#🔀┃art-asset-workflow
1 messages · Page 66 of 1
No results. I should also mention I'm on URP
ok, for urp i don't know, but you can probably just create your own shader using shader graph that has both options ticked (culling off and transparency as alphatest/cutout). i haven't played with urp myself though to know what options shadergraph exposes
It seems the default URP shaders do expose all the needed options though https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/particles-lit-shader.html
In this case alphatest/cutout seems to be called alpha clipping
Default URP unlit shader with alpha clipping enabled and rendering both faces is what I was using when I took that screenshot
looks like clipping is then not calculated the same as alphatest in built-in pipeline (maybe just using clip() on regular transparency?) have you tried using the 'opaque' blend mode with alpha clipping? maybe that works
Hard to tell precisely, but usually this era of games have lights drawn into textures (like spotlights there) or vertex lighting, whether dynamic or baked
Unity has the old-style vertex lighting but it's a little bit hidden
Your problem is caused by "transparency sorting"
In unity, you need to use an opaque texture with alpha clipping
In blender you choose between alpha "clip" and "blend", but in unity this is different because transparent materials can also be clipped, so using clipping doesn't mean it isn't transparent necessarily
@misty lantern @glad jewel Thank you guys for your help! I found a shader that fixed all my issues, without having to mess with shader graph and with minimal setup. Legacy Shaders/Transparent/Cutout/Soft Edge Unlit
I think the default URP shaders give you opaque cutout options, without having to use any legacy shaders or SG
They had alpha clip, but it didn't work
whats the name of the google service that has a ton of free models
Google Poly, which has been shut down.
is there an alternative
Blender
Let's be real here, you won't find many places where you can download whatever you want for free.
It's best to learn how to make 3D assets with a 3D app.
And it doesn't take much time to learn how to create low poly assets, worst case scenario
OpenGameArt is always worth checking out
It certainly took years off my life, in more ways than one
Honestly you'd be better off paying someone to make you some models than endlessly scavenging for parts that don't fit each other anyway
Or just make it
3d modeling isnt particularly complicated if you are making stuff for yourself
Substance painter givrs you a lot of power and resources
It's worth learning the skill anyway.
And you can control the quality / polycount etc. Once you have a team with modelers on it, it gets a bit more complex. But even then it is handy being able to do a quality set of models.
If you don't want to do the Substance Painter thing there is Armor Paint as well (free) to start with
If not that, then buy a low poly asset pack off unity. something with a ton of models. And just make it fit whatever the heck oyu are trying to build for a prototype
Maybe sketchfab, but "free" models are not the majority. You do find somd neat ones occasionally though (as some said, if youre doing low poly or simpler environment art, worth learning some 3D yourself, blender is very accessible now)
Hello, is there a way to open all the empty hierarchy at once please?
Free 3D Models, TF3DM is the go to place where you can share your free 3d assets and download instantly any you like. TF3DM hosts 15.000+ 3d models, in various formats for BLENDER, OBJ, 3DS, C4D, MAX, MAYA, which you can download absolutely for free.
many free models are there but all arent free
Seriously, it's freaking easy and blazing fast to make low poly to mid poly models
To just use free models online is very lazy.
And sure, you could find very nice free assets online. But chances are the art direction will be a complete incoherent mess.
And if you work smart you can step it up a bit a go for high poly + bake
To get a high poly all you need to do is add a few extra support loops here and there
It takes a few minutes to do UV maps. You even save time if you mirror parts of the mesh.
And it takes a few minutes, if you already have the Substances in your library, to paint a 3D prop with Substance Painter.
The tools are awful to learn to use though, especially blender
Making shapes is only 10% of the process
90% is trying to get the right shapes out from the program
I felt tat way about Blender for a long time.
But I sat down and took the time to learn how to use it and now, I don't think that it's as bad as you say it is.
Keyword is "long time"
I know its quirks now too, after some years
In fact, I compiled a list of most essentials 3d modeling operations that someone needs to know in Blender to get things done.
Blender can be learned in a few minutes.
Hahaha
I mean it's possible you're a savant of some sort
Or you had a background in 3D arts before learning blender
Or both!
I definitely had prior experience with 3D modeling before.
But I learned most of MODO in 2 days.
And Blender, because of its awkwardness took me several weeks.
However, by compiling what I learned and know about 3D modeling. Someone else would strongly benefit from this information to slightly speed up their learning process.
https://expandskillset.com/gamedev-blender-3Dmodeling-basics.html
All the hot keys, the operations, etc. It's all there
It's a roadmap.
Well, knowing the fundamentals of 3D goes a loong way
A beginner isn't going to know any of it
Which is why I use gifs to explain 3d modeling operations
You already know what operations you want to use because the workflow is ingrained into your brain
This discussion is equivalent to telling an artist to "just code your game yourself, C# is easy" by someone who already knows game programming and learned C# after C++
Sure
Like we do
Doesn't matter what you do, there's always the risk you lose any perspective about how the things you take for granted make no sense to a beginner
I agree. But everyone needs to get started somewhere. And everyone makes it look 300% more complicated than it really is
Artist, at some point in their career, would even strongly benefit from learning how to code to build their own custom scripts or tools.
Disciplines must be combined at some point to create an even stronger discipline
None of this is relevant to how tone deaf it is to tell a programmer to "just make your own models, it's easy"
Anyone can do it, if they invest the monumental time and effort
How much experience have you had to gather to get to the point where modeling was "easy"?
It really doesn't take much time to learn 3D modeling and only 3d modeling.
And that's coming from someone who went to college twice in different disciplines and saw over 120 people go through this process.
And I saw their evolution over time.
The really difficult aspects of 3d art is design, Sub-D modeling and advanced 3d sculpting
Low poly modeling is fairly simple.
Do you mean formal 3D education?
Yes. Trained by industry vets.
