#🔀┃art-asset-workflow

1 messages · Page 66 of 1

glad jewel
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by render face, you probably mean cull-off or double sided rendering. The default particle shader has both options (cutout & double sided)

wooden fern
glad jewel
# wooden fern 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

glad jewel
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In this case alphatest/cutout seems to be called alpha clipping

wooden fern
glad jewel
misty lantern
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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

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Unity has the old-style vertex lighting but it's a little bit hidden

misty lantern
wooden fern
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@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

misty lantern
wooden fern
inner flax
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whats the name of the google service that has a ton of free models

outer halo
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Google Poly, which has been shut down.

inner flax
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is there an alternative

feral cloud
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Blender

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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.

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And it doesn't take much time to learn how to create low poly assets, worst case scenario

misty lantern
misty lantern
feral cloud
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Or just make it

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3d modeling isnt particularly complicated if you are making stuff for yourself

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Substance painter givrs you a lot of power and resources

marsh summit
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It's worth learning the skill anyway.

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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

ruby dune
# inner flax is there an alternative

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)

umbral verge
#

Hello, is there a way to open all the empty hierarchy at once please?

lapis jolt
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many free models are there but all arent free

feral cloud
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Seriously, it's freaking easy and blazing fast to make low poly to mid poly models

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To just use free models online is very lazy.

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And sure, you could find very nice free assets online. But chances are the art direction will be a complete incoherent mess.

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And if you work smart you can step it up a bit a go for high poly + bake

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To get a high poly all you need to do is add a few extra support loops here and there

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It takes a few minutes to do UV maps. You even save time if you mirror parts of the mesh.

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And it takes a few minutes, if you already have the Substances in your library, to paint a 3D prop with Substance Painter.

misty lantern
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Making shapes is only 10% of the process
90% is trying to get the right shapes out from the program

feral cloud
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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.

misty lantern
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Keyword is "long time"
I know its quirks now too, after some years

feral cloud
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In fact, I compiled a list of most essentials 3d modeling operations that someone needs to know in Blender to get things done.

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Blender can be learned in a few minutes.

misty lantern
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Hahaha

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I mean it's possible you're a savant of some sort

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Or you had a background in 3D arts before learning blender

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Or both!

feral cloud
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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

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All the hot keys, the operations, etc. It's all there

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It's a roadmap.

misty lantern
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Well, knowing the fundamentals of 3D goes a loong way

feral cloud
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It's all the same

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3ds max, modo, maya, blender

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just different keys

misty lantern
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A beginner isn't going to know any of it

feral cloud
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Which is why I use gifs to explain 3d modeling operations

misty lantern
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You already know what operations you want to use because the workflow is ingrained into your brain

feral cloud
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Because 3D modeling is very natural and logical

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face, extrude, inset, extend

misty lantern
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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++

feral cloud
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lol...

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You do know that some of us do it all, right?

misty lantern
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Sure
Like we do

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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

feral cloud
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I agree. But everyone needs to get started somewhere. And everyone makes it look 300% more complicated than it really is

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Artist, at some point in their career, would even strongly benefit from learning how to code to build their own custom scripts or tools.

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Disciplines must be combined at some point to create an even stronger discipline

misty lantern
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None of this is relevant to how tone deaf it is to tell a programmer to "just make your own models, it's easy"

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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"?

feral cloud
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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.

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The really difficult aspects of 3d art is design, Sub-D modeling and advanced 3d sculpting

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Low poly modeling is fairly simple.

misty lantern
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Do you mean formal 3D education?

feral cloud
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Yes. Trained by industry vets.

misty lantern
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Well that's quite the significant advantage compared to the average person don't you think

feral cloud
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In school programs designed by game companies

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Yes and no.

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You can learn everything online these days

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I just wanted the paper

misty lantern
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I'm surprised this isn't convincing you my point about being out of touch

feral cloud
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I knew how to model before I enrolled

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Self-taught

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However, I didn't know about the existence of zbrush

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Or texturing

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And Substance came out when we were still using the old workflow

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Spec/Glossiness

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And photoshop

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Substance Designer and Painter made texturing easy

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If you have a mentor or a proper Wiki anyone can learn 3d modeling blazing fast

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You need to understand the workflow, asset creation

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Blender -> Substance Painter

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Fairly simple and straight forward learning

misty lantern
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You're making less sense as we go on, who's going to have a mentor?

