#🔀┃art-asset-workflow

1 messages · Page 67 of 1

eager mist
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Ok guys I have a question, if anyone wants to help, if not, it's okay. How do I learn to draw better? I personally like to hand draw my textures in photoshop, but whenever I do, the lines turn out sloppy

errant plover
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One thing that helped me is layers. Draw the basic shape. Then draw over it with better lines and better lines and then eventually colour and then shading. Draw up, if that makes sense lol.

eager mist
misty lantern
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But if you rush too much, you have no time to think about what you're doing

eager mist
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true

misty lantern
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Anyway, "better" is always subjective

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It's good to imitate work that you think is good

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Try to pick it apart and understand what makes it good

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Though a lot of it is groundwork, all the things the artist made to learn

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Understanding anatomy, materials, design

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If I want to learn to make houses, I'll look into how houses are built in real life, as purpose drives design

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And how their materials are used and how those materials appear
Then I would pick houses that I like to use as inspiration

loud cradle
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how can I do this again in material properties?

neon dock
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Where is the armature deform in the ctrl p menu

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nvm apparently i didnt select the objects in the correct order

desert linden
dire ermine
wide quiver
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oof

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people on blender discord have no idea but i assume they don't always deal with exporting meshes

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im sure someone here ran into this and can put some light on

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somewhere between exporting and importing my mesh

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.obj

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the thing gets a 90' rotation value on X axis

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i've no idea where is it from all the values are on 0 before i hit export

dire ermine
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@wide quiver try to apply rotation in Blender.

wide quiver
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yeah thats the thing

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its all applied

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all of the scale position and rotation values are 0 before i export

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it happens either during exporting or importing but i've no idea where to look

dire ermine
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You are using it in unity?

wide quiver
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either, back in blender, rotation x 90 BUT the object appears to be positioned correctly, only the value shows up

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importing into unity the object is rotated and the value is not there anymore, its xyz 0,0,0

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but its rotated

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this is some major mindfuck if you excuse my language lol

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and i'd like to say that its not a single mesh im having this issue with, its a project with 17 meshes i all exported separately and i made sure they're all positioned in worlds origin, with all values zeroed. they ALL have that value x 90' when i put them back in

dire ermine
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Blender ctrl - A apply rotation is only thing I can think about.

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And if you try. Fbx?

wide quiver
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dude i can stream the entire process

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you'll see yourself what happens

dire ermine
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Did you try. Fbx?

wide quiver
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yeah same thing happens

dire ermine
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Did you chack that box when export as fbx

wide quiver
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this seem to be old version that isnt there anymore

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or its an addon

dire ermine
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It is I think it's whitout experimental I'm using blender 2.9

wide quiver
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and i think it only works for fairly low vert count geometry

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can i dm you?

dire ermine
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Yes

errant plover
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Vert count doesnt matter.

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You need to set the anchor point in Blender and apply it to the object.

wide quiver
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if by anchor point you mean pivot then how is that related to the issue im having

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not this specific case but afaik i should be able to export an object with any arbitrary pivot location and it has nothing to do with mesh rotation lol

errant plover
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Oh I read it wrong.

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Click Apply Experimental Transform

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Or something along those lines

wide quiver
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yes i did

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didnt change nothing

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they were already applied too,

errant plover
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Remove and reload the mesh in unity?

wide quiver
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in fact i can just open up a new blender proct select all delete, put a new mesh cube

errant plover
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Sometimes it keeps a cache

wide quiver
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export said cube out to obj and import it back in and it will have that 90 rotation on X

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withou even touching ito nce

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once*

errant plover
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o.o

wide quiver
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just did that yes

errant plover
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I dont know. Thats weird.

wide quiver
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talking to sinaj2018 in dms he seem to be having the very same issue with his 2.9 blender aaand i tested it on both 2.9 and some older build i had installed earlier

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both give me the same result

misty lantern
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@wide quiver Blender and Unity use different dimensional axes so there's always some confusion when exporting
I still don't know how to get it right, but it's not a significant issue

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You can always put the mesh on a child gameobject that's rotated correctly

wide quiver
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no

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blender to blender

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is still giving me the issue

livid salmon
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How do I add a point on a mesh in Blender?

wide quiver
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A point?

distant breach
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you mean a vertex?

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I usually just press ctrl R

errant plover
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You can press Ctrl R for a looped cut. You can select an edge or face and subdivide it with W I believe. You can press K and click where you want a vert.

dry gate
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Hey -- so part of my code uses transform.up. The thing is, when I use transform.up, it's not the exact transform.up that I wanted axis-wise. (There's a good reason as to why I can't use transform.forward or transform.right, etc,)

Is there a way I can change the orientation of the axis for my 3d blender object?