Well that's quite the significant advantage compared to the average person don't you think
In school programs designed by game companies
Yes and no.
You can learn everything online these days
I just wanted the paper
I'm surprised this isn't convincing you my point about being out of touch
I knew how to model before I enrolled
Self-taught
However, I didn't know about the existence of zbrush
Or texturing
And Substance came out when we were still using the old workflow
Spec/Glossiness
And photoshop
Substance Designer and Painter made texturing easy
If you have a mentor or a proper Wiki anyone can learn 3d modeling blazing fast
You need to understand the workflow, asset creation
Blender -> Substance Painter
Fairly simple and straight forward learning
You're making less sense as we go on, who's going to have a mentor?
Docs are useful if you already know what you're looking for
BLENDER
High poly -> Low Poly -> Uving
Substance painter
Baking -> texturing
You are on Discord
Mentors everywhere
You like some artists on Youtube or else? Text them
Ah, you don't mean like a real mentorship
We learn from others. You don't need a second mom at home to do that
Just ask around
There's 9 beginners to each 1 who knows the tools
And most of them want to be paid for their efforts, as they should
Mentorships are extensive work
I did my homework.
Went to college
Then graduated.
Then I surrounded myself with artists I admired.
Asked them questions. Improved. Showed them my progress.
They were pleased. They didn't mind helping me more.
Eventually, I was the one helping them out.
That's the ladder
🪜
I am glad for you
When you tell people to just learn a new profession, you should be earnest about the years of effort it took
It isn't a practical option for everyone
Man. No only I know how much efforts it took me to learn it all.
But I know how much time we (there are many others) can save others by being here online on Discord, on forums, Youtube, blogs, etc.
It has never been easier to learn 3d
It may be easier than before but there's still a significant friction in the up-start
Anyone can pick up a pencil and draw characters and landscapes even if they may not be "great"
Without a course on modeling fundamentals and blender workflow the average person isn't going to get anything out of it besides some disconnected primitives
I can't agree. Again, I been to college several times and saw people who had zero experience in 3d modeling be able to create decent 3d map layouts in a day
More like in less than 2 hours
You were watching people who were taught by the industry professionals
And/or who had an unknown amount of grind behind them
It's not comparable at all
They were taught to push buttons
Like any tutorial
Trust me. There was nothing special in those courses
Just learn the app
The only useful thing that we learned from industry vets were the workflow and terminology
Personalized education is always better than canned tutorials, there's no chance that you go off learning the wrong things and if you get stuck there's immediately someone putting you back on track
Yes it was easy.
Congratulations you are probably a savant
And of course it took me more time to learn, because in my days there were no tutorials
Hell, we didnt even have a content browser in our game engines
Try to make a map without seeing what props XXX long name is
Wait, did it take a day or longer?
Dude the point is simple
Learn 3D 20 years ago
Learn 3D now isnt the same
Learn 3D from people like me now...
You learn in a day
Like I said. it has never been easier to learn 3d
It's not possible to learn all the necessary knowledge that fast
There's so much you have to know, countless different specific workflows for meshes of different purpose
And Im telling you. It has been done before.
If you're looking for tutorials on your own, you won't even know if it'll be useful for video game asset creation
3/5 tutorials for the right thing teach it the wrong way
You see an issue but you won't know what to search for because you don't know what it's called
Well the first thing people need to learn is how to use the internet efficiently.
There are tons of learning resources online that can teach people how to do Game Art
In 2014, I had written a 70 pages long guide on how to use MODO for game asset creation.
It's been used by people from multiple countries. Teachers adopted it.
You obviously have no idea what kind of a swamp it is to learn 3D without your industry vets
And I had it easy, having been in modding scenes for years before learning 3D in earnest so I was already familiar with searching, getting technical and a lot ofthe terminology
When you get into it, there's virtually an infinite amount of information out there, and you have no idea if any of it is relevant or not
Hey what is the workflow for games?
BLENDER
- High poly model
- Low poly
- UVing
And then...
SUBSTANCE PAINTER
- Baking
- Texturing
How hard was this? Probably saved someone days of research in one post.
Polycount.com has a large enough Wiki for 3d artists.
You want to learn fast?
Ask around where the learning resources and communities are
To jump blindly into an app is the worst possible approach to learning
You are talking about how hard it is to learn 3D.
yet if someone finds my website, it's all handed on a golden plate
No excuse whatsoever
Well that's kind of what you imply by insinuating that modeling is easy
You're not willing to admit even a little bit that learning this profession is a big undertaking?
Not only are you out of touch, you're willingly and proudly out of touch
You've officially met, who I assume was Skilljitsu. They're like this. Just move on and don't try to argue.
Yes. That's me. Just rebranded, because I do appreciate useful feedback.
@misty lantern
Look. I agree with you. It would probably take a few days for someone to learn the fundamentals of 3D modeling.
But if you look around, you will also notice how fast people learn compared to how it was 5 years ago. 10 years ago. 15 years ago and beyond.
We have data to show this.
Sorry, I've had very practical problems because of educators who absolutely refuse to relate to beginners or their challenges
What I'm saying is that if you find someone actually qualified to teach someone else, you can slightly speed up the learning process.
And this is just a natural thing. And a no brainer.
And I agree with you.
I personally dislike the traditional education system which is why I decided to build a different educational system by creating my own website where people can learn freely without spending thousands of dollars which is what I had to do.
So you say vets helped us learn 3d?
no, they didnt
They just gave us a roadmap that was already available online
It was already available on websites such as polycount.com
Their Wiki
It's been there for decades now.
Thankfully, this Discord exists.
A a few others
New comers can come here and ask how to do 3D and they get answers fast
And links to useful learning resources
Hey where do you guys look for skyboxes?
anyone know why rigify is making praying mantis arms?
metarig (right) seems fine
https://polyhaven.com/hdris this has been great
Ah Thanks
Also is there anyway you can assign materials to specific faces in unity?