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Docs are useful if you already know what you're looking for

feral cloud
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BLENDER
High poly -> Low Poly -> Uving

Substance painter
Baking -> texturing

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You are on Discord

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Mentors everywhere

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You like some artists on Youtube or else? Text them

misty lantern
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Ah, you don't mean like a real mentorship

feral cloud
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We learn from others. You don't need a second mom at home to do that

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Just ask around

misty lantern
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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

feral cloud
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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.

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That's the ladder

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🪜

misty lantern
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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

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It isn't a practical option for everyone

feral cloud
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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.

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It has never been easier to learn 3d

misty lantern
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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

feral cloud
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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

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More like in less than 2 hours

misty lantern
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You were watching people who were taught by the industry professionals
And/or who had an unknown amount of grind behind them

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It's not comparable at all

feral cloud
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They were taught to push buttons

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Like any tutorial

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Trust me. There was nothing special in those courses

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Just learn the app

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The only useful thing that we learned from industry vets were the workflow and terminology

misty lantern
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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

feral cloud
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But like I said.
I learned 3d modeling by myself

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Before going to college

misty lantern
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In a day?

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And it was "easy"?

feral cloud
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Yes it was easy.

misty lantern
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Congratulations you are probably a savant

feral cloud
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And of course it took me more time to learn, because in my days there were no tutorials

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Hell, we didnt even have a content browser in our game engines

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Try to make a map without seeing what props XXX long name is

misty lantern
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Wait, did it take a day or longer?

feral cloud
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Dude the point is simple

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Learn 3D 20 years ago
Learn 3D now isnt the same

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Learn 3D from people like me now...
You learn in a day

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Like I said. it has never been easier to learn 3d

misty lantern
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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

feral cloud
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And Im telling you. It has been done before.

misty lantern
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If you're looking for tutorials on your own, you won't even know if it'll be useful for video game asset creation

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3/5 tutorials for the right thing teach it the wrong way

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You see an issue but you won't know what to search for because you don't know what it's called

feral cloud
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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

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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.

misty lantern
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You obviously have no idea what kind of a swamp it is to learn 3D without your industry vets

feral cloud
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You don't need industry vets

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Could be any knowledgeable person on Discord

misty lantern
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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

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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

feral cloud
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Hey what is the workflow for games?

BLENDER

  1. High poly model
  2. Low poly
  3. UVing

And then...

SUBSTANCE PAINTER

  1. Baking
  2. Texturing

How hard was this? Probably saved someone days of research in one post.

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You want to learn fast?
Ask around where the learning resources and communities are

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To jump blindly into an app is the worst possible approach to learning

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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

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No excuse whatsoever

misty lantern
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You're not willing to admit even a little bit that learning this profession is a big undertaking?

feral cloud
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Create cube, select face, extrude
Was that hard?

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Let's do more

misty lantern
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Not only are you out of touch, you're willingly and proudly out of touch

outer halo
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You've officially met, who I assume was Skilljitsu. They're like this. Just move on and don't try to argue.

feral cloud
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Yes. That's me. Just rebranded, because I do appreciate useful feedback.

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@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.

misty lantern
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Sorry, I've had very practical problems because of educators who absolutely refuse to relate to beginners or their challenges

feral cloud
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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.

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And I agree with you.

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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.

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So you say vets helped us learn 3d?

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no, they didnt

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They just gave us a roadmap that was already available online

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Their Wiki

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It's been there for decades now.

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Thankfully, this Discord exists.

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A a few others

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New comers can come here and ask how to do 3D and they get answers fast

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And links to useful learning resources

tribal ravine
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Hey where do you guys look for skyboxes?

frigid island
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anyone know why rigify is making praying mantis arms?

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metarig (right) seems fine

misty lantern
tribal ravine
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Also is there anyway you can assign materials to specific faces in unity?

misty lantern
errant plover
feral cloud
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Indeed

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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.

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So everyone needs to learn a bit of level design, a bit of 3d modeling and a bit of 3d animation

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And then they have a full year to focus on their specialty.

