#๐โart-asset-workflow
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Making minecraft would be dumbish so imma make cod
Guys who already work as an artist in game development, tell me please what pack of programs are you currently using for work?
Blender/maya/zbrush/3dcoat are the popular 3d choices I see the most around here
Preference really at this point in the industry.. But blender is a favorite among indies
For good reason, the 2.8+ update was huge and very noob-friendly coupled with lots of youtube series around it.
Maya, Zbrush, Blender, Houdini, Substance, Several custom programs, And if I'm on the realtime team, whatever engine the clients are using.
@sudden urchin This isn't a social hang out. Good for you for learning, but keep this channel for 3D discussion.
googled it in a few seconds
Sad
I made a sword
But its all in one piece
I can't figure out how to colour it
Like i can't make any fancy uv stuff
I just wanted to add simple basic colours
(In blender)
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.
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.
Oh ok rn imma stick to the basic materials and when i get some better understanding in the modeling then ill learn texturing
I love when they are cleaned topologically.
The biggest challenge for me is really the UVs
There's more problems here than Just the UV's.
Why.... Given the blade is the largest part.
Why did you give the handle the biggest textel space?
@stray stone
How would you split the big blade for texturing?
It's already mirrored so it's really fine.
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.
It really makes no difference at the moment since Im using a 2K texture for all my FPS weapons.
Excuse me, i have a question
There will be a lot of free space on the UVs.
It does make a difference, quite a large difference in fact.
my grass on my terrain is looking kinda white but thee textures
is not
can somebody help me please?
@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.
Check the material for your terrain.
but i can only put textures
Also, it could be affected by your lighting setup. Check what that is doing.
@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
I'll keep this in mind for future props. Thank you
i changed the metallic now it's good :)
๐
just
the specular i changed it but the terrain material dont change
how can i make change the material please?
There's a material somewhere, I don't remember where. I don't use unity terrain that often.
Which of these topologies is in game?
The middle one is the low poly.
The one at the bottom is Sub-D.
The top and mid are the same
@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.
I wouldn't use more than 8 around for the handle. Smooth shading will do a great job with it.
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. ๐
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.
By reducing the grip that will introduce distortion into the UV. It's quite ugly.
I've made the changes that you asked and it was really a waste of time. For not much gain.
Im just reverting to the one I had before.
The bevel is the only change that could be worth doing. But it's such a tiny little detail.
In-game
my model looks like this in game
"my" its a free model i modified
but it looks like this in blender
ohh its backfaces, but im not sure what i should do about that
i cant go through that all, there are hundreds
i used the solidify modifier which was a LOT of vertices but oh well
Yes. You need to check Backface Culling with Blender
otherwise, you'll not going to like the rest
of the story
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.
Jesus Christ that SUV... You would be fired lol.
is this too bad to be the first thing i made???
@eager mist
U said i should make something low poly
So i made one
It tool like 1 hour to get the base shape amd another hour to detail and colour
I feel this is good
And
I didn't know how to render this...
So i just took a screen shot
Cool.
Try 3D sculpting in the process.
Then retopology
Any environment artist here? Do you sketch before start modeling? Is a good idea to learn drawing?
Yes
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
Sometimes there are dedicated concept artists for this
There's no right or wrong way to do it, which is simultaneously great and terrible. If there's no wrong way, then you can't get it wrong, but there's also an infinite number of ways to go about it. Sketching first is definitely a legit way to do it, and probably a good idea in many cases, but certainly not necessary.
Just raw logic here
It takes a lot less time to draw than to do something in 3D
Anyone will strongly benefit from getting better and proficient at drawing
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
And then he brings it into Zbrush to make more modifications
Since im alone, sketching will increase my time on everything but in the other hand I always well like I dont have a solid plan
Where is it from?
'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
bro
Looks great but what's with the crunchy render?
Fabulous
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?
Screenshot
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!