Probuilder might have something like that, but otherwise you'll have to use a 3D editor
This has been my experience. I am shocked with how quickly people I train, can pick-up Blender and run with it. It's probably some sort of 100 monkey side effect or some connected global consciousness thing. Whatever it is, times are changing.
Indeed
Additionally, there is a concept that is taught here in Montreal.
Every new comer who goes to our trainings (game dev) and choose a specific branch (level design or 3d modeling or 3d animation) also need to spend the first Session (3 months) learning the basics of all 3 branches.
So everyone needs to learn a bit of level design, a bit of 3d modeling and a bit of 3d animation
And then they have a full year to focus on their specialty.
And that makes it easier for them, later to communicate with each other.
Because they understand a bit better the worlds they live in
And what their challenges might be
wdym by 3D editor?
i wish i could just make the materials in blender and then automatically import them into unity with the whole object
You can assign materials to faces in blender, for example
Yeah but how would i import those materials in unity
They should import as normal? The slots for materials should appear the same way in unity as they do in blender
Similarly, anyway
https://youtu.be/yNqj66ndwXc There is a way to do this, but it seems experimental, at best
If you don't use Substance tools, then most people bake the all the procedural textures and roughness/specular etc maps into textures, then import those textures into unity and recreate the material in unity with those texture maps
But that's not related to material slots, if those are still missing for you
Hey, when I import 3d models form blender to unity, they appear transparent
any idea why this is?
This question is asked 10 times a day. Recalculate the normals to outside.
We probably should make a pinned tutorial about that. 🤔
I see, sorry to be a bother
Not to say you are annoying. I mean its a very common issue. Easy fix.
They are right.
- Find your fav app to do 3d modeling
- Find your fav app to do UVing
- Find your fav app to do baking
- Find your fav app to texture 3d assets
- Make sure your smoothing groups work correctly and were saved
- Make sure you manually triangulated your mesh before exporting to Unity otherwise the auto triangulation could do weird stuff
This is the #🔀┃art-asset-workflow channel, we don't know how to troubleshoot the unity hub
yeah, i just don't know what channel to put it in. i do all my stuff in 3-d so...
ok, thank you
asset store
Hdri haven
When clicking on a Prefab in my scene, Unity's default behavior is to select the LOD child-prefab instead of the parent prefab.
Is there a reason the parent isn't selected? Is there a way to change this from the default behavior?
This little bit of behavior adds a lot of clicks to level design, and I really can't think of an example where we'd ever want to select a child LOD group instead of the parent prefab.
For a specific example, I have a candle holder in my scene and would like to click it to move it around the room, but I always have to click once for the LOD group, then the parent again in the Hierarchy.
not to mention how easy it is to move the LOD group on accident, very frustrating behavior, I have to be doing something wrong here?
@modest rapids You can choose which object is selected when clicking on a group https://docs.unity3d.com/Manual/ScenePicking.html
tyvm!
Made a new scene for a garden project in Blender. Using geometry nodes for foliage. Wip. 🌻
.
https://twitter.com/FarrukhAbdur/status/1423529049952067586?s=20
New progress on the hydrangea flower garden scene. 🌸🌿
#b3d #blender3d #gamedev #blender #indiedev https://t.co/gLMmqsOvmG
Pro-Tools
Probuilder
Polybrush
Progrids
General
FBX Exporter
Alembic
Universal Scene Description
Git
MeshSync
Delighting Tool
Guys how to make model in unity look more like it was in blender?
You use the built in unlit shader and apply a texture to your model, or you create a custom shader that lets you control the colour gradient.
ok, i found some shader i like..
but when i was experimenting with "sharp-shadow" asset from unity store and deleted it
now after i run game it gives me this error:
Asset Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base_shadows.asset has no meta file, but it's in an immutable folder. The asset will be ignored.
how to fix it?
How many triangles should tree have not to slow down the game?
Pow, you are dead
i gave him a Bruin
hey guys what resolution Textures should i be downloading?
im doing VR dev so im guessing less?
Hey do you guys have any advice on how i could create like a concept art for an enviroment in a scene?
does anyone know what might be causing this shading issue? i got this asset off the asset store (or from somewhere, i didn't create it originally). i tried importing it to blender, but it was an ascii FBX file, and blender only can deal with binary fbx. so i converted it via autodesk's tool, and was able to open it. when i export the fbx from blender and place it into unity though, with or without changes to the mesh, the lighting gets really strange (although it does align to the mesh so it's not a totally random pattern). does anyone know why or have any ideas/clues on how to fix this lighting? 🤔
Normal asset on the left, blender-exported binary fbx asset on right
One thing I'd try is to recalculate normals upon import into unity
It looks to me as z fighting as well, feels like automation created faces in a new format but didn't cleaned up old ones.
Could try welding overlapping points and then running faces normalization. Might need manual fixes as well though
awesome, will try this!! thanks!
sweet, thanks for the tip!! will try that out
is there a method for 'combining' the materials on any given model into 'one' texture? i have some models in my game that im using for prototyping and they have their individual low-poly faces all with their own material and its killllling my unity editor every time i select the objects
I'm not judging u, cuz I have absolutely no modeling skill in blender, but to be honest, the face kinda creepy
😂
It's still pretty good
hey for models when using riggify addon in blender what to do for smooth animation when exporting to unity?
any particular setup to follow?
yeah it looks unnatural af lol
@sullen plank scam up there
!ban 570106889606791186 Scam.
Alabaster1#8709 was banned
Is there a way to unjoin objects in blender
"Separate" operation with shortcut P
thx
that did nothing
Are you sure you're in edit mode
oh yeah thx
thx thx
How can I lower the face amount its kinda big lmao
12k bad for unity
12k faces
why isn't it letting me painttt
Probably not properly UV mapped
You can easily paint the pupils in a texture
I would recommend painting it in a proper image editing software like photoshop or gimp. If you must paint it directly on the model then substance painter is the go to software for these type of things.