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And that makes it easier for them, later to communicate with each other.
Because they understand a bit better the worlds they live in

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And what their challenges might be

tribal ravine
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i wish i could just make the materials in blender and then automatically import them into unity with the whole object

misty lantern
tribal ravine
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Yeah but how would i import those materials in unity

misty lantern
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They should import as normal? The slots for materials should appear the same way in unity as they do in blender

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Similarly, anyway

misty lantern
tribal ravine
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Whats the best way to do it tho?

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like the proper way that everyone uses

misty lantern
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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

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But that's not related to material slots, if those are still missing for you

sinful night
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Hey, when I import 3d models form blender to unity, they appear transparent

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any idea why this is?

errant plover
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This question is asked 10 times a day. Recalculate the normals to outside.

outer halo
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We probably should make a pinned tutorial about that. 🤔

sinful night
errant plover
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Not to say you are annoying. I mean its a very common issue. Easy fix.

feral cloud
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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
misty lantern
minor horizon
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yeah, i just don't know what channel to put it in. i do all my stuff in 3-d so...

misty lantern
minor horizon
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ok, thank you

tropic zenith
pastel steppe
modest rapids
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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.

modest rapids
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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?

sullen plank
rapid echo
karmic ivyBOT
obtuse oyster
maiden charm
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Guys how to make model in unity look more like it was in blender?

outer halo
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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.

maiden charm
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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?

eager mist
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How many triangles should tree have not to slow down the game?

balmy bough
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Pow, you are dead

balmy bough
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i gave him a Bruin

tribal ravine
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hey guys what resolution Textures should i be downloading?

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im doing VR dev so im guessing less?

tribal ravine
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Hey do you guys have any advice on how i could create like a concept art for an enviroment in a scene?

empty marlin
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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

misty lantern
sullen plank
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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.

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Could try welding overlapping points and then running faces normalization. Might need manual fixes as well though

empty marlin
empty marlin
frigid island
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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

faint mortar
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It's still pretty good

spark vigil
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hey for models when using riggify addon in blender what to do for smooth animation when exporting to unity?

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any particular setup to follow?

tribal ravine
neat field
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@sullen plank scam up there

sullen plank
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!ban 570106889606791186 Scam.

lilac edgeBOT
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dynoSuccess Alabaster1#8709 was banned

sinful tendon
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Is there a way to unjoin objects in blender

misty lantern
sinful tendon
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thx

sinful tendon
misty lantern
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Are you sure you're in edit mode

sinful tendon
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thx thx

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How can I lower the face amount its kinda big lmao

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12k bad for unity

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12k faces

sinful tendon
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How do I draw pupils, I tried everything

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in blender

sinful tendon
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why isn't it letting me painttt

harsh dagger
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Probably not properly UV mapped

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You can easily paint the pupils in a texture

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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.

thorn crescent
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Hello. for making a level, should I do modular for unity or create a whole level in maya and then import

sinful tendon
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now what is that

sinful tendon
harsh dagger
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That depends a lot on the type of game you are making, though.

thorn crescent
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Is it better to make the whole level in maya and then export it to unity

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Or, make modular assets, export it to unity and then design a level

tranquil crystal
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hey y'all

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anyone into procedural mesh?

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before i attempt and waste my time on this, im wondering if mesh.SetVertices(Native#) is slower than mesh.SetVertexBuffer?

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i mean, im going to try the SetVertexBuffer method. SetVertices seems to take up the most time

autumn python
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@eager mist what does the texture look like, and what is the model you're trying to apply it to

eager mist
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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

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thisn is the texture

autumn python
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Ah, I would recommend ProBuilder for that

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ProBuilder's UVs automatically tile as you increase the size of your object

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Here's how you can easily create levels in Unity using ProBuilder!

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eager mist
autumn python
#

ProBuilder is free!

eager mist
autumn python
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Watch the video I posted 😄

eager mist
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I cant find progrids

gleaming scroll
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Looking for artists to collaborate with!

eager mist
eager mist
placid zealot
wraith hare
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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

misty lantern
meager pike
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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:

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Yet, I realized this is using like 200k verts, and a ton of tris. Is there a way to optimize this?

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i go from 130k tris, to 3k tris with the fences turned off.

eager mist
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@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.

eager mist
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So you need to get a tiling chain link texture and uv unwrap a quad onto it.

meager pike
eager mist
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It's a chain link fence, right?

meager pike
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Yes just like in picture

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Even slight variation is fine

eager mist
meager pike
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It's mobile, so quality is fairly low.