Do y'all know of any popular artists who develop stylized (think clash of clans, civ6) style assets for Unity store?
Vague question
Kinda depends how do you want it to look
How is it vague? I want to be able to have video clips play on a tv screen in my scene, with audio. I honestly don't know how to be clearer.
Synty Studios is the only one I can think of off-hand...
but they're more low poly/stylized than simply stylized.
Thanks ๐
Not quite what I was looking for, but very impressed either way by what their packs offer!
@sonic ibexIf there is no player interaction with the rocks, then don't bother with colliders.
yeah, that's what I thought, thanks!
i need to help to make a simple 3d game really quick
Uhhhhhhhhhh
What kind of?
tryna make a game like a maze and done
Make multiplayer chess
i have to finish in 5 hours
chess is hard
i have 5 hours to do it
or i will repeat this subject
Make a game where fire structure is in middle & glass of water is chasing fire & you have to destroy it by clicking on it
Is there any script
then show the script pls
I cant see the namespace on top
Oh yeah that's the error talking about
The Syntax of get component is wrong
GetComponent(TypeOf(Animator))
Probably
Its something like that
Ok
If that's for a school project, you are going to fail. Don't keep variable declarations in Update()
i think the fact that he's doing this 5 hours before its due is the real reason he's going to fail ๐
Yea
Keep ur variables declaration out of any functions
Thats even gonna help u
Make all of em at the very beginning of the cod3
It will not get messy
I mean like are you asking for help with the static or the video? You probably looked at tutorials and got stuck with something, but with what?
What kind of monitor / tv are you trying to simulate, and how accurately
Are you more familiar with script or shaders
Does the static need to be overlayed on the video or are they separate things
Hi how can i fix this, that you can no longer see the 3d writing on the other side?
What kind of object is the text
Canvas?
No, 3d- objects - 3d-Text
Apparently you'll have to modify the shader or find a new shader that doesn't have ZTest Always, but getting into the built-in shaders is a huge pain
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
Oh yea thanks
Guys how do I make my character look like the one I made in blender
By making materials, recreating the look, applying the textures and assigning it to your character.
while we're on that topic
What parts of a file get imported from blender without any problems usually?
Everything should import fine. You just won't have the same materials.
There are a handful of overloads for GetComponent - both GetComponent(Type type) and GetComponent<T>() work.
Unity's .fbx importer supports skeletons, animations, meshes, and material IDs. Lights/cameras will not be imported by design, and the .fbx format is just as incapable of storing complex materials an importer would be at adapting them to Unity's own material system.
Oh neat, appreciate the help
Also blendshapes and texture files(if present in the file)
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.
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?
Itโs gonna be a place for people to hang out
goty
fountain
Ooo, thatโs not a bad idea
I got it. A holographic image of George Lucas
Made a base house generator for someone's game!
Mandalorian helmet?
3D print adaptation for airsoft
Ah, okay
Would you mind if I asked for the file? I might be able to use it for mandalorian armor
What is the best series of videos, to learn Substance Painter?
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?
Yes, it's very common
Lightmaps are often stored in the second UV channel
Ah. Do you know how I'd do that in Blender? Is there some terminology I can use to start my Google adventures?
Looks like both A and B.
To me it looks shader magic
Second UV channel
They reside here
A little update to the tool:
Added the option to add more floors.
And added the option to expand the house (join houses together).
Much appreciated
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.
Dont use automatic mapping, manually select your faces and use planar mapping. I suggest looking up a uv mapping/texturing tutorial to see how its done
How?
how so? is it the gunshots or the footsteps
Animating will surely drive me crazy
Is it alr if i animate in unity itself or is it a bad idea and i should do it in blender?
Hi, I am a programmer making a game, and I need a cigarette 3d model. Can someone possibly make this for me???
Do it in blender unless you want to make procedural animations
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..
