know what I was doing before when searching for answers, but everything I was getting for results wasn't what I wanted, But I think I found a couple things now that might help. But to answer your questions, the static and video would be separate elements, though doing a nice transition from one to the other would be nice. basically this CRT TV is going to be the interface for the player to gather information and handle some dialog interactions through. So when not in use I want it have static on screen, which could be in video form or whatever works best. But when in use I want it to provide dialog and text options for the player to choose as well as play video clips that the player will get bits of information from. many of the video clips will be public domain historical footage and possibly some footage filmed myself. And I'm more comfortable with shaders than scripts.

candid hollow
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Been working on a Luxury cruise yacht world for VRChat, and I need some help deciding on what to put in the middle of the room. Any thoughts?

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Itโ€™s gonna be a place for people to hang out

idle frost
candid hollow
candid hollow
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I got it. A holographic image of George Lucas

minor sparrow
low ledge
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3D print im working on

candid hollow
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Mandalorian helmet?

low ledge
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3D print adaptation for airsoft

candid hollow
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Ah, okay
Would you mind if I asked for the file? I might be able to use it for mandalorian armor

mystic olive
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What is the best series of videos, to learn Substance Painter?

vague kelp
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Hi, all! I'm pushing some ideas around for a game. Is there a way for a model to have two separate sets of UV coordinates?

misty lantern
vague kelp
tawdry valley
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does this look handpainted.. or shader magic?

errant plover
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Looks like both A and B.

sudden urchin
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To me it looks shader magic

misty lantern
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They reside here

minor sparrow
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A little update to the tool:

Added the option to add more floors.

And added the option to expand the house (join houses together).

vague kelp
eager mist
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Hi, I am not skilled yet and would really appreciate some help with this. I am using Autodesk Maya 2022.

No matter how I try to map this character (In this case UV > Automatic) the top parts of the cloak, and various other parts, get cut up into their own isolated shells.

These isolated shells (highlighted) seem to be their own strictly independent components that refuse to merge or sew with any other shells.

I've tried looking up "how to reset UV maps" in Google to see how I can start from scratch, but all instructions I've followed have just led to this same problem.

lime pollen
eager mist
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@limber havennice

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Sound is weird, though

limber haven
sudden urchin
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Animating will surely drive me crazy

sudden urchin
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Is it alr if i animate in unity itself or is it a bad idea and i should do it in blender?

fleet harbor
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Hi, I am a programmer making a game, and I need a cigarette 3d model. Can someone possibly make this for me???

lime pollen
spark ivy
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I'm receiving an error when I'm importing my 3D character: Maximum allowed thread group count is 65535 ( I think my model has too many polygons ) Anyway, is there a way to apply the textures on my model, without drag and dropping them in the Scene, because I can't deploy the model in the scene. All I want is to export it to .VRM and I can, but it's all white..

sudden urchin
sudden urchin
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Hmm....

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This is awesome

sudden urchin
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How does one even make an animation in blender!!

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Aaaa

misty lantern
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If only the answers were simple

sudden urchin
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Hmm

errant plover
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@spark ivy looks like a shader issue.

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@fleet harbor a cigarette model is very easy. Create a cylinder, scale it out, apply the scale, apply a texture. Its good practice.

eager mist
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Made some improved renders for my battle axe

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Continuing my Medieval/Fantasy 3D town project.
Currently blocking out the whole thing

dire ermine
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Working on dungeon game assets with blender

errant plover
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@dire ermine Torus01 Torus02 Torus03 Torus04 Torus05 name your assets ๐Ÿ˜› Looks good tho.

dire ermine
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Thanks, will do when export them ๐Ÿ‘

tribal ravine
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i still dont understand how game levels are made like an appartment room, where do i even start? Probuilder? Blender? i dont get it

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These youtubers talk so much about the programming part of Unity but i cant find any tutorials on making the maps/levels and everything visual

errant plover
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Make a base wall, a wall with a window, a wall with a door in it, all in blender. Export and piece it together in unity.

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Some walls I made recently.

eager mist
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very nice

tribal ravine
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its things like this that my stupid brain doesnt know how to choose

outer halo
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When you say piece by piece ... do you mean brick by brick? ๐Ÿค”

tribal ravine
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Haha nah mate

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i meant like the buildings have windows on top and such

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so doing them in blender might be easier

errant plover
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Depends if you wanna be able to see inside the building.

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If not, then make the walls and windows separate. Then you can drag and drop windows as needed.

eager mist
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@tribal ravine
Why ProBuilder instead of Blender?

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If you learn Blender now, you have that skill acquired forever after

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There isn't really ''a way'' to do it correctly.
There are many.