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Yeah

eager mist
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Like that?

meager pike
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Like a ski fence

eager mist
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Yeah.

meager pike
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but yeaa

eager mist
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Always done with a texture.

meager pike
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ski*

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hm

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Ok seems common, i'll look into it then.

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Thanks mate.

misty lantern
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Ski fences are too thin to practically make them with geometry

meager pike
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What I have just isn't going to work for 60fps mobile.

meager pike
misty lantern
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Just one face with a fence alpha mask texture, with alpha clipping to control the transparency so there won't even be overdraw

meager pike
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Trying to see if i can just find a chain link texture and slap that on a cube or something

misty lantern
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Nodes don't carry over to unity so they're not hugely important in your case

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But the concept is the same over there

meager pike
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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?

misty lantern
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Sure

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something like this as an alpha mask
but not copyrighted like this one

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Ski fences seem to be hexagonal or square shaped grids

meager pike
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I'm testing right now with:

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But eh

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Trying to read into alpha mask, because if i could "hide" the cube, it would be perfect.

misty lantern
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Once you have an alpha mask working right, the material needs to be "opaque" with "alpha clipping" enabled

meager pike
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Just about perfect, just need to hide the black:

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Which is the cube *

misty lantern
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That's what alpha mask + clip does

meager pike
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But now, I need the length of this times like 100

misty lantern
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That's where tiling settings of the material come in
Or UV mapping of the model

meager pike
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Totally forgot about tiling, I think this should work. I'll post with performance update momentarily. Thanks for the input @misty lantern

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@misty lantern It's not bad for quick set up, but I can't seem to increase the visual distance.

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The fence goes all the way down, but you can't tell until you move down the hill more and then it continually appears.

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Figured out how to solve that but now the fence is so faded.. hmm

misty lantern
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I'm not entirely sure what the fix would be

meager pike
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Ok. I mean I suppose this works for a little mobile game. I value 60fps over aesthetics for this project.

misty lantern
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How'd you solve the disappearing issue

meager pike
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Well it's just very faint but it it

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It's no longer completely missing like the first pic

misty lantern
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You could try changing mip map filtering from Box to Kaiser

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and try the Preserve Coverage and Alpha Cutoff Value options

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They seem to be specifically for the situation that alpha masked textures get softened out of existence

meager pike
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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:

misty lantern
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this here
it's cut off by the box

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Surface type transparent works, but opaque with alpha clipping performs better
And should cause less visual glitches

meager pike
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ok messing with it..

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With opaque that's when i get issues

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of it cutting out

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Looks better, but then it's a block further

meager pike
misty lantern
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It's unlikely that it's going to look perfect, due to limitations how mipmapping works

verbal sparrow
#

hey does anyone wanna be the head 3D Modeller on a dev team?

#

do u wanna start a dev team?

errant plover
#

How many heads would I have to model?

meager pike
meager pike
turbid kayak
#

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?

sly raft
#

enemy model wip

zinc pilot
#

made in blender for fun

#

dont mind the noise

#

except for the ships textures everything else is mine

eager mist
#

how can i import this

#

i tried importing but its just a cube

glacial vector
glacial vector
#

Yes

misty lantern
#

Baking the procedural texture into an image texture works too

lapis jolt
#

make that an image texture

dapper spade
#

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

raw palm
#

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.

dapper spade
#

show some screenshots.. preferably from both unity and blender

raw palm
#

this is the rotation in Unity

#

here's in blender

dapper spade
#

just rotate its transform?

raw palm
#

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

dapper spade
#

so did you export it properly?

#

after changing the rotation

raw palm
#

i don't know..?

dapper spade
#

okay so you changed its rotation in blender and did what?

#

exported it?