Dont expect someone will do free work for u
In this 2015 GDC session, Bungie's David Helsby shows how Bungie creates high quality first-person animation that supports Destiny's cutting edge gameplay.
Update: Due to a technical error, the last portion of this talk is not currently available on YouTube or the GDC Vault. We do apologize for the inconvenience.
GDC talks cover a range of d...
Hmm....
This is awesome
If only the answers were simple
Hmm
@spark ivy looks like a shader issue.
@fleet harbor a cigarette model is very easy. Create a cylinder, scale it out, apply the scale, apply a texture. Its good practice.
Made some improved renders for my battle axe
Continuing my Medieval/Fantasy 3D town project.
Currently blocking out the whole thing
Working on dungeon game assets with blender
@dire ermine Torus01 Torus02 Torus03 Torus04 Torus05 name your assets ๐ Looks good tho.
Thanks, will do when export them ๐
i still dont understand how game levels are made like an appartment room, where do i even start? Probuilder? Blender? i dont get it
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
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.
Some walls I made recently.
very nice
Say i wanted to make an alleyway, do i make the buildings on the side piece by piece or in Probuilder?
its things like this that my stupid brain doesnt know how to choose
When you say piece by piece ... do you mean brick by brick? ๐ค
Haha nah mate
i meant like the buildings have windows on top and such
so doing them in blender might be easier
Depends if you wanna be able to see inside the building.
If not, then make the walls and windows separate. Then you can drag and drop windows as needed.
@tribal ravine
Why ProBuilder instead of Blender?
If you learn Blender now, you have that skill acquired forever after
There isn't really ''a way'' to do it correctly.
There are many.
As long as the game offers good performance, it's right
Probuilder is pretty clunky, much easier to make stuff in blender I think
Generally, most assets you see in games are made in software like 3ds Max, Maya, or Blender. ProBuilder is a plugin for Unity, and is useful for blocking out levels and getting a sense of their overall design, but not necessarily creating finished pieces.
Here's a great resource on building environments:
see some people prefer to do it all in zbrush or else
There's a adding called sprytile for blender that's kinda nice
polycount is great
but they just give you refs
and the community... let just say it is a closed circle of friends
Take everything with a grain of salt
Wanna learn? find the artists who do use those workflows, get in touch with them
Most 3d artists arent on polycount
Yeah. I think one of the hardest aspects of learning 3D art, or anything like that, is piecing together the overwhelming amount of information available.
i personally use pro builder for building levels and buildings cause it helps me get a sense of scale
also once i finish the model in unity i can import it into blender and finish it up
cool
nice to see you got your own workflow and approach
nice
me, I just use a character ref in all my 3d scene
And sometimes some gameplay refs
jumping, crouching ,etc
I do it all in MODO and update the props in Unity or UE4
it's also faster to use 3d meshes than let's say using the Brushes to build geometry in UE4
those brushes get slower to build over time and tend to crash
I dont know about ProBuilder
in Unity
oh thatโs a pretty good idea
well whats the point of going into blender for a brick wall
i just dont understand what i should be doing in Probuilder and what i should be doing in Blender
Usually, ProBuilder is for Level Designers
to help them blockout a rough 3d map layout
it's not for 3d modeling for games
At least, that's what I understood from the concept
Im not saying it's not possible to do 3d props with ProBuilder
ah i see like before it gets โart passedโ?
Nah i dont wanna make 3D props with Probuilder
Level designers usually spend like 2 weeks building and tweaking a game level
Then a 3d art team takes over it
but say for example your making a pretty plain simple square room, do you make the room in ProBuilder or in Blender?
well thats more for like big teams
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.
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.
Blender is the FREE alternative to 3ds max, maya, modo or zbrush
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.