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very very new to blender

ripe valley
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Yeah so blenders axis is diferent to unity. Y is up in unity and Z is up in blender.

dry gate
ripe valley
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One sec i have a video to fix it

dry gate
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ah okay

ripe valley
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Actually does your knife have any children objects?

dry gate
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no

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that's good right

ripe valley
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Ah ok you can do it the easy way then.

dry gate
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oh lit ok

ripe valley
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When you go to export as fbx, scroll to the bottom on the right and select "Apply Transform"

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Then export and it should fix it

dry gate
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ok one second i'll lyk if it worked

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@ripe valley it worked ty :D

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in the future though, are there a lot of videos on how to fix it?

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i'm scared i'll pay for some of these models

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and it'll do the same thing

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and i wouldn't be able to simply just fix it

ripe valley
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The Apply Transform this is pretty well known but if you have children objects its harder to fix

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I can still give you that video if you want

dry gate
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yeah i'd appreciate that

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:D

ripe valley
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Struggling to find it one second

dry gate
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it's okay if u can't find it

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i'll just solve it when it gets to the day i need it xD

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but definitely not today

ripe valley
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Its pretty simple. Before exporting, rotate your model on the x axis by -90. Select you model and apply rotation. Rotate the object back on the x axis by 90 so its upright again. As you go to export do not select apply transform. Instead select apply scalings and select FBX unit scale. Then export

ripe valley
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Both options i just told you are in the video

dry gate
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@ripe valley thanks so so so much

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:D

ripe valley
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All good. Im not even an artist. For some reason it pinged me when you posted your original question and i had this problem a couple days ago when making my own models

dry gate
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ahahaha it was a calling

ripe valley
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Something like that haha

simple sonnet
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@dry gate couldn't you rotate the knife to your preferred orientation, put it in an empty gameobject and get that gameobject's transform.up instead?

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Either that, or in blender, rotate it to your preferred default orientation, then freeze its transforms. "To freeze your transformations in Blender go to the “Object” menu at the bottom of the viewport in Blender 2.79 and at the top of the viewport in Blender 2.8. Then go Apply>All Transforms to Deltas.". (Might differ from your version)

minor sparrow
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Posting another art after a loooong time.. again. But! I started working on a commercial game with a friend of mine. It's set in a Medieval time. So for the next couple of months I'm gonna be making and posting the all the models / my progress with the art of the game. So here is the first model from the game, it's a high-poly version of one of the benches that will be in the game! (Floor texture not made by me)

dry gate
dry gate
tiny marten
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one of my cars for a traffic racer game

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lmao groove home

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a week ago it was a year I got friends with blender but never tried cars before. My first cars were disgusting shape. I tried rough shapes and now I can't stop making cars

dry gate
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@tiny marten it looks really good lol

tiny marten
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yes

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embrace what you own - and you ll never feel unlucky

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literally interpreted from chinese

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take my money

maiden tangle
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I've got a tileset I'm importing from blender, very specific rotations needed

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-90 on the x for example

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it can't be changed in unity- because that messes with generation idk why..

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anyway having to tweak a certain axis to line them up, I need all axis beyond X to be clear on export, why is it that I can't apply in blender a single axis? they all get reset on apply

simple sonnet
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Can't you rotate it in blender +90, apply all, then rotate back -90 (in this case)?

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That'll reset all except x

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Sorry, I might be thinking of freezing transforms here

maiden tangle
simple sonnet
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🤔 that's strange..

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Hold up, you're rotating tilesets. What exactly does this tileset consist of?

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Just a texture?

maiden tangle
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it's a 3d tileset mind you

maiden tangle
simple sonnet
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Could you put that in an 'Empty Gameobject' in Unity and rotate that instead by any chance?

maiden tangle
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There's this whole hierarchy thing going on still in the early prototype phase so I can't say I can do that atm.. might have to I guess

maiden tangle
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nothing too complex at all just prototyping as I said

simple sonnet
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Gotcha. Yea, I'm used to that as 'modular' levels or packs I suppose

maiden tangle
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mb yep, just had the word "tileset" on the mind working on an autotiler (edges respect neighbors) for my dungeon gen haha

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it's just a modular set

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I'll figure out a way unity can respect blender's rotation instead though, something isn't lining up

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just in my case in blender what is up in unity is.. like down I guess, could just offset ofc in the creation but that wasn't the original issue *eh actually it was lol I'll just do that.

simple sonnet
maiden tangle
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ahh Transform didn't even realize I could do that, apply and set the up to something else that's what I need thanks @simple sonnet

simple sonnet
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Hopefully that works. I'm not that familiar with blender but, sounded like it was relevant to your issue.

flat orbit
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This is what I use when exporting FBX and it makes everything easier

maiden tangle
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"Use Space Transform" Huh, don't have that