#

saved it?

raw palm
#

yup

dapper spade
#

which one ;-;

raw palm
#

i changed the rotation and exported it

outer halo
#

Make sure you apply the rotation in blender as well.

raw palm
#

i changed the rotation in here

#

is this not the way to apply rotation?

dapper spade
#

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...

raw palm
#

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

dapper spade
#

does you knife have any bones?

raw palm
#

no

misty lantern
#

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

dapper spade
#

or just edit the mesh, press A and rotate it with R?

turbid wedge
#

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

sly raft
#

can someone help me with this

raw palm
#

alright so it works fine with empty game object

split timber
#

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

split timber
#

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

misty lantern
#

what does that part look on the UV map

split timber
#

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??

misty lantern
#

This isn't much info about the mesh, but I would guess it's a very normal case of UV bleeding

split timber
#

this is about how big the uv is though, is that not enough space?

misty lantern
#

Can you show a picture with the UV islands visible

split timber
#

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

misty lantern
#

That's what I would've tried as a solution too 🤔

#

Sure there's no edges or such in the black area?

split timber
#

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

glacial vector
fiery patio
#

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?

dapper spade
#

anything you buy from the asset store can be used commercially as far as I know

fleet granite
#

hi guys

#

me need help

#

Video Tutorial

#

I press S and why is it so stretched on the video in width because of what is it?

outer halo
#

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.

frigid kite
#

what is the best format Unity can use for 3D models with animation?

frigid kite
#

thanks osteel

frigid kite
#

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?

lime pollen
frigid kite
#

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;

frigid kite
#

sorry wrong channel

fleet granite
#

hi guys

#

I have it stretching like this with G + E on the video differently, what could be the problem?

spark vigil
#

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?

simple sonnet
jaunty violet
#

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.

misty lantern
#

Otherwise I'm curious what kind of polycount and filesize the problematic models have

solid iris
#

can some one help me with blender 3D animation?

severe summit
#

does anyone have a copy of maya autodesk that can help me? i need someone to convert a .mb file to a .fbx file?

lapis jolt
#

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\

lapis jolt
#

i think i can use this in a non commercial way

rapid echo
whole crow
#

how do i undo / see which one it means?

wide quiver
#

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?

misty lantern
#

Edges that perfectly overlap other edges are the worst offenders in my experience
They are often created if you erroneously cancel an extrusion operation

glacial vector
wide quiver
#

can't tile the texture

misty lantern
wide quiver
#

these are large rock sculpts

glacial vector
#

Why can't you tile a rock texture

misty lantern
#

🤔

wide quiver
#

how do you bake normals from high poly model to low poly model with tiling?

misty lantern
#

I suspect you may want to look into detail maps

glacial vector
#

You can't bake

#

With huge assets you can't work with unique unwraps

wide quiver
#

okay

misty lantern
#

Well, you can

#

If you keep the resolution low enough

#

The detail maps are still doing the heavy lifting though

wide quiver
#

how performance heavy are those?

glacial vector
#

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

misty lantern
#

Detail mask is a nice trick too, though not always needed

wide quiver
#

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

misty lantern
#

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

wide quiver
misty lantern
#

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

wide quiver
#

alright thanks a lot guys

obsidian moon
#

can i get some constructive criticism on my vector model please 🙂

misty lantern
obsidian moon
misty lantern
#

oh wait my mistake, third is auto smoothed, not weighted normals

#

this one is with weighted normals

#

probably the most "realistic" technique

obsidian moon
#

Oh ok, is it just a modifier?

misty lantern
#

You can also make them manually wit Set From Faces normal operation

twin stone
#

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

obsidian moon
#

Do you mean hide it? You just click the eye next to it in the hierarchy

#

Or delete it

twin stone
#

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

obsidian moon
#

Oh you mean get rid of the sand on top of the cube foundation?

twin stone
#

yep

obsidian moon
#

You can either move the vertices or use a Boolean modifier to carve the sand away I think

twin stone
#

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!

obsidian moon
#

np if it doesn’t work ask again I’m not the best at blender lol

spring pewter
#

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

obsidian moon
#

any other constructive criticism (scroll up to see before)

misty lantern
#

Though the barrel and some screws are flat shaded still? Not sure what's going on there

#

Normals can be confusing

indigo barn
#

Does anyone know what program this is made in?

outer halo
indigo barn
#

Oh ok

#

Thanks

distant summit
#

I use 2.79b

eager mist
#

@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?

thorny wasp
#

I know -100 about 3D modelling

eager mist
#

ah ok

eager mist
#

i needed to turn it up

livid salmon
#

@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

modest rapids
#

I meant try asking here, not try pinging me here ._.