Hello. for making a level, should I do modular for unity or create a whole level in maya and then import
now what is that
Use probuilder and progrids from unity
That depends a lot on the type of game you are making, though.
Is it better to make the whole level in maya and then export it to unity
Or, make modular assets, export it to unity and then design a level
hey y'all
anyone into procedural mesh?
before i attempt and waste my time on this, im wondering if mesh.SetVertices(Native#) is slower than mesh.SetVertexBuffer?
i mean, im going to try the SetVertexBuffer method. SetVertices seems to take up the most time
@eager mist what does the texture look like, and what is the model you're trying to apply it to
Well I downloaded Unity to make architecture, and the texture was meant for a simple wall in one of my architecture designs. I basically just want the texture to be on a square
thisn is the texture
Ah, I would recommend ProBuilder for that
ProBuilder's UVs automatically tile as you increase the size of your object
Here's how you can easily create levels in Unity using ProBuilder!
This video is sponsored by Unity.
● Download the Project: https://ole.unity.com/pb_brackeys
● Learn more about ProBuilder: https://youtu.be/PUSOg5YEflM
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Ohhhh. I thought it was a whole other software 😂 What's the pricing for the app?
ProBuilder is free!
Oh, where do I get it?
Watch the video I posted 😄
Looking for artists to collaborate with!
How do I find Progrids? Is it still downloadable?
Nevermind I found out :d
is it just embedded into Unity now? Or did u buy from store?
guys i made an arm model using makehuman but i can't move some bones using "G"
like i want to be able to link the hand to the gun
and move the gun to move the whole arm
just like in sfm
I don't know how makehuman works but sounds like you're describing an IK rig
I am horrible with Blender and I'm not interested in learning it, I am focused on implementing programming tools. However, this current project requires two fences. I've made them by following this tutorial:
Yet, I realized this is using like 200k verts, and a ton of tris. Is there a way to optimize this?
i go from 130k tris, to 3k tris with the fences turned off.
@meager pike usually, fences like this are done by using simple quads with the holes having 0 alpha in the texture. Then you use a shader with alpha clip transparency and done.
yeah
So you need to get a tiling chain link texture and uv unwrap a quad onto it.
Damn, that's completely beyond me, but that does make sense. I'll try looking into it. Thank you.
It's a chain link fence, right?
Like that?
Like a ski fence
Yeah.
but yeaa
Always done with a texture.
Ski fences are too thin to practically make them with geometry
@misty lantern Yeah Bea's comment here totally makes sense in theory to me. Just unsure how to go about it atm, but will research.
What I have just isn't going to work for 60fps mobile.
here's the idea
Damn never used node stuff like this in Blender before. My experience pretty much is just deleting the default cube.
Just one face with a fence alpha mask texture, with alpha clipping to control the transparency so there won't even be overdraw
Trying to see if i can just find a chain link texture and slap that on a cube or something
Nodes don't carry over to unity so they're not hugely important in your case
But the concept is the same over there
So am I understand that I should just be able to find a proper texture, and then put it on a cube? Scale it down to be thin etc?
Sure
something like this as an alpha mask
but not copyrighted like this one
Ski fences seem to be hexagonal or square shaped grids
Yeah, not too worried about specifics, should be low enough quality to not even tell, but good point.
I'm testing right now with:
But eh
Trying to read into alpha mask, because if i could "hide" the cube, it would be perfect.
Once you have an alpha mask working right, the material needs to be "opaque" with "alpha clipping" enabled
Ok, reading into alpha mask. Not a familiar term for me.
Just about perfect, just need to hide the black:
Which is the cube *
That's what alpha mask + clip does
Got it with:
But now, I need the length of this times like 100
That's where tiling settings of the material come in
Or UV mapping of the model
Thank you. You're right, I think tiling. Let me see..
Totally forgot about tiling, I think this should work. I'll post with performance update momentarily. Thanks for the input @misty lantern
@misty lantern It's not bad for quick set up, but I can't seem to increase the visual distance.
The fence goes all the way down, but you can't tell until you move down the hill more and then it continually appears.
Figured out how to solve that but now the fence is so faded.. hmm
This is a side effect of mip mapping
I'm not entirely sure what the fix would be
Ok. I mean I suppose this works for a little mobile game. I value 60fps over aesthetics for this project.
How'd you solve the disappearing issue
Well it's just very faint but it it
It's no longer completely missing like the first pic
You could try changing mip map filtering from Box to Kaiser
and try the Preserve Coverage and Alpha Cutoff Value options
They seem to be specifically for the situation that alpha masked textures get softened out of existence
Not seeing preserve coverage but kaiser doesnt seem to make a difference. Here's all the settings in case I've done something blatantly wrong:
this here
it's cut off by the box
Surface type transparent works, but opaque with alpha clipping performs better
And should cause less visual glitches
ok messing with it..
With opaque that's when i get issues
of it cutting out
Looks better, but then it's a block further
Or it disappears like here
Like, randomly? Or depending on some settings?
It's unlikely that it's going to look perfect, due to limitations how mipmapping works
hey does anyone wanna be the head 3D Modeller on a dev team?
do u wanna start a dev team?
How many heads would I have to model?
It's due to a setting.
Yeah, i think i'll have to deal with it being sort of faint.
Hi, when swapping out the mesh of a skinned mesh renderer, my model is offset like this. The scale is fine, its just the position. It should snap the to assigned root bone if it is exported correctly right?
enemy model wip
made in blender for fun
dont mind the noise
except for the ships textures everything else is mine
Blender materials do not carry across to Unity. You'll have to remake the shader
in unity?