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might have to update soon hehe

flat orbit
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I'm on 2.93

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Idk if this or #⚛️┃physics is the best place to ask so I'll start here... At what point should I consider creating a separate collider mesh? Like if I have a model that's a pretty irregular shape and use it as the mesh for the mesh collider, when should I start worrying about how many faces there are and if I should make a simplified model to use as the mesh collider?

onyx bridge
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took 2 hours

shut juniper
whole crow
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need urgent help

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im getting a mesh and an avatar from my character in blender into unity

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and it seems fine but something weird happens with the rig

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in the avatar i found this

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this is what it is SUPPOSED to look like

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but

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this is what it looks like in mine

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why is it considering BabyPrefab and Baby to be related to the rig its weird

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in blender it looks like this too, which it shouldn't:

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it SHOULD look like this:

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why does it consider Baby a rig??? and why is Baby.002 the start of the bones what

obsidian moon
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made a sci-fi low poly weapon. constructive criticism?

cinder sun
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Hey pretty good maybe a trigger would make it look better

misty lantern
eager mist
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Hello is 12k tris considered as large count for building?

tulip fractal
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Depends on target platform, assuming you mean average consumer hardware in the current year for that platform

eager mist
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down to 8k what do you think?

livid salmon
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Hey guys, I'm probably in the wrong channel but I was wondering how to split different objects from a single object in Blender

outer halo
livid salmon
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That makes it so much easier, thanks!

onyx bridge
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VG-182 my original gun

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and the concept art for it and the insperation was the scar h

vital jetty
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Don't know if this is a good place to ask this. I'm curious, would you consider 10,000 to 30,000 to be a reasonable amount of tris for PBR hair? It sounds like a lot to me.

errant plover
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Depends how many heads of hair you are going to have in the scene. If it's just one for a cutscene, push it the best you want. If it's potentially 100 people on the screen 10k would be the cap. IMO

misty lantern
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Depends on target platform, hardware requirements and the number of wigs in the scene, as mentioned

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You certainly should use LOD meshes

vital jetty
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Thank you. Confirms my suspicions.

I was looking at an art asset and it's advertised as "low poly" and also "pbr." Didn't seem at all optimized, so I don't know why they're calling it low poly....

sinful night
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Hey i am using the sapling tree gen add on in blender to create my trees, however I cant figure out a way to convert the leaves into mesh. Does anybody know how?

hallow gulch
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Still render from the HDRP with a custom shader for the Starfighter that allows customization of color, pattern, and logo. Weapons are mapped to an atlas.

hallow gulch
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Still render from the HDRP. Using Three M's Creative's Expanse cloud plugin, I've pushed the limits of the volumetric rendering with 4 distinct layers of fully volumetric clouds.

signal delta
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my first pro builder car (it is supposed to be blocky)

eager mist
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Should I hand texture my models or make clean textures? So for example lets say I have uv unwrapped a radio, should I texture it in photoshop by hand, or just use the tools so that way the art is clean?

hallow gulch
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I recommend texture atlas

misty lantern
shut juniper
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so I'm learning how to use IK in blender, and everytime I add the bone constraint, this happens

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Anyone know what's happening or how I can fix it?

eager mist
hallow gulch
# eager mist Should I hand texture my models or make clean textures? So for example lets say ...

Since it looks like your going for a lowpoly look, I would recommend using an atlas. They are great for all types of projects. Here is an example of a large facility I did using a texture atlas. You also get better performance by consolidating draw calls.

https://www.artstation.com/artwork/8e43V6

ArtStation

This asset was created for the game Frontiers Reach. It uses an old texture atlas technique with every UV shell meticulously mapped to specific details on the mesh. This works quite well with Unity as Unity generates separate lightmap UV's for meshes that have it enabled.

misty lantern
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Texture atlasing a specific optimization techinque for when you are reusing generic texture maps for multiple objects

eager mist
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no

hallow gulch
eager mist
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hand texturing -> stroking with drawing tablet. Clean texturing -> Stroking with pen tool @misty lantern

misty lantern
misty lantern
shut juniper
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Is the IK Controller suppose to be in the same armature as the bone being connected to?