If you are making games solo... learn Blender for sure
or learn other 3d app if you can afford them
i am and its great
pro builder for sketching out, blender for final props
Nah ive noticed that in most cases a skilled blender user is better than a skilled Maya, Cinema4D and such user
ProBuilder is great for "grayboxing." The idea is that you design the level in ProBuilder, then the art team creates the actual assets that will take over for the placeholders.
so the equavilent of a solo game dev is Designing the level using something like Probuilder and then creating everything in blender and modulary plop them down to form the level right?
A skilled 3D artist will be well versed in:
- 3D modeling
- 3D sculpting
- Texturing
pretty much y
Oh mate this looks like a good blog thanks!
yeah i suck at sculpting
takes time
havenโt needed to yet though lol
it's oky
games first person and i havenโt made any characters yet so sculpting isnโt a beast iโve had to overcome yet
But I'll just say.. you can go VERY FAR with just 3d modeling and texturing
Or... 3d sculpting
Just found it myself! That article is pretty good though.
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
But if you are a master 3d sculptor... SKY IS THE LIMIT
Thanks guys youโve really boosted my confidence in this whole level design thing
@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
uv unwrapping
only problem, substance isnโt free and iโm too cheap ๐๐
Substance is the cheapest 3d app of all 3d apps
Also im guessing if your making an inaccessible building i should make the whole thing instead of modular?
know that
well yeah but iโm just not planning on spending money for my game
To get my MODO license, it was like $2,000+ CND
sheesh
Thanks for the useful blogs!
Then it's like 500-600 to upgrade
i just donโt like subscription services
is there any free material websites that you guys use?
Glad to help! ๐
thereโs cc0 textures
It's worth spending a bit of time to create for yourself a collection of essential Smart Materials
Concrete, Metal, Wood, Leather, etc.
What are โSmartโ Materials?
i think itโs a substance designer thing
Materials with modifiable parameters
Like you can change the height, add or remove grass or snow or rust
it's procedural
So you can make much easier transitions, let's say for a terrain.
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.
more sand, more grass, more moss, now snow, more rocks
Check out some Substance Painter videos on YouTube and you will get an idea of what's possible.
That is the thing, it shouldn't be compared to Photoshop
Ahh like a material with a NormalMap and the others
that make it look more โ3Dโ
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
So you can change colors of all props in the game!
mass production
It's a process. Not images stacked one on top of the other to create a final image
But... it can take more time to build Smart Materials.
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
But then, it's hard to tweak, modify, etc. it
Pros and cons
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
And then the rest comes easy.
GDC 2016: Naughty Dog's Texturing for Uncharted 4 by Rogelio Olguin
https://youtu.be/Vd-ZxCLqaBU
Rogelio Olguin was one of the strong pioneers of Substance Designer when it started to become popular
GDC 2016 presentation by Rogelio Olguin: Senior Texture Artist/Naughty Dog
He was the first artist that I saw who was using 3d tesselation to build his normal maps
and height maps
and basically from there... he developed his workflow
basically using nodes to 3d sculpt a seamless texture
Wait for UNITY3D experiments at 0:35 !!!
detailed information:
https://www.artstation.com/artwork/0X4K14
Pirate Island Material is almost a terrain editor. You can wrap parameters for topology ( noise, erosion, terraces etc ), change sea level, depth, opacity of the water and foam intensity. Also, it allows you to add rocks ( you can play with...
arent you meant to do the materials in Unity?
Basically, you create the materials in another program, then load them into Unity. Unity is really just rendering them on screen.
Ah i see
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
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
3d models, textures or materials, animations ,etc
Are all done outside of Unity or Unreal
And for 3d animation, video games and films have different workflows
For games, we use bones and joints, etc
For films (pixar ,etc.) , they use deformers
Deformers tend to be too heavy for game engines
real-time
For texturing, artists were using MARI for films.
But in recent years... as Substance Designer and Painter got better
The film industry also started to use Substance
so... we aren't sure where MARI is going. (it may die)
That's a good question. This may be useful! I'm not particularly well versed in that kind of stuff unfortunately.
https://docs.unity3d.com/Manual/Profiler.html
You can use Unity's profiling tools to get an idea of how your app might run on a target platform. I suppose the old school way would be creating a demo build, and actually running it on the hardware, but that's not always feasible.