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As long as the game offers good performance, it's right

wide palm
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Probuilder is pretty clunky, much easier to make stuff in blender I think

tribal warren
eager mist
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see some people prefer to do it all in zbrush or else

wide palm
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There's a adding called sprytile for blender that's kinda nice

eager mist
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polycount is great

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but they just give you refs

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and the community... let just say it is a closed circle of friends

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Take everything with a grain of salt

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Wanna learn? find the artists who do use those workflows, get in touch with them

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Most 3d artists arent on polycount

tribal warren
eager mist
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It's nothing compared to programming

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but it is indeed overwhelming at first

limber haven
eager mist
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cool

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nice to see you got your own workflow and approach

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nice

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me, I just use a character ref in all my 3d scene

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And sometimes some gameplay refs

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jumping, crouching ,etc

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I do it all in MODO and update the props in Unity or UE4

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it's also faster to use 3d meshes than let's say using the Brushes to build geometry in UE4

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those brushes get slower to build over time and tend to crash

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I dont know about ProBuilder

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in Unity

limber haven
tribal ravine
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i just dont understand what i should be doing in Probuilder and what i should be doing in Blender

eager mist
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Usually, ProBuilder is for Level Designers

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to help them blockout a rough 3d map layout

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it's not for 3d modeling for games

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At least, that's what I understood from the concept

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Im not saying it's not possible to do 3d props with ProBuilder

tribal ravine
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ah i see like before it gets โ€œart passedโ€?

eager mist
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Im sure it's totally possible

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yes

tribal ravine
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Nah i dont wanna make 3D props with Probuilder

eager mist
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Level designers usually spend like 2 weeks building and tweaking a game level
Then a 3d art team takes over it

tribal ravine
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but say for example your making a pretty plain simple square room, do you make the room in ProBuilder or in Blender?

tribal ravine
eager mist
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Artists generally use 3DS Max or Maya or MODO or Blender as a general 3D app (modeling, UVing, etc.)
Zbrush or else for 3d sculpting
Substance Painter to texture meshes
Substance Designer to create smart materials that they can either apply with SD or SP.

outer halo
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Whatever you want. But you're going to want to fill that room with content, of which you're definitely not going to model in probuilder.

eager mist
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Blender is the FREE alternative to 3ds max, maya, modo or zbrush

outer halo
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Also, you're going to want textures, which you'll need to figure out UVs for in Blender. Doing all that in probuilder will be way harder.

eager mist
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If you are making games solo... learn Blender for sure

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or learn other 3d app if you can afford them

tribal ravine
limber haven
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pro builder for sketching out, blender for final props

tribal ravine
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Nah ive noticed that in most cases a skilled blender user is better than a skilled Maya, Cinema4D and such user

tribal warren
tribal ravine
eager mist
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A skilled 3D artist will be well versed in:

  • 3D modeling
  • 3D sculpting
  • Texturing
eager mist
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many artists suck at sculpting

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or texturing

tribal ravine
limber haven
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yeah i suck at sculpting

eager mist
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takes time

limber haven
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havenโ€™t needed to yet though lol

eager mist
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it's oky

limber haven
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games first person and i havenโ€™t made any characters yet so sculpting isnโ€™t a beast iโ€™ve had to overcome yet

eager mist
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But I'll just say.. you can go VERY FAR with just 3d modeling and texturing
Or... 3d sculpting

tribal warren
tribal ravine
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Are materials hard to form? i dont understand how people align a flat texture to a 3D object, Guess ill have to search up some videos

eager mist
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But if you are a master 3d sculptor... SKY IS THE LIMIT

tribal ravine
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Thanks guys youโ€™ve really boosted my confidence in this whole level design thing

eager mist
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@tribal ravine
No. You could just buy Substance Painter and a Subscription to their Smart Material Library...
ANd just use a library of already made substances

eager mist
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ciment is ciment. Wood is wood

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leather is leather

limber haven
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only problem, substance isnโ€™t free and iโ€™m too cheap ๐Ÿ˜Ž๐Ÿ˜Ž

eager mist
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Substance is the cheapest 3d app of all 3d apps

tribal ravine
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Also im guessing if your making an inaccessible building i should make the whole thing instead of modular?

eager mist
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know that

limber haven
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well yeah but iโ€™m just not planning on spending money for my game

eager mist
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To get my MODO license, it was like $2,000+ CND

limber haven
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sheesh

tribal ravine
eager mist
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Then it's like 500-600 to upgrade

limber haven
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i just donโ€™t like subscription services

eager mist
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me either

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That's why I bought modo

tribal ravine
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is there any free material websites that you guys use?

tribal warren
limber haven
eager mist
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It's worth spending a bit of time to create for yourself a collection of essential Smart Materials

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Concrete, Metal, Wood, Leather, etc.

tribal ravine
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What are โ€œSmartโ€ Materials?

limber haven
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i think itโ€™s a substance designer thing

eager mist
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Materials with modifiable parameters

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Like you can change the height, add or remove grass or snow or rust

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it's procedural

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So you can make much easier transitions, let's say for a terrain.

tribal warren
# tribal ravine What are โ€œSmartโ€ Materials?

If you're familiar with layers in Photoshop, it is a similar concept. A regular material might have a few maps, but Smart Materials have multiple layers built in, which are modifiable in the Adobe Substance suite, making it easy to change them and iterate new designs.

eager mist
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more sand, more grass, more moss, now snow, more rocks

tribal warren
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Check out some Substance Painter videos on YouTube and you will get an idea of what's possible.

eager mist
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That is the thing, it shouldn't be compared to Photoshop

tribal ravine
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that make it look more โ€œ3Dโ€

eager mist
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Because Smart Materials are using ''a process'' to build the texture, unlike stacked layers in photoshop
Meaning that by changing 1 node in a graph to build a smart material, that change is passed down to all other nodes

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So you can change colors of all props in the game!