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blender

hallow gulch
eager mist
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@misty lantern ok I don't get what you're talking about. What do you think I'm asking?

misty lantern
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The three texturing workflows I can think of are drawn, generic patterns and procedural

eager mist
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no I was talking about rather I should do the textures with the pen tool so they appear clean, rather painting with my drawing pen

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yea drawn or procedural

misty lantern
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In case of hand drawn, pen tool is just another type of brush to the best of my knowledge

eager mist
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The reason I want to know is because I am making a game based in the 1900s, but I want it to have a movie feel because spoiler alert, its all a movie, so black and white look

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I didn't know if drawn or procedural textures would fit

misty lantern
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Neither workflow is restricted to any one style

eager mist
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so in other words, it really doesn't matter

misty lantern
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Up to your artistic eye

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You could draft a couple of examples and ask for opinions

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Though even that is really subjective

eager mist
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Ok may I ask another question? Has to do with drawing but not this specific thing

misty lantern
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Sure

eager mist
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So this is gonna be my first game, well not exactly true, my first real game I put effort into, if I do decided to draw the textures, how can I get better at being an artist? I know this guy whose been doing gamedev comics before gamedev, and uh, his artistic skills carried over

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But I don't have that yet

misty lantern
eager mist
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what do you mean "pick apart" Also you don't have to keep tagging me, I'm not being rude either so don't worry, I just have discord minimized on this channel

misty lantern
eager mist
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ok I got an example hold up

misty lantern
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Also, before the textures, the first thing a player notices is color and light, so those are worth finding learning resources on
Painting scenes and landscapes forces you to examine color and lighting as well

eager mist
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So wait

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does that mean a black and white environment wont work?

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Because it has no color?

misty lantern
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Sure it can

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Some games have no lighting either

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But eventually you'll need that knowledge

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That example texture has the distinct features drawn with a sharp inkish brush, as we can see

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Then details drawn using a simple half-opacity brush that has pretty blocky edges from the looks of it

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The details imitate how shadows gather in scratches and crevasses

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So knowledge of lighting was used to make it, even though it doesn't exactly have lighting

eager mist
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Oh so if I want light, I just add detail

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Okay

misty lantern
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The panels below the horizontal baseboard are subtly shadowed by the baseboard, which our brains pick up on, even if it may not perfectly match the lighting in the scene

misty lantern
eager mist
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Oh wait I think I get it. The baseboard is shadowing the panels as if the panels were extruding out, correct?

misty lantern
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As if the baseboard was extruded over the panels, rather

eager mist
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wait wahts the baseboard and what's the panels?

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I thought the panels were the things on the bottom

misty lantern
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I dubbed the thin horizontal bar the baseboard, panels the rectangular like things between the two baseboards

eager mist
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OH

misty lantern
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The eye for shadows and such develops with practice, which is why I recommend painting scenery

eager mist
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I thought the baseboard was the background

misty lantern
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Not all of the dark parts have to be shadows, it can be grime or paint or anything
Might not have to make sense if it looks good

eager mist
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Ok thanks for your help

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Sorry for me nagging on lol

misty lantern
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I hope this is useful ^^

eager mist
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it is thanks

misty lantern
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Drawing is nice/tedious because there's not much to study, but you can't improve much just by studying

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In 3D art you can skip some parts of it with bump maps and roughness maps and such, but if the art style is simple then the textures are basically just small 2D paintings

calm oar
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Just finished my first 3d gun model

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yay

hallow gulch
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The Pillars, rendered in the HDRP

cinder sun
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Wow looks great!

hallow gulch
honest hill
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made in blender

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have an idea for a game

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a mystery game

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the flashlight could be a mechanic

errant plover
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Damn, really like the mood you set there.

honest hill
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thanks

tropic zenith
tropic zenith
honest hill
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thankyou

hollow minnow
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Super new to Unity and having trouble importing models. Textures are not being applied when downloading FBX from Sketchfab. Do I really have to go through blender to apply a UV map and stuff to get the model to work in Unity?

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If I shouldn't use FBX, what is a better format to look for when it comes to importing into Unity easily.

outer halo
hollow minnow
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Also the model I'm looking at has a ton of different textures. Does that mean I need to make a material for each one?

outer halo
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Albedo is the base map in your screenshot.

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No, the standard lit material should work with all the standard maps. Normals, emission, roughness etc.

misty lantern
vital jetty
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I have a couple questions after spending some time learning things. FYI, I'm not an artist, just know a few basics.

  1. Are there bones in the fbx file?
  2. When a Unity model has a "tree" of transforms like spine 1, spine 2, etc. Are those somehow referncing the bones? What happens if you move one of these transforms to a different spot?
  3. Is that "tree" the "rig?" If not, does it have a name?
  4. Does Unity generate the above based off the bones with a commannd somewhere?

Thank you.

craggy flume
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Is there a "remove doubles" like option in Probuilder?

misty lantern
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"Remove doubles" is more descriptively called "merge by distance" these days

eager mist
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when i import an obj file from blender into unity the textures dont show up, it just shows up as white? how do i fix this

outer halo
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Create a new material, assign the textures and assign it to your mesh.

tribal ravine
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Hey guys how much more optimized is it to bake multiple textures and such into one UV Map rather than having them all individual?

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Also you have to use ProBuilder for this kind of stuff right?

vital jetty
misty lantern
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UV maps are always going to use pixel space more efficiently than separate textures

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And it's always desirable to minimize texture file loading where possible

tribal ravine
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Yeah obviously but wouldnt placing every UV Shape into the right texture for every object in your game be really time consuming?