#

I also already answered this

#

sdfjaakjsdf imma' go make dinner

livid salmon
#

Alright, cya

spring pewter
eager mist
eager mist
modest rapids
#

@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

simple sonnet
#

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?

misty lantern
simple sonnet
quiet thunder
#

my first sculpt with blender

spark vigil
hot atlas
#

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)

eager mist
#

just any kind of animation

hot atlas
eager mist
#

any rigidbodies?

#

and is it on a ui layer?

hot atlas
#

no i have no rigidbodies (not on the object atleast)

eager mist
#

hmmm

#

im lost man

#

maybe attach a rigidbody and set it to is kenimatic true and gravity off

#

@hot atlas

hot atlas
#

ye ill try it now

eager mist
#

yeah idk

#

what is the issue exactly, like a slide or an instant movement

hot atlas
#

its just slowly sliding down to the right

eager mist
#

wym by DOWN to the right

#

like a diagonal

hot atlas
#

ye

eager mist
#

like it isnt colliding with anything and just going on your screen or what

#

send a pic of what your thing looks like

hot atlas
#

i could send a video to

eager mist
eager mist
hot atlas
eager mist
#

thats weird

#

and it does that on start infinitely?

hot atlas
eager mist
#

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

hot atlas
#

ok

simple sonnet
eager mist
simple sonnet
#

It does

hot atlas
eager mist
eager mist
hot atlas
eager mist
#

is it named different than the first one in any way?

#

you may have something messing with the object based on its name

hot atlas
#

ye it just has a (1) at the end cuz i just did copy paste

hot atlas
simple sonnet
eager mist
#

no

eager mist
#

ive found unity doesnt like things named the same name too

simple sonnet
#

Oh lol, my bad. I didn't look close enough. Looked like it was inside it there

eager mist
#

lol its alr

hot atlas
eager mist
#

hmmm

#

maybe it was a referenced object in another script IDK

#

lol

#

its sus

hot atlas
#

anyways thank you for the help :D

eager mist
#

np

#

my first time helping somone lol

#

well i have tutored and taught ppl before but never helped

bold basin
#

guys my brother has an interview tomorrow 3d artist (textures) what kind of questions should he anticipate

eager mist
#

robot from danis games

arctic oxide
#

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

eager mist
arctic oxide
#

i normally export in fbx

#

i triend normal blender save too

eager mist
arctic oxide
#

i normally just program and have bad graphics but i was like i can try so i dont have much experience in doing graphics

arctic oxide
eager mist
#

do you have a material on there

arctic oxide
#

no

eager mist
#

add one and see if that works

arctic oxide
#

its made in hdrp could that be a problem?

eager mist
arctic oxide
simple sonnet
# arctic oxide it didnt

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

arctic oxide
#

someone answered to me on blender discord

hollow leaf
#

Could somebody let me know where i can learn blender properly

simple sonnet
hollow leaf
simple sonnet
eager mist
#

question: my guy doesnt go pew pew it goes brrrrrr for some reason

#

even though its not a question

neon hazel
#

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

eager mist
neon hazel
eager mist
#

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

neon hazel
eager mist
#

Did ot work?

#

@nuo

#

@neon hazel ?

neon hazel
eager mist
#

Yeah

neon hazel
#

Only downside I guess is that it will take up a bit more space though :d

eager mist
#

Try making different mats first then duplicate the txtur

neon hazel
#

Yeah, I need to get the original texture again since I overwrote it lol

eager mist
#

Lol

neon hazel
eager mist
#

Dm me if it works

#

Or if h need more help

distant hearth
#

I've made this much of a raccoon in Dust3d. Is making keyframes / aniumating in unity easy?

#

idk what to do next tbh

lime pollen
distant hearth
#

of limbs etc

#

so if that's done it's good to import? any specific file types or whatever?

lime pollen
#

animating in unity is somewhat annoying, you want to do that in blender or something

distant hearth
eager mist
#

How to make those neon red light Effects?

lapis jolt
#

simple

#

go to unity

#

create new matterial

#

crank up the emmison map intensity

#

works in urp and not in normal 3d btw

#

^^^^^^^^^

#

@eager mist

eager mist
lapis jolt
#

no

#

unity has its own technique for glass glow etc

#

creating it in blender will lead to many problems

outer halo
#

You need to use post processing, bloom. The material has to use emission as well.

lapis jolt
#

^^^^^

eager mist
#

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?