Yes
Baking the procedural texture into an image texture works too
make that an image texture
I'm fairly new to substance painter and all I usually do is just convert the textures to HDRP, but there is one problem I'm encoutering. The opacity map I assigned to it is not working.
what I'm trying to achieve
I need help, i made a knife model in Blender and use it in Unity but no matter the rotation i changed in Blender, the rotation in Unity will always be the same and when i open the model using 3D view it works just as Blender, yeah so this causing problems for the rotation in my pickup script.
show some screenshots.. preferably from both unity and blender
just rotate its transform?
yeah so i have a pickup system which will rotate to 0, 180, 0
so it doesnt matter if i rotate its transform
and i also have another model of knife and it works fine the rotation is working correctly
i don't know..?
yup
which one ;-;
i changed the rotation and exported it
Make sure you apply the rotation in blender as well.
you can make an empty object in unity
make the knife its children, and rotate it
then the parent will have 0, 0, 0 rotation and yeah...
well i mean that works too
but im still wondering why if i apply the rotation using Ctrl + A it resets the rotation to like flat on the ground
does you knife have any bones?
no
This does not alter the mesh unless you use the "apply transforms" operation, or enable applying transforms on export
Anyway, the rotation doesn't even need to be correct necessarily
You can place the mesh under an empty gameobject and rotate the mesh object under that to be of correct orientation
or just edit the mesh, press A and rotate it with R?
why does the "convert units" tab not do anything
if I change the scale value and press apply, the model scales accordingly in my scene
but if I check or uncheck that box, nothing happens after pressing apply
can someone help me with this
alright so it works fine with empty game object
are these white lines something to do with not enough edge padding, or something else?
scaling the object so it's longer doesn't get rid of those lines or move them
what lines, exactly
i think it's the uvs or something. See the lines separating the black textures?
I think it's taking the color of the sides and putting it there bc theres not enough padding
what does that part look on the UV map
ima just make it half one color half the other
with the uvs kind of small on each side
I mean there's no reason for me to have baked it. But what if it was a more complex texture? how would I fix that??
This isn't much info about the mesh, but I would guess it's a very normal case of UV bleeding
this is about how big the uv is though, is that not enough space?
Can you show a picture with the UV islands visible
yes
give me a second
could it be bleeding from a different part?
i decreased the size like that specifically because it was giving me a problem
That's what I would've tried as a solution too 🤔
Sure there's no edges or such in the black area?
nope
i fixed it
i just did what I said, made half the texture black half the texture gray and put all the uvs on corresponding side
You need to use a shader on that texture set that supports opacity
Is it legal if I get a 3d player model from the unity asset store and the asset has the unity license, use the player model for my main character in my game and post it on steam and getting all the money?
anything you buy from the asset store can be used commercially as far as I know
hi guys
me need help
Video Tutorial
me
I press S and why is it so stretched on the video in width because of what is it?
They pressed S (scale), then X (x-axis).
If you don't define an axis to scale along, it'll scale uniformly along all of them, as you're experiencing.
thx
what is the best format Unity can use for 3D models with animation?
thanks osteel
I'm creating gameobjects via script in the editor and I believe these are getting saved in the scene, is there a way to tell unity that these gameobjects are not to be saved?
anything you create using an editor script outside of playmode will be saved, why not just create the objects during playmode?
hm, it's cool not having to enter playmode
well, it was for a bit. now unity is taking ages to start and I'm unsure how to fix the problem.
found something: gameobject.hideFlags = HideFlags.DontSave;
sorry wrong channel
hi guys
I have it stretching like this with G + E on the video differently, what could be the problem?
video
what are some optimizations people need to do for using hand painted or pbr models?
i find the HP/pbr models are too big in file sizes
even the high poly baked to low poly the file sizes are huge
really wonder how these folks make their final product within considerable size
or the optimisations techniques are not followed anymore?
You mean textures? You can just change compression method and max size in Unity depending on the platform. 2k to 1k texture is 1/4th the file size basically. Just an example
Guys I'm using blender to bake textures for Oculus quest 2. But I don't get that realism as I get when using hdrp for a pc application
My objects and environments still look a little cartoonish
And for bigger objects like walls and tables my AO maps (shadows) get pixalated.
Are you including the textures in the files? In either case, you'll get the final filesize for textures after compressing and downscaling them during import
Otherwise I'm curious what kind of polycount and filesize the problematic models have
can some one help me with blender 3D animation?
does anyone have a copy of maya autodesk that can help me? i need someone to convert a .mb file to a .fbx file?
if anyone has a concept art of snow ball gun
and is willing to share then pls share to me
all i found till now is this
and i dont know if i can use it\
i think i can use this in a non commercial way
Some progress for a garden scene in blender.
.
https://twitter.com/FarrukhAbdur/status/1426078354088861697?s=20
New progress. Added some wind chimes in the garden environment. 🌸
#b3d #gamedev #blender3d #indiedev #blender https://t.co/DRHfXg5T9R
how do i undo / see which one it means?
Not sure where to ask this but o well. how does one go about texturing a VERY large mesh ~ where you can't use UV re-purposing or texture tiling without making the texture file obscenely high resolution?
This probably means there's problematic n-gons or non-manifold geometry
N-gons often cause problems, non-manifold sometimes
https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry
Edges that perfectly overlap other edges are the worst offenders in my experience
They are often created if you erroneously cancel an extrusion operation
Tiling textures + trim sheets + vertex painting + decals
can't tile the texture
wdym
these are large rock sculpts
Why can't you tile a rock texture
🤔
how do you bake normals from high poly model to low poly model with tiling?
I suspect you may want to look into detail maps
okay
Well, you can
If you keep the resolution low enough
The detail maps are still doing the heavy lifting though
ok did quick googling on that, looks like it could work yeah
how performance heavy are those?