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i mean im sure it will be a lot more optimized but i wanna know just how optimized will it be by the end of development?

harsh dagger
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UVs can share the same space. That has way too many tiny little pieces.

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If 20% of them look like wood, then you could have an area of your texture that has wood, and you UV map them to make use of that space properly, regardless if they are on top or not.

misty lantern
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If you're using generic textures or palettes, having them on a reusable UV map will save effort as well as space

tribal ravine
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So say you make a Texture using the Texture Paint in blender, you export the object and you export just the texture of the object, in Unity you insert the object and then just insert the Texture by adding a material to the Object.

Doing the same thing but instead putting all the Textures into this Large UV Map like using that Plugin, wouldnt you have to Import Multiple Objects, Assign the UV Map Material to all of them, and then in pro builder Individually map each object to their own texture which is more optimized but wouldnt it take alot longer and take alot more effort for each texture in the whole game?

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or maybe that plugin already maps all the Textures for you and then you just have to click them to assign them?

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well it isnt just that plugin its using that UV Mapping technique in general

misty lantern
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That sounds a bit like working backwards to ...get multiple objects on the same UV map? Are they using the same texture?

tribal ravine
misty lantern
tribal ravine
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Yeah but when you import the house into Unity it doesnt include the textures, Do you use Embed Textures or something?

harsh dagger
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Texture is an image file

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After you UV mapped a model, you can texture an image that will color the area that they are mapped to

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You simply import the texture file into Unity like any other thing

tribal ravine
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the question here is if you have multiple objects on that house like pillars, a roof and all that and they have different textures, You wouldnt import every single texture into unity individually right?

misty lantern
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Well, I'd rather have them use the same texture

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If they're made of the same material

harsh dagger
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Depends, if it's a house everything in it can share the same texture

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So it would be a single material needed

misty lantern
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All wooden pillars could be UV mapped to use a generic wooden pillar texture, even in different objects

tribal ravine
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Well in this case they arent, The pillars are made out of wood, The roof out of brick, The walls out of stone

harsh dagger
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Then separate your texture logically and properly UV map your models

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I'll show you an example

misty lantern
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I might have one texture with pillars, bricks and stone
Then every part of the house and every separate house can use that one texture

tribal ravine
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i think the real problem here is that i need to educate myself on UV Maps because i think what im asking doesnt make sense to you guys lol

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ill look up some tutorials on youtube

harsh dagger
misty lantern
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That's a good idea

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Ideally UV mapping is something that saves you effort in the long run, rather than expends it

harsh dagger
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Anyway, you could have an entire village that shares the same material / texture

tribal ravine
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Yeah but when you UV Map multiple textures wouldnt it take alot of time to assign each UV to the object or is it done automatically between Blender and Unity?

misty lantern
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Yep yep!

harsh dagger
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You keep saying "assign each UV to the object", this is what throwing me off

tribal ravine
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so if i were to make just 1 texture of a whole house with different textures, put them all in 1 UV Map would it automatically import them to the right location and everything in Unity?

harsh dagger
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If you make assets for a game, you need to UV map it properly (also known as UV unwrapping). You don't do it in Unity

tribal ravine
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i think i understand now, i forgot you can scale down UV Maps lol

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Thanks guys

misty lantern
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You can't change an UV map, but you can alter the vertices' position on the UV map any whichever way

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It's a pretty abstract concept, but look into some guides and it won't be mysterious

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It'll be a powerful tool at your disposal

tribal ravine
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ill try to replicate it in unity

harsh dagger
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But if you do that, what is the point of having a texture?

tribal ravine
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wdym

harsh dagger
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Imagine you have a texture for a dice. It has 6 numbered sides and are displaying properly. If you mess with the UVs now it will look distorted or wrong

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Because the texture is still the same, it's an image file.

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Unless you want to mess with shaders, but then you don't really need to worry about UVs.

slim dock
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I made a model in blender and put the .blend file in my unity project. The materials' albedo values are correct but the metallic and roughness values didnt carry over. How can I fix that?

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blender

bright olive
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i created a model in blender but after importing it to unity the part of it that was made using planes is one way transparent. Any way to fix it?

errant plover
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@slim dockyoull need to create a material in Unity for roughness and metallic. They are not transferable.