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mass production

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It's a process. Not images stacked one on top of the other to create a final image

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But... it can take more time to build Smart Materials.

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Because let's be real, I can just launch modo, grab random photos and paint over a mesh quickly to get something that looks oky

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But then, it's hard to tweak, modify, etc. it

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Pros and cons

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With Substance Designer, the trick is to start with building the Height Map. Like 3D projection from above, similar to a normal map. But with tesselation

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And then the rest comes easy.

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He was the first artist that I saw who was using 3d tesselation to build his normal maps

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and height maps

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and basically from there... he developed his workflow

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basically using nodes to 3d sculpt a seamless texture

tribal ravine
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arent you meant to do the materials in Unity?

tribal warren
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Basically, you create the materials in another program, then load them into Unity. Unity is really just rendering them on screen.

tribal ravine
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Ah i see

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Also whats a good way to see how optimized your game is? i may do some development for the Oculus Quest which is a Standalone device so i have to be very careful as to what i add

eager mist
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Unity and Unreal Engine they are game engines in the sense...
They are the platform that allows developers to integrate all things into one place

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3d models, textures or materials, animations ,etc
Are all done outside of Unity or Unreal

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And for 3d animation, video games and films have different workflows

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For games, we use bones and joints, etc
For films (pixar ,etc.) , they use deformers

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Deformers tend to be too heavy for game engines

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real-time

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For texturing, artists were using MARI for films.

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But in recent years... as Substance Designer and Painter got better
The film industry also started to use Substance

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so... we aren't sure where MARI is going. (it may die)

tribal warren
eager mist
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Im not sure how different it is to develop for Occulus, but you should target 90 fps (frame rate) to offer smooth experience for the human eyes

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the problem with most game projects is that the dev team literally cripple the performance by adding a hell lot of stuff
And then they try to go from less than 30fps to above 30-60 fps

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which is quite a lot of trouble to ask for

#

I remember working with Unreal Engine 3, UDK
And our graphics programmer wanted to much to be next gen, he was ready to cut our FPS in half to just get dynamic lighting in

tribal ravine
#

so Optimization is mandatory

#

atleast for the Standalone projects but for PC VR Games i can probably go alot more ham with it

outer halo
dire ermine
#

More progress with Dungeon game assets i'm working on

fair grove
#

Hi ! How can I use Multiple UDIM on one mesh in UNITY ?

tribal ravine
dire ermine
#

@tribal ravine yes they are individual objects, just duplicated one crate and scaled for different sizes.

leaden jasper
#

i think this might be the right place to ask lol. is there a way to make textures on objects scale automatically without attaching a script to each object?

swift estuary
ebon otter
#

ok question yall. I have about 2 years experince in Maya, and i want to start learning unity. is there no UV editor?

#

how does anyone edit the uv's on their model?

outer halo
#

You do it in maya and reimport.

ebon otter
#

i dont have the orginal file

#

just a unity prefab

outer halo
#

Well, the prefab has to contain a mesh, which has to be an FBX.

#

You can open that in Maya and edit it.

ebon otter
#

fair enough

#

sorry

cosmic nymph
#

I just accidentally found out that this actually changes the albedo when you import into Unity and it kinda hurts because now I have to make sure I didn't change any of these colors

icy rose
#

When using a SkinnedMeshRenderer does the root bone need to be a child GO or can it live anywhere? as im having an issue trying to use some pre made humanoids models, where if I take their mesh and root but put it in another object (so I can control it a bit more specifically) it never renders

median siren
#

Soon I'll be live making car models for my game, please set a reminder so you don't miss it!
https://youtu.be/WGC7p_C0bRY

Making Car Models for My Game | Car Minigames

Please click the notification button, so you know when I go live! :)

โ— Instagram: https://www.instagram.com/polycatgames/
โ— Twitter: https://twitter.com/games_polygon
โ— Google Play (my games): https://play.google.com/store/apps/dev?id=7252949958674834205&hl=en&gl=US
โ— Don't click here: https:/...

โ–ถ Play video
dawn ember
quasi verge
#

opinions on my first attempt at a human-like model, rigged model and first attempt at animations? :3

#

i would send a gif if i wasn't a lazy coder

eager mist
#

If you want to make your own games
Do everything
If you want a job, do a specific thing very well. And get known for it

#

Decent first model, I'll say.
But compared to what the industry expects, you are... maybe 30% there

queen wind
#

my car with about 122k vertices adds 12 mil vertices to the scene?