harsh dagger
#

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

eager mist
#

Well I UV unwrap in Blender and do all my texturing in photoshop

eager mist
misty lantern
misty lantern
eager mist
#

where is that option?

harsh dagger
#

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

eager mist
#

i mean yeah

#

but i dont see a "generate uvs" option

misty lantern
#

Oh, got my terms mixed up

#

The UV generation is only for lightmaps

eager mist
#

Pls help

#

the uvs are once again fine in Blender

#

so its not the model

harsh dagger
#

Both textures look different, though

#

The yellow is much bigger on the texture below

misty lantern
#

Zoomed in, likely

eager mist
#

Yeah the Blender one is the correct one

#

the Unity one is messed up

harsh dagger
#

Did you make sure you saved the mesh and re-exported it?

eager mist
#

yes

harsh dagger
#

Are you exporting as FBX?

misty lantern
#

Applied transforms? Do you have modifiers or multiple UV channels?

eager mist
#

no multiple UVs, no modifiers

#

Yes exporting as FBX

misty lantern
#

Can't think of anything else off the top of my head
I haven't had to troubleshoot this kind of issue before

eager mist
#

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

harsh dagger
#

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

misty lantern
#

Oh yea you could show the material in blender's shader editor too

eager mist
#

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

harsh dagger
#

It's okay to have separated pieces

simple sonnet
#

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.

misty lantern
#

Geometry does not have to be continuous and a mesh asset can contain multiple mesh objects

harsh dagger
#

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

modest rapids
#

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.

brave ravine
#

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

modest rapids
#

hm, maybe I've just had a couple flukes, thank you for sharing

brave ravine
#

Welcome. I might've gotten lucky too. I've been sticking with 2020 LTS for my main project so far, but pondering the jump

modest rapids
#

I'd recommend it, but I do think there's something going on here with material files... be careful with backups before upgrading

brave ravine
#

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

modest rapids
#

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

brave ravine
#

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

misty lantern
#

If you're not on built-in

modest rapids
#

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

simple sonnet
dire ermine
eager mist
#

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

lime pollen
eager mist
lime pollen
#

chalkboards have legs? 🤔

eager mist
#

Well the portable ones

#

yes

lime pollen
#

oh ok

#

probably separate then

#

then join them for the final export

eager mist
#

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?

lime pollen
#

not if you keep the maps separate

#

completely up to you how you do that though

livid salmon
#

So I've got a Roof Cloth which can only been seen from the top not the bottom. How do I fix this?

lapis jolt
#

did u export from blender

#

?

lapis jolt
livid salmon
#

normals?

livid salmon
lapis jolt
livid salmon
#

I'm confused

lapis jolt
#

go to overlays in blender

#

turn on face orientation

livid salmon
#

Wait, I don't think it was from blender

lapis jolt
#

then

livid salmon
#

I'm still trying to find the fbx file

lapis jolt
#

ok

lapis jolt
#

red ones are bad blues are good

livid salmon
#

Okay, got it one sec

#

Blender is not working with me 😂

lapis jolt
#

lol

livid salmon
#

Remind me again, where's overlays?

lapis jolt
#

in blender

#

top

#

idk about other softwares

livid salmon
#

Okay, so the bottom side is red

#

I love how the other side of the wall is all red 😂

lapis jolt
#

selct the red parts

#

alt+n flip

livid salmon
#

Didn't work

lapis jolt
#

or just selct entire mesh

#

alt+n recalculate outdide

#

outside

livid salmon
#

Alt+N doesn't do anything?

lapis jolt
#

slect the roofs

#

roof cloths

#

i mean the red bois

#

try flipping normals

#

cause frick red bois

livid salmon
#

Doesn't work either

lapis jolt
#

wht happens

livid salmon
#

Nothing

lapis jolt
#

is backface cu;lling on

#

?

lilac edgeBOT
#
Hex

#FF0000

RGB

255, 0, 0

livid salmon
#

It's not

lapis jolt
#

ok

#

are you looking from the side u will look in game

lapis jolt
#

go to edit mode

lilac edgeBOT
livid salmon
#

Oh well that was dumb of me

lapis jolt
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👍

livid salmon
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It has worked and now I know I need to spend more time learning Blender 😂

lapis jolt
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its problem that blender works without backface culling

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but unity uses it

livid salmon
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Fair enough

lapis jolt
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turn on backface culling in blender to see how model will look in unty

livid salmon
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One sec, getting these meshes to flip is tiring

lapis jolt
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lol

livid salmon
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Backface culling didn't do anything?

lapis jolt
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then ur normals are fine\

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or faces are correctly oriiented

livid salmon
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Good to hear

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Not to do the same thing over and over for about 2 hours, wish me luck!