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
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
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
Yeah pretty much 90hz is the standard but the Quest 2 Screen is also 2K and thats all running on an XR2
so Optimization is mandatory
atleast for the Standalone projects but for PC VR Games i can probably go alot more ham with it
#854851968446365696 for where job and collab posts should go.
Oh ok ty
Hi ! How can I use Multiple UDIM on one mesh in UNITY ?
im guessing those crates and such are individual objects?
@tribal ravine yes they are individual objects, just duplicated one crate and scaled for different sizes.
Nice 
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?
Build your objects with probuilder (which will adjust UVs automatically) or use a Triplanar Mapping shader
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?
You do it in maya and reimport.
Well, the prefab has to contain a mesh, which has to be an FBX.
You can open that in Maya and edit it.
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
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
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! :)
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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
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
Ex:
my car with about 122k vertices adds 12 mil vertices to the scene?
Subd gets applied when you export perhaps?
Going to take a stab in the dark and say that something very much Not Normal is happening in your project in general
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
Security cameras could be optimized a lot by calling camera.Render only a couple of dozen times per second, sequentially
Could even look more authentic
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
But yea usually performance isn't supposed to degrade with URP
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
i did this and it didnt help at all
Yea well if your performance is dragging in the mud even without the cameras, maybe you should fix that first
i really dont know what to do
Performance info is not going to be reliable before it's working normally
my trees are 2k vertices, my car is 122k
yet theres 30-40 mil vertices
in the scene
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
After my tests, I got the best performance with URP. Switching to URP shouldnt drop performance.
Are you using scripts?
the menu scenes work
flawlessly
but also have sorta high vert counts (about 700k, very small scene, one camera)
yeah but the profiler shows rendering is taking up like 92% of the performance hits
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
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
Not sure if it's the best idea, but it's the only idea I have
Oh, after googling the issue, ofc
this is awful my god
What editor / urp versions were you working with btw?
Beta version, could be unstable
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
Awful it might be, but it should work
no it
doesnt work
it was a known problem
unity themselves said the only fix is to upgrade to 1.1.0
Wow
which is only in 2021.2
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! ๐
Awesome! Shredding a secret half-pipe in the forest is on my bucket list. ๐ค
hehe ur hip!! thx(:
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
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?
Not sure what you are asking for
A field of corn is inevitably going to be pretty low-poly
GPU Instanced meshes might work for performance, but I don't know if they can be made interactive.
If there is a shader that makes it sway, it's possible to modify that shader to bend the corn to the ground where the car drives by drawing onto a rendertarget texture that modifies the corn rotation
https://forum.unity.com/threads/cornfield-performance-tricks.338204/ here's some discussion about trying to do a similar thing
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
this is my solution
it uses dithering
Decent and definitely performant!
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?
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.
The geometry looks like it's intersecting
@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.
okay thanks. Didn't thought this is so complex
pool (:
https://twitter.com/SoulRBLXShibo/status/1420825202770989060?s=20
https://twitter.com/SoulRBLXShibo/status/1420839080905019397?s=20
Always dreamed of playing a Cubic Marshmallow character
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?
@sly reef #854851968446365696 For job posts location.
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.
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.
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
do you have any tutorial link as to how you made this
Not something people do tutorials on sadly itโs something you have to learn yourself
@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.
There are many people on Youtube who create guns
Time lapses
Ex:
Mech per day: MECH TWO PART 2 | By Tor Frick
https://youtu.be/duam8bKJysU
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
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
When you exported your model, was there a light source in your blender scene?
Ok
Do you have any reference images
no i also already figured the problem out
Create a square to fit in that corner, then bevel the edge at the far corner to curve it.