misty lantern
queen wind
#

its 122960 in unity

#

im having serious performance issues after switching to urp

misty lantern
queen wind
#

found the problem

#

apparently each camera adds to the vertices count

#

which is very frustrating

#

i just want security cameras

#

ive disabled every camera and still have 4 million verts

misty lantern
#

Could even look more authentic

queen wind
#

well theyre not exactly security cameras

#

theyre external cameras on my car

#

its a game about storm chasing

#

theyre all being rendered to 256x256 render textures

#

which should be pretty fast but

#

my fps went from like 150 to 20

#

when i switched to urp

misty lantern
#

But yea usually performance isn't supposed to degrade with URP

queen wind
#

ive done everything i can to optimise

#

my terrain trees are taking up 20 million verts

#

everything looks awful after upgrading to urp too

#

but i have to because i need the vfx graph

misty lantern
#

Yea well if your performance is dragging in the mud even without the cameras, maybe you should fix that first

queen wind
#

i really dont know what to do

misty lantern
#

Performance info is not going to be reliable before it's working normally

queen wind
#

my trees are 2k vertices, my car is 122k

#

yet theres 30-40 mil vertices

#

in the scene

misty lantern
#

Try making a new test scene to see if performance is broken there too? Then move parts of your main scene over and watch the vert count

#

The vertex counter might not be reliable anyway

#

Some people on the forums are reporting 50x the expected amount of verts

eager mist
#

After my tests, I got the best performance with URP. Switching to URP shouldnt drop performance.

#

Are you using scripts?

queen wind
#

flawlessly

#

but also have sorta high vert counts (about 700k, very small scene, one camera)

queen wind
#

im doing absolutely everything i can to improve performance and nothing is working

#

im gonna revert and show how it works better without urp and stuff

#

sadly this is much better

queen wind
misty lantern
# queen wind how could i find whats wrong with my project

I wish I had some answer for that, but I've not dealt with this level of destruction
What I would do is not try to upgrade the project, rather pack the scripts and assets into a package and move those over to a fresh URP project
A bit tedious probably, but it should avoid this sort of mishaps

queen wind
#

are you serious

#

okay

misty lantern
queen wind
#

this is awful my god

misty lantern
queen wind
#

2021.2

#

and

#

urp version 12

misty lantern
#

Beta version, could be unstable

queen wind
#

it was bad in 2021.1 as well

#

but

#

the input system package is awful

#

and it didnt work

#

at all

#

the only fix was to upgrade

misty lantern
#

Awful it might be, but it should work

queen wind
#

no it

#

doesnt work

#

it was a known problem

#

unity themselves said the only fix is to upgrade to 1.1.0

misty lantern
#

Wow

queen wind
#

which is only in 2021.2

tribal warren
# quasi verge opinions on my first attempt at a human-like model, rigged model and first attem...

Great first effort! Reminds me a bit of a Half-Life scientist, like he should be working in Black Mesa. You should post a gif if you get a chance!

If I were to offer some critique:

  • The face looks great! But it looks a bit like it's been pasted onto his head, leaving his ears and neck feeling a little left out. Make sure to clearly delineate the forms of the body, and pay close attention to the silhouette.
  • His clothes also feel somewhat pasted-on, or like body paint. You could potentially add some additional detail to the model, in order to more clearly show the weight and folds of the clothing.
  • Parts of the texture are a little stretched, and the seams could use some work.

Other than that, I'd say you're well on your way. Would be interested to see some animation. Good job! ๐Ÿ˜€

tribal warren
eager mist
#

Me, I'm not upgrading Unity unless I absolutely have to

#

I download a version and stick to it

#

There is enough trouble as it is to make a game lol

#

not adding more troubles to my plate

queen wind
#

i have absolutely no way of doing what i want to do

#

i need big corn fields but the best i can find for an interactive grass shader is low poly stuff

#

i cant have corn inside the car

#

does anyone know how i could have a corn field not clip through stuff?

eager mist
#

Not sure what you are asking for

misty lantern
queen wind
#

honestly instead of bending the corn i think im either gonna have the fields unplanted or face the corn when youre near it using an old shader i made

#

i just have to figure out the best way to actually get the corn

misty lantern
eager mist
#

hello, if here some people that uses blender could you help me?

#

this is a map for my game

#

but if i zoom out it starts to look like this

#

can i fix this, and if yes, how?

errant plover
#

Well why are you so far away?

#

Is the track flat? Raise it slightly up.

#

It looks like Blender is trying to use an LOD. Which I've never seen happen before.

pastel steppe
eager mist
#

@errant plover
No. It's Z fighting. It occurs in several 3d apps when geometry are close to each other

#

it often happens with decals

#

sometimes devs have to specify in which order things need to appear on screen

#

Lift the track up a bit, you'll see

#

@eager mist

#
Z-fighting that is caused by insufficient precision in the depth buffer can be resolved by simply reducing the visible distance in the world. This reduces the distance between the near and far planes, and solves the precision issue. However, in certain virtual environments, such as a space simulator, or a flight simulator, this is not possible.
dawn ember
eager mist
cerulean pilot
eager mist
#

Always dreamed of playing a Cubic Marshmallow character

split timber
#

why does the material render with these lines like this? Only when there's light on it.

#

apparently it's soft shadows causing it but why?

sullen plank
turbid kayak
#

Hey guys, I posted this in #archived-code-general but I think it would best belong here. #archived-code-general message
Here is the link to the question! I would appreciate any thoughts - I'm not well versed in texture art and thus have a hard time debugging these kind of problems.

eager mist
#

For text, usually companies would create a separate texture with words on it.
Then use Decals and place those decals on meshes

#

However, I've never seen this technique being applied to animated characters.