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@bright oliveCheck the normals on your model. Edit mode > select all faces > Recalculate Normals Outside. Or use a double sided material if you need both sides.

errant plover
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Yes

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Double sided material in Unity

bright olive
eager mist
feral cloud
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Verify "backface culling" in the Blender viewport settings

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By default Blender got it wrong

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Too many users run into this issue.

eager mist
feral cloud
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The user first needs to see with Backface Culling turned ON to then know what polygon face needs to be flipped

misty lantern
#

Face Orientation works too

minor sparrow
#

Hey hey! Was working on the block out for this "house in a forest" scene. It's for a client and it just got approved! On to the next step now! (Made in Houdini)

nimble cargo
outer halo
nimble cargo
#

and btw i went to that doc

#

and when i tried it

#

Guess what

#

||It DidNt WoRK||

outer halo
#

Maybe you should lead with your attempts and explanations next time you ask a question. It just wastes people's time to dig that information out of you.

#

Also, it doesn't matter why you thought you could ping someone randomly, it's against the #📖┃code-of-conduct which we strictly enforce. Reread it if you need a refresher.

misty lantern
#

@nimble cargo "Fly Navigation" can be found in Blender's F3 menu among with all other commands
The keymap section of preferences window will tell you what the hotkey is and allow you to configure it

glad aspen
#

As @misty lantern sez but shift + is the key by default iirc

#

ha, shift `

#

(then wasd)

hollow shoal
#

Hello, does anyone know how you can export a blender building destruction simulation to unity?

hollow shoal
#

I know how i can make simulations in blender, but do you just bake it down to an animation and then throw it in unity and done or? Is there more to it?

lime pollen
bright olive
#

I just made an animation for my character in blender ,but I want to make more. How should I export my animations so I can use them in the Unity Animator?

errant plover
#

Umm, you are probably going to end up with massive file sizes. Depending on your needs, you should be able to recreate what you want in Unity. @hollow shoal

bright olive
errant plover
#

@bright oliveSorry, I was speaking to Jochem. Select your model and then the Armature. Export FBX. Make sure you select Export Selected and Check off Armature and Mesh I believe.

bright olive
#

ok thanks

bright olive
errant plover
#

Well play or stop them as you need.

bright olive
#

No i mean i imported one fbx file and now I have 40 animation clips

eager mist
#

How should I texture this, hmm

hollow shoal
lime pollen
hollow shoal
lime pollen
#

a hollywood explosion and a game explosion are on very different tiers of vfx 😅
but yes it does depend on various factors like how many objects are you simulating

hollow shoal
misty lantern
#

There's more tools to bake unity physics simulations into animations, but really you only need one that works

eternal cypress
#

why is my diamond so clear to see after i set the alpha to be low?

misty lantern
eternal cypress
#

changed to transparent and it works. thank you @misty lantern !

pliant patio
#

when I import blender 3d object to unity its broken why?

young folio
#

Hey all, do you guys know if there is a way to edit the transform of an imported FBX file?

#

this is what I see on the model's settings. the transform is there and its got these random values

#

id like to just reset the transform

misty lantern
#

or might not

#

It's usually better to get the FBX export settings right so you need to tweak the import settings as little as possible to cut down unnecessary steps

hollow shoal
pulsar vine
#

I don't use unity but I need to import a character in it.
The question is:
Can you change the material of a fbx character inside unity?

tropic timber
#

Hey Im looking for a recommendation for putting modular buildings together, in unity, any assets that are setup well to do that?

errant plover
#

@pulsar vine you can give it any material you want. Remapping the UV will need Blender/Maya/Etc

vestal hazel
feral cloud
#

@vestal hazel
Do you have an ArtStation?
Youtube channel or Twitch?

#

Nvm found it. You are a beast. Love your stuff.

white torrent
misty lantern
#

Marching cubes is the method that's used in the modeling program to make that, and it's possible to implement that feature into Unity as well

#

Voxels are kind of a difficult area because game engines don't really use them

white torrent
misty lantern
white torrent
#

Thanks for trying to help! 🙂

misty lantern
#

I'm thinking it way too complexly

astral snow
#

started makin wheeeeels

lean matrix
#

And if anyone has a good software for making 3d models/art please suggest them as I have only worked with 2d and pixel art

lean matrix
# lime pollen blender

Alright thank you! I already have it but I thought that it was too complicated so I’ll watch a tutorial and see how I can work with it

lime pollen
#

3d modeling is complicated in of itself, just stick with it

lean matrix
feral cloud
#

If you want to just try a 3D app and get started, you can definitely use Blender. It's great and it's free.

If you want to make a career out of 3D modeling, try to get your hands on 3DS Max or Maya. Look at job offers.

But if you want to make it personal, have a hell lot of fun at home, then I recommend that you give a shot to Modo which is a 3D app specialized in Sub-D modeling.
Modo is cheaper than 3ds max and Maya and is more suited for sci-fi, environment, robotics, etc. Raw polygonal modeling. It's fast. The interesting thing about MODO is yes it looks expensive at first because the perpetual license costs 2K USD, but then it only costs $600 USD to jump to a latest version at any point in time in the future, again and again.