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?
just change the red in material to gold and gold to red
idk why but the colours have inveretd somewhow
I see
this happens after inverting the colors
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.
Materials dont show up...
You have to recreate materials in Unity.
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
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:
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
Hey do you guys always use physical reference pictures in your projects when your making an object or something?
In the above image a big part of the effect is how thin parts are more translucent
Would this be possible with something like a thickness map or a subsurface mask map? Or would this still require ray-tracing?
It's worth a try
alright, time to learn how make both of those
Hey guys is Low Poly literally just making an object without a subdivision surface modifier?
It just means the model as a low poly count.
There's no real rule on how to achieve that.
is low poly harder?
No
Any suggestions for games?
Sub-D modeling and advanced 3d sculpting are harder
hard to say...is it a light problem. maybe you animated light values also??
all the lights in the house are disabled
creepy vibe
metallic, or something
check which property on the material chnages
i opened unity and this suddenly happened yesterday it was working fine
in play mode?
yes
Mayeb you are animating the player
no
root motion?
idk what that is
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.
tehre a root motion check box on your player. probably not the problem though
ok
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.
u know i will exit unity and not save and come back
good idea
do u think that will work
hmmm...maybe.
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
maybe you animated the lightt
is it still disabled in playe mode?
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
sorrrrry soooo sorry
you may have turned it off in scene view
i fixed it
i imported an fbx object i made in blender with light ๐ฆ
soo sorry man
anyone doing level design in unity with 3D assets for sidescrollers?
example game:https://youtu.be/BP8obzjPLFA
See how this colorful chapter of Assassin's Creed: Chronicles starts out.
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what to use in place of tilemaps for 3D prefabs?
pro builder?
Anything that can make 3D meshes, really
Blender, Max, Maya, whatnot
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
One of the oldest and the best platform games. It also launched the wave of several remakes and additional continuations of story of a prince from Persia.
LINK TO GET THE GAME: http://adf.ly/PyChj
An old school example
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
Guess you'll need good looking art then
That is not a problem
The important thing is that the art is made so that it can be used modularly
But it's taking to long to make levels
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
ah tilemap is easier
alright ima find something to make my life easier
or code it myself
Anyone here good with fluid simulation in Blender?
what software should I use for 3d modeling
just wanted to make sure
google will find you more
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
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
Have you exported it as "FBX for Unity"? or just as .fbx from Mixamo?
i just redownloaded one to confirm
thats how it imported
Is this your own custom character or a Mixamo Default character?
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
But why is this a problem? Those meshes are probably weight painted with the rig, so shouldn't be a problem
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
Are you trying to make the animations in Unity?
i kinda have to
Why tho make em in Blender
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
I'm not an expert on animation but I'm pretty sure Blender has IK
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
Take the models from Mixamo and rerig them using Rigify in Blender
Thats all I can think of
how do people do this oh my god
That would give you a consistent bone structure
well
the bone structure is consistent
the mesh structure isnt
they all have exactly the same rig
Then first put the meshes together then delete the bones and rerig em and make em have the same root bone
idk
I hate me, I'm bread
my first ever good 3D Model, the Topology is awful, and it doesnt look that great but its a start to a greater journey!
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

cool
did you smooth it ? how did you smooth it
when i use subdiv my whole models destroyed
Shade Smooth. Sub-div is for close up movie shots or cut scenes.
i do fluid sim a bit
ok
yea shade smooth is tricks and mirror
hmm
if u subdivide ur mesh will be mor complicatd than it needs to be
use auto smooth under normals
makes it better
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 ๐ค
oh u right.. @ one point its about identical to shade smooth
i guess this way u can have a bit more control
hmhm
thx didnt know that โค๏ธ
When auto smoothing is enabled you can also right click on edges and "mark sharp" to get even more control
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
Upside-down and inside-out are two separate problems
Upside-down is caused by axis settings being wrong in the fbx export window
Inside-out mesh is caused by inverted normals
Hmmm I see, knowing that I am not the author of the FBX project, is it possible to correct this on Unity? or do I have to go through the creator to fix it and redo the export correctly?