#

Since most 3D asset use Color map, Roughness, Metallic, Normalmap, etc.
I assume that it would be possible with code to add an extra texture for text, par character.

#

@turbid kayak
I asked the question on Polycount. So far, the answer is ''change the shader''.
As in, you should be able to add a new texture per character to add text.

turbid kayak
#

Gatcha - I tried to avoid having to write a shader and hoped to use the standard shader. I've used shader graph, but our project is in unity 2017 - no URP. For a little more info on the feature, it also allows the player to input custom names and view their avatar during runtime in the customization screen e.g. typing their team name in an input field and having it display on the jersey. Its why I decided to use this solution. I can set the standard shaders color map to the cameras output to do that runtime stuff as well as take snapshots of the texture and apply it to the characters. Most definitely costs more memory to do this, but the textures are only 1024x1024 with about 9 avatars to spawn in

#

I think regardless of the approach, adjusting the offset of a texture and the material by the same amount SHOULD make it appear no different right?

#

referring back to my first screenshot in my post - it just makes no sense why the texture would be smudged and torn like that in only that one area

lapis jolt
cerulean pilot
errant plover
#

@turbid kayak did you apply the scale on your model? Re-check the UVs. Also recommend upgrading as new LTS lines are released. Unless the boss hates it or something. I used Unity 10 years ago, I know it can be scary thinking of upgrading a project. I still get scared sometimes.

feral cloud
#

There are many people on Youtube who create guns

#

Time lapses

leaden jasper
#

ive got two questions, whats a general price for 3d models im considering getting a character done, but I dont want to overpay lol. Assuming this price may be too steep for me, are there any good tutorials on modeling people? ideally something relatively beginner friendly, ive done some modeling in the past

eager mist
#

hey i need help with my track. I importet my track from blender as an .fbx file into unity but unity somehow got rid of some parts of my track. Why?

#

This is how it should look like btw

#

*yes the light is also messed up but i want to focus on that later

eager mist
#

figured it out

#

but the light is still to bright

#

also figured this problem out

sacred root
eager mist
eternal cypress
#

how can i make the missing part? (probuilder)

#

i want it to be a round convator.

outer halo
#

Create a square to fit in that corner, then bevel the edge at the far corner to curve it.

eager mist
#

Just tried pro builder ๐Ÿ˜ซ

#

Please... use Blender, 3ds max, maya or modo instead

sinful night
#

Hey I am working in blender and I have a model with different parts and materials, normally it looks like this

#

however if I join the parts this happens

#

Any Idea why?

lapis jolt
#

idk why but the colours have inveretd somewhow

sinful night
#

I see

#

this happens after inverting the colors

#

also as a sidenote, how I do import eevee shaders into unity?

chrome lily
# sinful night also as a sidenote, how I do import eevee shaders into unity?

The new glTF export capabilities of Blender 2.8 offer significant improvements to the workflow between Blender and Unity. This video shows you how you can export a PBR textured 3d-model from EEVEE render engine to Unity 3D and have all the texture maps automatically assigned.

โ–ถ Play video
sinful night
#

Materials dont show up...

outer halo
sinful night
#

Hmmm, I see

misty lantern
# sinful night Hmmm, I see

As of yet, shaders/materials are incompatible between engines, technically, even if they use the same maps and variables
Solutions like the one above are experimental at best

nocturne moon
#

Is it possible to have a high quality subsurface scattering effect with the standard HDRP lit shaders?

#

I'm trying to set one up so it looks like this Blender render:

#

but so far this is the best I've come up with:

misty lantern
# nocturne moon but so far this is the best I've come up with:

You should use more drastic lighting for testing the SSS, from this image it's hard to see if it's active at all
In the above image a big part of the effect is how thin parts are more translucent, and how shadows are visible through the object
That part is practically impossible without ray-traced SSS

tribal ravine
#

Hey do you guys always use physical reference pictures in your projects when your making an object or something?

nocturne moon
nocturne moon
#

alright, time to learn how make both of those

tribal ravine
#

Hey guys is Low Poly literally just making an object without a subdivision surface modifier?

outer halo
#

It just means the model as a low poly count.

#

There's no real rule on how to achieve that.

tribal ravine
#

is low poly harder?

feral cloud
#

No

latent shore
#

Any suggestions for games?

feral cloud
#

Sub-D modeling and advanced 3d sculpting are harder

fluid escarp
#

how can i fix this shiny floor when i hit play

#

its normal in scene

sage talon
fluid escarp
#

all the lights in the house are disabled

sage talon
#

maybe you animated the material??

#

properties

manic flint
sage talon
#

metallic, or something

manic flint
#

add some point lights bro

#

and a skybox

fluid escarp
#

idk

#

i dont think i animated the material

sage talon
#

did you change any vaues recently on the material?