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Oh one question, how do you extend a already made mesh?

lapis jolt
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like extrude/

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didnt undeerstand

livid salmon
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Extruding only extends the mesh lines. But doesn't add to it

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I want it to be double sided? If you know what I mean?

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Like this where it has two sides?

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I was tempted to do Ctrl+C, Ctrl+V then flip it

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Wait...

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I'm being more stupider by the second

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I need to Extrude the faces right'?

lapis jolt
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yes

livid salmon
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Gotcha, another hour...

lapis jolt
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u tried to do edge exrtrude i guess

livid salmon
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Yeah

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@lapis jolt I have this problem when I import a FBX file into unity it changes the area in which it was?

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Before

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It's like Blender doesn't save the correct positioning for anything

lapis jolt
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both looks same to me

livid salmon
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Look for this in both pictures

livid salmon
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@lapis jolt? Any ideas?

errant plover
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Apply the position.

lapis jolt
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apply transformation or position or smthing

livid salmon
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No same issue

lapis jolt
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also while exporting from blender tick apply transform option

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unit not recquired that much

livid salmon
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Um, I don't get those options

lapis jolt
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export selct fbx

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selct the otems u wann a export 1st

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then go to export fbx

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tick limit to selected items

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apply transformation

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bamm

livid salmon
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I don't think I want to touch that again

lapis jolt
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omg

livid salmon
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Ikr

lapis jolt
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🥺 poor guy

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try to select all

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if your pc handles that very cool

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or just manually adjust chnaged positions in unity

livid salmon
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It's definitely something to do with Blender because I imported it then just exported it straight away and still had the same effect

lapis jolt
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didi u download thgat model from somehwere

livid salmon
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The whole model? No

lapis jolt
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very cool

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u made it

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?

livid salmon
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Yes and no, some of it I made. Some of it I didn't

lapis jolt
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ok

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a to selct all btw

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delete light and camer and all

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not required

livid salmon
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It's a masterpiece

livid salmon
lapis jolt
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haha

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ctrl a transform?

livid salmon
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Even that

lapis jolt
lapis jolt
lapis jolt
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then apply rotation

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before transform

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ctrl a location rotation transform scale apply everyhting

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4 th option

livid salmon
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Okay, so it's going well apart from the 90 degree rotation

lapis jolt
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then apply rotation before appling transforms

livid salmon
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How?

lapis jolt
livid salmon
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In Transform?

lapis jolt
livid salmon
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Ah

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Nope

lapis jolt
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noice

livid salmon
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Not nice haha

lapis jolt
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do apply transform 1st

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then everthing will be normal position except 90degree roattion

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selct 90degree ones

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r axis 90

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problem solved

livid salmon
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r axis?

lapis jolt
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r for rotate

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axis for the axis around which to rotate

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or just dm me model

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hehe

livid salmon
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So it's the right rotation but wrong place

lapis jolt
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i will do trasnfroms and send ya

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hmm

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im in class rn

livid salmon
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Ah okay

lapis jolt
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physics

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i will brb

livid salmon
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Do you think you could fix it if I send you my unity project and blender file?

lapis jolt
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👍

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dm me

livid salmon
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Cause from my point of view you know more than I do haha

lapis jolt
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lol

livid salmon
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And I want this to work because it will save me a ton of time 😂

lapis jolt
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im just a 15yr kid that tries every keyboard shortcut heh

livid salmon
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haha

lapis jolt
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also send .blend fil;e

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i will check after class over ok

livid salmon
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Okay sure

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Thanks!

eager mist
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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

tulip fractal
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like shift

ripe valley
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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.

fluid oak
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@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.

ripe valley
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so i should apply scale in blender?

fluid oak
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The scale of the child is applied in the object space of the parent.

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And yes, you should apply all scales before export if you can.

ripe valley
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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."

ripe valley
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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

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if i untick it, it works but then its on its side

cinder sun
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Think I’ve done something wrong…

maiden birch