An alternative is a workflow where you blend different tileable textures with a uniquely unwrapped mask. The mask will be low res but that's fine when you blend tileables
Not too bad
Better than trying to fit big and small details on the same map
Detail mask is a nice trick too, though not always needed
well it looks decent enough already i'm just trying to make it so the model doesn't look like complete ass when you walk close up to it
Especially for rocks you'll want to use detail maps to give it the appearance of "stone"
The only thing the base texture needs to handle is big, nonspecific variations in color over the whole mesh
Or in case of normal maps, uniquely placed cracks
Just something to break up the repetition of the detail maps
Every stone of the same type of rock can use the same detail texture, so it's economical
alright thanks a lot guys
can i get some constructive criticism on my vector model please 🙂
Looks great
Would look even better with smooth shading and face weighted normals
im new to blender idk what any of that means lol but ill try research it
from left to right: flat shaded, smooth shaded, smooth shaded with weighted normals
oh wait my mistake, third is auto smoothed, not weighted normals
this one is with weighted normals
probably the most "realistic" technique
Oh ok, is it just a modifier?
There is a modifier that calculates weighted normals, yes
You can also make them manually wit Set From Faces normal operation
hey guys, does anyone know how can I ignore this "ground" object on the "floor" object in blender? I don't know where can I ask about that so I hope someone is going to help me here xD
Do you mean hide it? You just click the eye next to it in the hierarchy
Or delete it
I don't really know how to write it exactly xD but I mean I want this floor to be flat on this ground so I just want to hide this high ground elements on it
Oh you mean get rid of the sand on top of the cube foundation?
yep
You can either move the vertices or use a Boolean modifier to carve the sand away I think
well I tried to use boolean modifier but it doesn't work properly xD but moving vertices is not bad idea
I will try it, thanks!
np if it doesn’t work ask again I’m not the best at blender lol
hello everyone, I have a doubt and I would love to solve it, I'm creating a game with a very large map and I need to create some vegetation, following some tutorials I have created some grass but using 3d models with few faces (4/5 ), now I would like to create other types of grass but that have more complex shapes, I have looked around on the web and some use 3-plane textures to simulate grass. Is there a more effective way to do this and maybe one that cannot burden the performance too much? PS: I suck at making textures.
Thanks in advance
any other constructive criticism (scroll up to see before)
The noise texture is strange and nonsensical to be quite honest, try using a PBR standard metal material
The mesh is almost entirely smooth shaded now, the weighted normals aren't working properly if that's the intention
Though the barrel and some screws are flat shaded still? Not sure what's going on there
Normals can be confusing
Does anyone know what program this is made in?
Old version of Blender.
I use 2.79b
@thorny wasp you helped me with other stuff i was wondering if you can help me with something or at least point me towards a tutorial, i asked someone else earlier and they couldn't help me at all this is my issue, i have this tree and the mesh is glitching back and forth like there 2 meshes in one but thats not the issue and you seem experienced enough to help me what do you suggest i do?
I know -100 about 3D modelling
ah ok
jus tso you know for future refrence it was the light bias
i needed to turn it up
@modest rapids Do you know how to add a point in ProBuilder?
I've got a point (TOP LEFT) but I was wondering how to create a point below it. I can't find a way to do it
I meant try asking here, not try pinging me here ._.
I also already answered this
sdfjaakjsdf imma' go make dinner
Alright, cya
someone can help me? Or I should ask it in another channel?
revert the changes the one above looks way better
@livid salmon by the way, I know it's hard to get help here sometimes, if you'd like a few Discord invites to helpful communities, send me a dm and I'll be happy to share them
So I've read through docs to try to understand what exactly Unity's "Generate Lightmap UV's" does, but I seriously can't find any. Does it do a full auto-unwrap or just layout the UVs?
Full unwrap to the second UV channel, afaik
Yea. I did a test earlier, and it does. I just never have any luck with baking results using it so always set up my second UV channel myself. 🤷♂️
my first sculpt with blender
making some puny characters
https://gyazo.com/1e134b632898dc12bf1db8455b416a08
anyone know how to fix an issue im having where one of my models keeps just sliding away for no reason? (dont really know what chat to post this question in but this seems most fitting)
do you use blender and have an animation?
just any kind of animation
i have no animation its just a model i got from the asset store
no i have no rigidbodies (not on the object atleast)
hmmm
im lost man
maybe attach a rigidbody and set it to is kenimatic true and gravity off
@hot atlas
ye ill try it now
ye it didnt work ._.
its just slowly sliding down to the right
ye
like it isnt colliding with anything and just going on your screen or what
send a pic of what your thing looks like
can you?
yes
so go into the isnpector in play mode, does the guns position move in the inspector stats?
it does nm
@hot atlas as dumb as this sounds just try to make/place another in the scene
ok
What's on the parents of the gun?
no parents
It does
why in gods name did that work
thats the one thats being held
lol idk
unity just gotta be like that sometimes
is it named different than the first one in any way?
you may have something messing with the object based on its name
ye it just has a (1) at the end cuz i just did copy paste
that is very possible
In the video the one he has selected lives inside a parent and isn't the one being held. Different style...
perhaps an animation
ive found unity doesnt like things named the same name too
Oh lol, my bad. I didn't look close enough. Looked like it was inside it there
lol its alr
idk cuz the weird thing is i copied it again and renamed it the same thing as the one that was moving and this time it was normal
anyways thank you for the help :D
np
my first time helping somone lol
well i have tutored and taught ppl before but never helped
guys my brother has an interview tomorrow 3d artist (textures) what kind of questions should he anticipate
robot from danis games
does anyone that use blender see this glitch before
i imported a blender file into unity and it looks like this
from inside you can see the sides
but in blender and 3d displayer it looks like this
try exporting it as fbx, sometimes obj glitches like that
i did
i normally export in fbx
i triend normal blender save too
thats really weird, could you be using a bad shader?
i normally just program and have bad graphics but i was like i can try so i dont have much experience in doing graphics
where would i check which shaders
no
add one and see if that works
it didnt
its made in hdrp could that be a problem?
i have no clue but probably
ok thx
Looks like your normals are inverted? "To access the option and/or correct an inside-out or inverted face, first select the errant mesh element in Edit Mode [1] (using vertex, edge or face) and from the Mesh menu upper-left click Normals [2] then Flip [3] from the options that appear – Mesh » Normals » Flip"
If you apply a two sided shader to it and it fixes it, that's the issue
ye thx
someone answered to me on blender discord
Could somebody let me know where i can learn blender properly
Endless resources on YouTube..