#

if you did it while recording....

fluid escarp
#

no

#

i didnt even touch it until this problem happened

sage talon
#

check which property on the material chnages

fluid escarp
#

i opened unity and this suddenly happened yesterday it was working fine

sage talon
#

or it maybe a rendering issue

#

maybe post processing??

fluid escarp
#

yo

#

im having i weird error now

#

i cant move the player

#

why this happens to me

sage talon
#

in play mode?

fluid escarp
#

yes

sage talon
#

Mayeb you are animating the player

fluid escarp
#

no

sage talon
#

root motion?

fluid escarp
#

idk what that is

feral cloud
#

As a side note.
It does take longer to use Sub-D modeling or sculpt things in 3D to create a high poly model. However, the latest texturing worklows heavily depend on High Poly -> Low Poly baked normal map, curvature map, ambient occlusion, etc.

sage talon
#

tehre a root motion check box on your player. probably not the problem though

fluid escarp
#

ok

sage talon
#

I know that when you press play, your animator will take control of what ever object has an animator component on it. so maybe you have made lots of recordings which you didn't intend.

fluid escarp
#

u know i will exit unity and not save and come back

sage talon
#

good idea

fluid escarp
#

do u think that will work

sage talon
#

hmmm...maybe.

fluid escarp
#

i can move

#

๐Ÿ™‚

#

but the lights are killing me

sage talon
#

just replace the floor?

#

see iff anoooother materila behaves the same....

fluid escarp
#

btw its nt only on the floor

#

lets me take a screen shot of the table

#

look at the light

#

its coming from above it

sage talon
#

maybe you animated the lightt

fluid escarp
#

idk

#

what light

sage talon
#

theres no loiiiiiiiiight?

#

my keyboard..

fluid escarp
#

there is but disabled

#

so no there is not

sage talon
#

is it still disabled in playe mode?

fluid escarp
#

let me check

#

yes

#

btw there is only a few lights in the house not in every room

#

and the shiny light is in all the house

sage talon
#

oh......

#

fog!!

#

click the button...for fog and sky etc??

fluid escarp
#

sorrrrry soooo sorry

sage talon
#

you may have turned it off in scene view

fluid escarp
#

i fixed it

#

i imported an fbx object i made in blender with light ๐Ÿ˜ฆ

#

soo sorry man

sage talon
#

aha!

#

no worries

spark vigil
#

anyone doing level design in unity with 3D assets for sidescrollers?

#

what to use in place of tilemaps for 3D prefabs?

#

pro builder?

misty lantern
#

Blender, Max, Maya, whatnot

spark vigil
#

Ok I made it. But what tool in unity to use to make levels like tiles

#

In 2D I use tilemap or spriteshape

#

What tool for 3d for something alike?

#

My 3d assets are cubes with textures on them

#

So looking to snap on grid

#

Use pro builder?

#

Goal to make good looking side scroller levels

#

Like the video

#

An old school example

misty lantern
#

You can snap any assets into editor's grid normally, if your assets fit the grid
There's no "3D tile" type system deeper than that normally, though I've seen some asset packs include their own functionalities like that

misty lantern
spark vigil
#

That is not a problem

misty lantern
#

The important thing is that the art is made so that it can be used modularly

spark vigil
#

But it's taking to long to make levels

misty lantern
#

I'm making a dungeon out of 3x3 tiles which are either floor, wall or decorative variants of floor and wall

#

Then just duplicate and move them using the basic grid snapping

#

You can find / code fancier versions of that, but that's the idea

spark vigil
#

ah tilemap is easier

#

alright ima find something to make my life easier

#

or code it myself

glacial latch
#

Anyone here good with fluid simulation in Blender?

undone finch
#

what software should I use for 3d modeling

spark vigil
#

blender

#

easy man

undone finch
#

just wanted to make sure

spark vigil
#

google will find you more

tribal ravine
#

Damn it blows my mind when i play a game and i realize that every object im looking at has been hand crafted in 3D software

queen wind
#

i cant figure out where to start with player models, the way i have it now just has no clear way of doing animations

#

id like to have one skeleton that supports all player models

#

they all use the same skeleton but i cant just swap them out

#

where do i even start with player models?

#

changing hand poses when youre holding something, etc

#

my players are split into a bunch of meshes because mixamo sucks

#

idk what to do

chrome lily
queen wind
#

yeah fbx for unity

#

for all of them

queen wind
#

thats how it imported

chrome lily
#

Is this your own custom character or a Mixamo Default character?

queen wind
#

mixamo default

#

its the josh model in that example

#

id love to have one rig that i can swap oout

#

because then i could animate that one rig

#

i currently would have to redo every animation for each character

chrome lily
queen wind
#

they are, but i cant swap out characters easily

#

i have multiple player models

#

that the player will be able to choose from

#

how can i have a player switcher and animations when the models arent consistent

#

every single mesh is its own skinned mesh

#

and they all have different root bones

#

id make a class for the bones but

chrome lily
#

Are you trying to make the animations in Unity?