#

If you are more into 3D sculpting, then you should try to get Zbrush instead.

ruby dune
lean matrix
shrewd prairie
#

Just joined the server so I apologize if this isn't the correct channel, but I'm looking for tutorial recommendations (free or paid) that covers bringing PBR materials into Unity. I'm coming from a motion design background and use Cinema 4D as my primary 3D software, so IF there is something more aligned with C4D that would be awesome but I'm fairly comfortable in Blender too. Would love some links and/or advice. Thank you!

vital jetty
brave ravine
#

Maya Indie is a good option too if it's available in your country and you're solo. They kinda try to hide it, but in the US for instance, it's $200/year and unlike Maya LT, Indie is the full version

hollow shoal
lean matrix
#

Should I start with low poly modeling or will it not make that much of a difference

hollow shoal
#

As they say, Start small get big?

lean matrix
lean matrix
hollow shoal
hollow shoal
lean matrix
#

Oh wow it looks so pretty but it seems very hard

hollow shoal
#

ill link you the tutorial once its up if you are interested

lean matrix
hollow shoal
feral cloud
#

Blender is really not a standard in the industry, at least at AAA and mobile studio.

It is 3ds max and maya all the way.

#

3ds max gor modeling and Maya for rigging + 3d animation.

#

Modo is used primarily by game companies specialized in scifi and hard surface work. Including Id Software (Doom), Machinegames (Wolfenstein), Neon Giant (The Ascent), Massive Entertainment(The Division), Gearbox Software (Borderlands 3), etc. Modo has been used also as a way to build game levels because of its powerful LXO file format.

misty lantern
#

Wouldn't it be fair to call Blender industry standard by now if you count indies and smaller companies as "industry"

#

Non-triple A developers and publishers are probably making billions by themselves

feral cloud
#

No.The workflow of Indie devs are not influencing the industry. It is the other way around. It is the big companies leading the industry and creating technological advancements.

#

Game development schools train people with zbrush, 3ds max, maya and substance for them to be job ready

#

Blender is used more and more,.but with the Add Ons Hard Ops and BoxCutter. Not vanilla Blender

#

And by specific artists within AAA studios.

#

The same way many individuals use Modo instead of 3dsmax or maya if allowed

misty lantern
#

By indie I don't mean "hobbyist"

feral cloud
#

And I wrote...
Indie game studios arent leading art workflows

#

Part of the industry, yes.
Not leading it.

#

Companies such as Id Software, Epic Games, Pixologic(zbrush), Allegorithmic (Substance) and Naughty Dog have been pushing our workflows for decades now.

#

Well known AAA artists in recent years started to use Blender. But not for the reasons you might think.

#

HeavyPoly moved away from Modo to Blender. But he is a concept artist.

WarrenM moved away from Modo to Blender, but now he works as Art Director and doesnt do much poly work himself.

Other Youtubers it is NOT because Blender is good, it is because they can get more viewers. Because Blender is free, more indies use it.

feral cloud
#

--
All that said. Blender is still shaking the industry more than ever, because being free and open source ... that does make it more accessible. Hobbyist and aspiring 3d artists might end up being using Blender without even knowing that there are other 3d apps out there.

And Blender does have some powerful tools. By exemple it does 3d sculpting better than modo.

hollow shoal
#

where do you work?

#

ubisoft is making the transition to blender i read in articles

misty lantern
# feral cloud -- All that said. Blender is still shaking the industry more than ever, because ...

You're not wrong, but it's such a big topic that it's difficult to make any stricts statements about.
Not all people entering the workforce (triple-A or otherwise) come from the schools that teach only proprietary software.
You could say that triple-A is leading the workflows, but they're definitely not the only ones influencing it.
They're mainly preoccupied with the high-end realism, while indies and smaller companies are doing real and valuable work pioneering low-poly and lo-fi workflows and technology, stuff that the big companies are co-opting more and more as it's often profitable for them to try to appear "indie".

#

The whole industry is very collaborative

hollow shoal
#

"Solid experience with Maya and/or 3DS Max and/or Blender."

in the job skills required field of a apllication on Elite3D website. one of the leading 3D art producer of almost all Triple A games

#

i think from what i heard and red 3dmax and stuff is mostly used because they made inhouse pipeline tools for them. and have worked with them for decades. but you can argue if blender is also able to handle that. or that blender wont show as a fair competitor.

From my expierence and the talks that i have had with the "top" of the industry it really doesnt matter when modeling what you use..

#

but that will probably vary which company or artist you ask

#

as seen in the discussion above 😉

#

for example Trace studio https://www.artstation.com/trace_studio

Full on blender company

ArtStation

TRACE Studio creates art content for world-class video games. As experts in 2D and 3D art creation, and project management, we collaborate with Activision Blizzard, Sony, Deep Silver, CD Projekt Red, ZeniMax, Larian Studios and others to develop a unique gaming experience for millions of people. As professionals, we are passionate about what we ...

stray stone
#

In my industry, (High end animation).
You generally can use anything you want to model as long as it can get the final formats into Maya and Houdini.
We primarily use Alembics.