That is the problem, there are so many videos on yourube that I don’t know which one to watch
Understandable. I'd search for blender basics, beginner, etc. And just make sure they have a majority of likes. I'd suggest learning by doing though. Hard to memorize and understand menus without creating at the same time.
question: my guy doesnt go pew pew it goes brrrrrr for some reason
even though its not a question
Hi, I'm trying to retexture the props from an asset pack, but multiple different props use the same materials, and I'm not sure how to use substance painter to focus on one prop at a time. When I edit textures for one prop, I end up messing up the other props that have the same texture and it ends up like this:
I feel like I should find some way to import an fbx which holds all the objects using the same material, but I can't find anything for that
If they use different materials you just drag on a new material for every object and the texture should go off that
Oh, so do you mean I should make separate duplicates of the material for each prop that uses it?
Yes
Seperate textures too
Just duplicate it
It uses the same uvs so it should work
Materials change the over all color so make different ones
Ok, thanks much!
I didn't try it yet, but I'm 99% sure based on what you said that it will
Yeah
Only downside I guess is that it will take up a bit more space though :d
Try making different mats first then duplicate the txtur
Not even a mb
Yeah, I need to get the original texture again since I overwrote it lol
Lol
Ooh okay cool
I've made this much of a raccoon in Dust3d. Is making keyframes / aniumating in unity easy?
idk what to do next tbh
you need to rig it before animating it, and not in unity
the colors are rig representation
of limbs etc
so if that's done it's good to import? any specific file types or whatever?
ideally fbx
animating in unity is somewhat annoying, you want to do that in blender or something
Got it. Thanks man
idk anything about animating tbh. Thanks for the advice
How to make those neon red light Effects?
simple
go to unity
create new matterial
crank up the emmison map intensity
works in urp and not in normal 3d btw
^^^^^^^^^
@eager mist
I thought of doing that in blender :o
no
unity has its own technique for glass glow etc
creating it in blender will lead to many problems
You need to use post processing, bloom. The material has to use emission as well.
^^^^^
Hey guys this isnt really about a problem I have, but I am making a first person horror game, do I need to hand texture absolutely EVERYTHING?
No, if you use software like Substance Painter you could do it procedurally
It's a big time saver
Now if you mean UV mapping the automatic UV mapping from the latest versions of Maya are pretty good
But for UV mapping I still think doing it by hand is the best route
Well I UV unwrap in Blender and do all my texturing in photoshop
But uh do you know how I can get UV mapping to work correctly in Unity? the mapping is wrong in Unity but its correct in Blender.
Not if you don't want to
Other solutions include using generic textures per material, trim sheets and procedural texturing
When importing a mesh unity has the option to generate UV maps
Make sure that option is off if your mesh already has UV maps
where is that option?
When you import your mesh to Unity, it will then be in your assets window
if you click it, you should see options in your inspector
Both textures look different, though
The yellow is much bigger on the texture below
Zoomed in, likely
Did you make sure you saved the mesh and re-exported it?
yes
Are you exporting as FBX?
Applied transforms? Do you have modifiers or multiple UV channels?
Can't think of anything else off the top of my head
I haven't had to troubleshoot this kind of issue before
I might just wanna set all my textures in Blender, and just export the FBX with the material
I've seen few people do it that way
If your mesh is properly UV mapped it doesnt matter, it should be working
Maybe the material in blender has different scale / offset
So the 1 / 1 in Unity looks off
Oh yea you could show the material in blender's shader editor too
So wait a minute
I am starting over the modeling process. It's okay to make separate models? I thought you had to make EVERYTHING in your model using one mesh
It's okay to have separated pieces
Yea, you can export multiple meshes in one fbx or whatever. But I do recommend combining them at the end if they make up one solid object (like the foot of table + the table for example). Just export them with different materials applied if you want the ability to assign unique ones to each of the pieces in Unity.
Of course, the absolute best is to have them all use the same material and textures. Just mapping them out.
Geometry does not have to be continuous and a mesh asset can contain multiple mesh objects
If it's for promo you could either render in a rendering software or create a scene in unity specific for that. Then bump all the quality settings to max and such
Not forgetting to use hero assets if available
It seems like the 2021 beta is breaking all material files for most all assets in the store? (even the Starter Assets pack made by Unity that's just a month old)...
Is this something... to worry about?
It looks like I can import a project into 2020, export assets as a custom package, then import into a 2021 project and the materials will work properly.
This must just be a temporary thing (or maybe I'm stumbling over myself). I'd love to hear if anyone out there is having similar experiences.
I tried 2021.2 for the first time today with the new Cinematic Studio sample, and all the materials seemed to reimport correctly - it even had to do the whole 'These were made with an older version of HDRP and need to be converted" thing
That's the only experience I have with it, but it seemed to be fine
hm, maybe I've just had a couple flukes, thank you for sharing
Welcome. I might've gotten lucky too. I've been sticking with 2020 LTS for my main project so far, but pondering the jump
I'd recommend it, but I do think there's something going on here with material files... be careful with backups before upgrading
Yeah, I have local and remote backups, AND actual version control 🙂
The only way to get an Apple Silicon native editor is 2021.2+, which is my main incentive. I've been afraid of problems with various assets though because they don't seem to test on it as much yet.