queen wind
#

i kinda have to

chrome lily
#

Why tho make em in Blender

queen wind
#

cant

#

the players use inverse kinematics

#

and are vr

#

well

#

vr sometimes

#

other times pc

#

i only want to animate some things

#

the hands, for example

#

but nothing else

chrome lily
#

I'm not an expert on animation but I'm pretty sure Blender has IK

queen wind
#

blender ik doesnt transfer to unity

#

my ik is like

#

the hand bones following the controller positions

#

the head turning

#

etc

#

im lucky my players cant walk

chrome lily
#

Take the models from Mixamo and rerig them using Rigify in Blender

#

Thats all I can think of

queen wind
#

how do people do this oh my god

chrome lily
#

That would give you a consistent bone structure

queen wind
#

well

#

the bone structure is consistent

#

the mesh structure isnt

#

they all have exactly the same rig

chrome lily
#

Ok then just put em together in blender even simpler

#

mesh

queen wind
#

how tho

#

thye all have different root bones

#

theres gotta be a be a better way

chrome lily
#

Then first put the meshes together then delete the bones and rerig em and make em have the same root bone

#

idk

chrome lily
#

idk

queen wind
#

i hate graphics

#

why did i have to finish the gameplay part

chrome lily
#

I hate me, I'm bread

queen wind
#

of my game

#

i literally just want the hands posed

#

like the fingers

chrome lily
#

then why you need the entire model?

#

Just chop off the hands

#

lol

#

and rig that

queen wind
#

multiplayer

#

the rest of the posing is handled by ik

tribal ravine
#

my first ever good 3D Model, the Topology is awful, and it doesnt look that great but its a start to a greater journey!

feral cloud
#

High poly
Low poly
Uv map.the low poly
Baking from high poly to low poly with cage

#

When you export the low poly to Unity or else.. the mesh gets triangulated

tawdry valley
#

pyro-technic squirrel..

#

what u guys think so far?

lapis jolt
tawdry valley
#

due to multiple suggestions his shoes are now orange

lapis jolt
#

cool

#

did you smooth it ? how did you smooth it

#

when i use subdiv my whole models destroyed

errant plover
#

Shade Smooth. Sub-div is for close up movie shots or cut scenes.

lapis jolt
tawdry valley
#

without

lapis jolt
#

ok

tawdry valley
#

yea shade smooth is tricks and mirror

lapis jolt
#

hmm

tawdry valley
#

if u subdivide ur mesh will be mor complicatd than it needs to be

lapis jolt
#

use auto smooth under normals

lapis jolt
tawdry valley
#

idk about auto smooth

#

im still learning blender ๐Ÿ˜ฌ

lapis jolt
#

this one

tawdry valley
#

ohh let me try that out

#

nah that doesnt work really..

#

the faces are still super evident

#

kinda smooths the edges between faces and thats about it ๐Ÿค”

lapis jolt
#

hmm

#

it redefines normals for smoothing thats it

tawdry valley
#

oh u right.. @ one point its about identical to shade smooth

#

i guess this way u can have a bit more control

lapis jolt
#

hmhm

tawdry valley
#

thx didnt know that โค๏ธ

misty lantern
umbral verge
#

Hello, could someone tell me why when I import an FBX file to Unity, all the meshes are upside down? an invisible side and a visible side of the mesh

#

I am using the 2019 version of Unity

misty lantern
umbral verge
misty lantern
#

I think both can be fixed

sinful tendon
#

Im new to blender and im trying to make this smaller by the y axis (left and right) but nothing is working it just comes out weird

misty lantern
sinful tendon
misty lantern
sinful tendon
#

all of em?

misty lantern
#

Or faces

#

Select whatever you want to be scaled

#

I'm not sure if your arrows point to just those two edges or if you mean the whole thing
Anyway, scale with locked axes by pressing x, y or z

glacial latch
sinful tendon
misty lantern
sinful tendon
#

Example: I just did it for all of em and they just clipped trough each other to form this abomination

misty lantern
#

If you have doubles or overlapping geometry then any operation can break the mesh

sinful tendon
sinful tendon
#

I fixed it

misty lantern
lapis jolt
#

ask in chat i can help like that

umbral verge
#

I have his mistakes, if someone could help me it would be good

sinful tendon
#

Im trying to extrude in this head but im using the mirror modifier How do I remove that wall in the middle

lapis jolt
#

delete the face in the joining part i guess

sinful tendon
#

Thanks now how did i make the cage hug the model again?

#

like the black cage what you use to edit stuff

#

like touch the model

sinful tendon
#

like how do I make the wireframe touch the model, like floating parts of it

#

I forgot what its called

#

the black thing

#

you use in editing mode

lapis jolt
#

screenshot

sinful tendon
#

Like that black line

#

There was a way to make them all touch the model

lapis jolt
#

only the original model will have black cage

#

mirrored version wont

sinful tendon
#

ik

#

nvm

lapis jolt
#

are you asking about making that floating part touch the model?\

#

if yes then go to edge select and delet the not needed ones ๐Ÿ‘

sinful tendon
#

How do I delete it faces, vericies and edges, non of them worked

lapis jolt
#

๐Ÿ™‚

sinful tendon
#

delete the floating black line but non of the 3 delete options (vericies edges and faces worked)

lapis jolt
#

hmm

#

did you go to edge select first?

sinful tendon
#

yes

lapis jolt
#

hmm

#

then maybe i have an idea

#

enable this , box select that edge and try deleting

eager mist
#

why all my models looks like this?