Well, which problem is it of the two?
I think both can be fixed
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
Select the edges
Scale and press Y to restrict scaling to Y axis
It only scales that specific edge
Select multiple edges
all of em?
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
Think you could help me today at like 6pm US East?
Doesnt work
It's working for me right now!
Example: I just did it for all of em and they just clipped trough each other to form this abomination
If you have doubles or overlapping geometry then any operation can break the mesh
That what happens to me
You have lots of disconnected and overlapping geometry
Generally you can fix it by selecting all with A, then "merge by distance"
no
ask in chat i can help like that
I have his mistakes, if someone could help me it would be good
Im trying to extrude in this head but im using the mirror modifier How do I remove that wall in the middle
delete the face in the joining part i guess
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
wdym
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
screenshot
are you asking about making that floating part touch the model?\
if yes then go to edge select and delet the not needed ones ๐
How do I delete it faces, vericies and edges, non of them worked
send a screen rec of what you tried to do
๐
delete the floating black line but non of the 3 delete options (vericies edges and faces worked)
yes
hmm
then maybe i have an idea
enable this , box select that edge and try deleting
Thanks it worked
๐
fixed, if anybode have the same problem:
Why is the UV unwrap button not working, I marked all seams but it doesn nothing
does*
Did you select all the faces you want to unwrap
Thanks
Any idea why the color on the mirrored side is darker than the original side
It's the edit mode overlay
thanks
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
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
On the Mesh Import Settings, you can also try to see if it already has a Material to be imported together. This way you would not need to create the material. https://docs.unity3d.com/Manual/class-Mesh.html
Thank You
It worked
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.
very true @old folio
You'll have to do it individually for every two adjacent vertices
Or make a big n-gon like you have there, use knife tool to cut it between the jaggies, then delete the excess material
Usually problems like these are best avoided altogether by keeping topology good
what is an n - gon? also i tried the first thing but it is just really big (that's what she said) so i couldn't be bothered to do it all of it and decided to come here so i might try the first technique
Faces with more than 4 edges are called n-gons in modeling terms
Modeling programs can only really work nicely with faces with 4 edges or quads
ok
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
Flip your normals in blender.
how do i project a grid onto a sphere without disortions on top?
Thanks!
Also should i use .blend files or .fbx?
FBX
Is there anyway to check these flipped normals in blender before importing them to unity? @outer halo
Yes, turn on Face Orientation. Anything blue are facing out, red are in.
Ah great thanks!
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?
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.
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.
even if your normals are correct, sometimes this happened to me just using the material that the fbx imports with by default, change it to your own material
Ah alright thanks for letting me know
"Bone Heat Weighting: failed to find solution for one or more bones"
someone have an idea about how to fix it?
The interior of the trucks is closed, but why does it get light? I couldn't find the solution
Your shadow resolution/quality is too low for the shadows to work properly
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?
Make sure you're in edit mode
Yeah sorry I just realiesd that, thanks
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
Unity and blender use different axis systems
You'll have to find a guide or experiment until you find axis remapping settings that work
ok understood thank you, ill fiddle with it
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
Recalculating normals was my first thought as well, no benefit im afraid
the experimental thing?
someone knows how to grab a gun xD?
guns too big for the hands
how does the UV map look?
UVs did seem to have some effect on the issue, but it persisted even if I collapsed the UVs down to a single point
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"
Is there an artist who can tell me how typical N64 (looking) levels are lit (like here https://www.youtube.com/watch?v=llkQPRJYBqc) Is it manual work (vertex paint) or just very low-res light baking?
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?
try using a cutout shader, which also seems to be a good fit for your artstyle
That did fix my issue, but it doesn't seem to have an option for render face, which I need to prevent backface culling