But man, the slow translated editor is killing me
yeah, I kind of feel like testing a little bit crowd sourced
but, overall I think 2021 has a lot more verified bug fixes than new hidden bugs, haha
It did seem pretty solid. I don't think I encoutered any bugs as I worked through the course on the sample project
And man, the speed was soooo much better. If they get burst working soon I probably won't be able to make excuses not to move to it anymore
Materials broken how? Iirc the starter package materials need to be converted to your respective rendering pipeline regardless of editor version
If you're not on built-in
drops albedo input (but holds onto normal and metalic), I think it will uncheck transparencies, for URP
I'm probably just doing something foolish if no one else has experienced this
Yes, but it's more performant to combine into bigger meshes than have thousands of smaller meshes when you could just combine them. Can also be done with batching of course
Got a question guys, How would I UV unwrap difficult models CORRECTLY? Don't get me wrong, I would LOVE to hand texture every one of my models (seriously) but what's stopping me is that I don't know how to UV unwrap properly
uv unwrapping is a skill in of itself, my advice would be to go through tutorials and get familiar with the unwrapping tools available to you in blender (assuming you're using blender) the rest is just practice
Ok let me ask you this. Would it be better, lets say a chalkboard for example, to make the legs seperate, and the actual board separate from the other part that holds the board up, or join them together?
chalkboards have legs? 🤔
ok. Sorry for asking, I just wanna hand texture my models, I'm just not that good at UV unwrapping
Wont joining them mess up the UV unwrap?
or the textures?
So I've got a Roof Cloth which can only been seen from the top not the bottom. How do I fix this?
i think its due to normals and stuff
normals?
and maybe
ys
I'm confused
Wait, I don't think it was from blender
then
I'm still trying to find the fbx file
ok
then look from the side u want to see
red ones are bad blues are good
lol
Remind me again, where's overlays?
Didn't work
slect the roofs
roof cloths
i mean the red bois
try flipping normals
cause frick red bois
Doesn't work either
wht happens
Nothing
It's not
Oh well that was dumb of me
It has worked and now I know I need to spend more time learning Blender 😂
Fair enough
turn on backface culling in blender to see how model will look in unty
One sec, getting these meshes to flip is tiring
lol
Backface culling didn't do anything?
Good to hear
Not to do the same thing over and over for about 2 hours, wish me luck!
Oh one question, how do you extend a already made mesh?
Extruding only extends the mesh lines. But doesn't add to it
I want it to be double sided? If you know what I mean?
Like this where it has two sides?
I was tempted to do Ctrl+C, Ctrl+V then flip it
Wait...
I'm being more stupider by the second
I need to Extrude the faces right'?
yes
Gotcha, another hour...
u tried to do edge exrtrude i guess
Yeah
@lapis jolt I have this problem when I import a FBX file into unity it changes the area in which it was?
Before
After
It's like Blender doesn't save the correct positioning for anything
both looks same to me
Look for this in both pictures
@lapis jolt? Any ideas?
Apply the position.
blenderr ctrl + a
apply transformation or position or smthing
No same issue
applied transformation?
also while exporting from blender tick apply transform option
unit not recquired that much
export selct fbx
selct the otems u wann a export 1st
then go to export fbx
tick limit to selected items
apply transformation
bamm
I don't think I want to touch that again
Ikr
🥺 poor guy
try to select all
if your pc handles that very cool
or just manually adjust chnaged positions in unity
It's definitely something to do with Blender because I imported it then just exported it straight away and still had the same effect
didi u download thgat model from somehwere
The whole model? No
Yes and no, some of it I made. Some of it I didn't
just try doing this
ok
a to selct all btw
delete light and camer and all
not required
It's a masterpiece
With this applied
Even that
1st do this
then this
okk
then apply rotation
before transform
ctrl a location rotation transform scale apply everyhting
4 th option
Okay, so it's going well apart from the 90 degree rotation
then apply rotation before appling transforms
How?
In Transform?
2nd option
noice
Not nice haha
do apply transform 1st
then everthing will be normal position except 90degree roattion
selct 90degree ones
r axis 90
problem solved
r axis?
So it's the right rotation but wrong place
Ah okay
Do you think you could fix it if I send you my unity project and blender file?
Cause from my point of view you know more than I do haha
lol
And I want this to work because it will save me a ton of time 😂
im just a 15yr kid that tries every keyboard shortcut heh
haha
hello, i am new to blender can someone help me?
when i tried to resize this sphere it turns into a a capsule type shape
there should be a key you hold down that constrains its dimensions
like shift
Can someone help me with a problem im having? Its my first time making assets for unity and im having some trouble.
I have exported my fbx and textures separately out of blender. When i bring the fbx into unity and place it in the scene the textures work.
What i have noticed is that in the project assets it shows the model on its side and in the editor it rotates it -90 so that its upright.
Also some child objects are stretched in a weird way and get worse when rotated. I am not using apply rotation as when i bring the objects into unity some child objects are missing.
Here are the pictures showing what i mean. Sorry if this is the wrong place to post this.
Oh ok thanks
@ripe valley the 'on its side' thing is because blender and unity use different axis for 'up.' The distorted rotations usually are due to an object being the child of a non uniformly scaled transform.
so i should apply scale in blender?
The scale of the child is applied in the object space of the parent.
And yes, you should apply all scales before export if you can.
ok i can apply the scales, but im not sure what you meant by "The scale of the child is applied in the object space of the parent."
I have manually applied the scale in the context menu but when i tick apply scale in the export menu it makes the children objects really small and distorted
if i untick it, it works but then its on its side
Think I’ve done something wrong…