#

I'm getting this warning message

sinful tendon
lapis jolt
#

๐Ÿ‘

eager mist
sinful tendon
#

Why is the UV unwrap button not working, I marked all seams but it doesn nothing

#

does*

misty lantern
sinful tendon
#

Thanks

misty lantern
#

Are you following some guide or tutorial

#

Because you should!

sinful tendon
#

thanks

#

I am

sinful tendon
#

Any idea why the color on the mirrored side is darker than the original side

misty lantern
sinful tendon
#

thanks

tribal ravine
#

no way guys

#

ive found it

#

stair_up

#

its just completely different!

spice violet
#

Hey is there a way to change the axis the transform bases its rotation around? I modeled and rigged something in blender that I intended to use procedural animation on, but I can't constrain the bones properly since the local angles are all somewhat screwed up and tilted from how I need iy

tulip linden
#

how do i use this materials?

long dragon
# tulip linden how do i use this materials?

You will probably need to create a new Material and assign those textures on the right slots.
Generally the name of the file helps you with that. But I would say they are in that order: Ambient Occlusion, Albedo, Emission and Normal map

old folio
#

i have a problem. when i try to create faces in blender with a loop that is jagged a get a weird effect that makes the vertices on the end connect to eachother with faces but i don't want this i just want each individual vertex to connect with a face to the next one.

eager mist
#

very true @old folio

chrome lily
misty lantern
#

Usually problems like these are best avoided altogether by keeping topology good

old folio
misty lantern
#

Modeling programs can only really work nicely with faces with 4 edges or quads

old folio
#

ok

tribal ravine
#

Hey guys ive ran into this issue where when i import either a blender file or an fbx it isnt properly imported and it has missing face and such

#

this is in blender

#

this is in unity

#

the red circles are where theres missing faces

outer halo
#

Flip your normals in blender.

slate carbon
#

how do i project a grid onto a sphere without disortions on top?

tribal ravine
#

Also should i use .blend files or .fbx?

outer halo
#

FBX

tribal ravine
#

Is there anyway to check these flipped normals in blender before importing them to unity? @outer halo

outer halo
#

Yes, turn on Face Orientation. Anything blue are facing out, red are in.

tribal ravine
#

Ah great thanks!

quaint seal
#

Hey ppl. I am more from the programmer side, but a team mate asks for polycount for characters/assets for mobile games? Can u give me any advices? Some ranges or max?

errant plover
#

Depends on your busiest game play area. Populate that type of scene and run it on your target device. Then adjust as needed. Its also always easier to make something nice and lower the quality later with an LOD or reducing shadow distance or whatever.

errant plover
#

From my experience. Limiting the FPS to 30 or 45 is helpful for battery life. Also don't go over 1 gig of RAM usage. Remember the player is using a tiny screen, they won't notice a difference between a 4k texture and a 1k texture.

limber haven
tribal ravine
#

Ah alright thanks for letting me know

balmy bough
#

"Bone Heat Weighting: failed to find solution for one or more bones"

#

someone have an idea about how to fix it?

untold tartan
#

The interior of the trucks is closed, but why does it get light? I couldn't find the solution

misty lantern
# untold tartan

Your shadow resolution/quality is too low for the shadows to work properly

drifting stirrup
#

I was told if I want to separate objects I've joined in blender, I can just press F3 to search and type separate but when I do this nothing comes up. Does anyone know why?

drifting stirrup
#

Yeah sorry I just realiesd that, thanks

frigid island
#

hey, anyone familiar with blender -> unity imports know why my Mesh imports with the wrong rotation?

#

the model itself looks fine, but the mesh is always rotated like that

misty lantern
frigid island
#

ok understood thank you, ill fiddle with it

young spire
#

Hi everyone!

Can anyone tell me what might cause these artifacts on a transparent mesh?

#

This is a cutout shader

#

The model looks great with an opaque shader, and these definitely aren't backfaces. The model is coming from Blender as an FBX

#

Strangely, triangulating the mesh before exporting changes the positions of the artifacts, but does not remove them completely

errant plover
#

Recalculate the normals.

#

@frigid island Check Apply Transform on export.

young spire
#

Recalculating normals was my first thought as well, no benefit im afraid

frigid island
#

the experimental thing?

balmy bough
#

someone knows how to grab a gun xD?

young spire
#

guns too big for the hands

young spire
#

UVs did seem to have some effect on the issue, but it persisted even if I collapsed the UVs down to a single point

queen wind
#

my materials look like solid colors on my mesh

#

oh got it, i went into edit mode on blender and clicked uv, and then "smart uv project"

glad jewel
wooden fern
#

I have some issues with faces rendering in front of faces that are supposed to overlap them. How can I fix this?

This model was created in Blender, with a texture from Photoshop

#

Most sources I can find say that it's Z-fighting and the solution is to not have overlapping transparent faces. But I've never seen a grass model like this kind without overlapping faces so is there some way around that?

glad jewel
wooden fern