#

Blender fails to take a real chunk of the market is purely because of a lack of support. Up until the start of this year blender had no support for people, you wanted something fixed? You had to do it yourself or wait for an update, and larger companies don't want this.
They want a team of people they can contact that can then fix or work with them to fix the problem in as quick as time as possible.
This is why Maya and 3DSmax are still leaders in most industries.

#

I other news, I helped make this trailer. 😎

hollow shoal
#

cool!

misty lantern
#

There's several factors that go into the decision of what modeling program a company will use

rustic nova
# hollow shoal i use this artstyle to help people understand the basic pipelinne

so many people learn this basic pipeline and just stick with it, i'm sure that's partially because of good performance but i mainly suspect minimal effort, if you can spend less time on modeling 1 thing you can spend more time making the actual game... that said, do you have any tutorials for low effort but high quality modeling?

hollow shoal
#

And i can probably make a tutorial of that

feral cloud
#

For decades big companies built their production pipelines around 3ds max and maya. Those technical artist you hear about... many made tools for yhose apps.
When the company has an issue with 3dsmax or maya they can contact autodesk and get support

It is very different from indie devs in a basement.

#

Indie devs can use what works and suits their needs. No politics

tidal moss
#

hoy i have a small problem and want to ask for help c:

#

most things i import this model into end up with her eye missing

#

any idea what the cause of this could be ?

#

if i upload it for example to sketchfab tho the eye is there

misty lantern
#

@tidal moss Inverted normals, very likely

#

in blender Face Orientation overlay will reveal if that is the case

tidal moss
#

ui thanks c:

white torrent
#

Hey there. There is a green dot in my particles and I want to get rid of it. The last times I used Unitys particle system, I didn’t see these dots

tidal moss
#

im sorry... i have another question. The model in the unity animation previewer shows the model with applied shape keys like this. the whole chin area is rather... screwed

#

the model in blender itself is rather smooth tho

#

is this just some preview error or is this an actual problem? i never really worked with unity till now. My main goal is simply to make her run and jump around and to idle

unique bough
#

Hi there! I am having an inssue brining blender FBX into unity, and I can;t figure out how to ask google.
I have a file with multiple objects, and there are coming into unity at different sizes and rotations.

#

This is what it looks like in Blender

#

Anbd this is what it looks like in Unity

#

All of the transformations are applied to deltas in blender

misty lantern
#

@tidal moss I have not used shape keys before, but my advice is to check if that happens outside of the preview in scene view / play mode
And find some tutorial and follow it closely

#

Trial and error approach to unity is not worth the headache

misty lantern
harsh dagger
#

I think they meant they froze the transformation

vestal hazel
astral snow
#

some lowpoly wheels for my game

gritty reef
#

Those are some... Hot wheels

balmy bough
#

little head big body

errant plover
#

On your Mirror modifier check Clipping. Then grab those loose verts and push them along the X. @balmy bough

eager mist
#

Damn, there are 3d artists on this server! UnityChanConfused

vocal gale
#

little slim I made for learning purposes. took me 15 minutes to make.

rapid echo
misty lantern
eager mist
#

How can I learn how to make character models? I am making a fan game (since the devs are too lazy to update us on their official one) so I was going to make a woman character model for the main character

rapid echo
glacial vector
gritty reef
# eager mist How can I learn how to make character models? I am making a fan game (since the ...

Look up blender character sculpting, rigging, and animating tutorials on youtube. Getting good looking characters is difficult without a ton of practice. You may instead opt to purchase pre rigged characters from the various asset stores across the internet and customize them how you see fit.

Maybe the dev you are referencing is lazy, but the most helpful people here are devs and you will put them off from helping you by insulting others in the industry without meaningful context (this is not the channel for context or motivations, its for 3d).

Best of luck with your game!

eager mist
#

the creator of bendy and the ink machine to be exact

eager mist
atomic root
#

what he is saying is: "we dont care why you want to make character models"

eager mist
#

bruh

frigid carbon
#

Anyone knows, where this weird shadows are coming from?

#

or rather said, how to improve the detail of it. Its a defualt shader and no flipped normals

#

I guess cascade count is doing what I need here

#

Looking better 🙂

frigid carbon
#

Yeah it was the cascades and planes being a bit to off, now its working 🙂 thanks for the link @misty lantern

wary hawk
#

does anybody else have this problem when making a gun for a fps game that the perspective of the camera makes the gun look different

#

like some parts look wayy thinner

errant plover
#

Show us an example.

raw surge
#

I've got a slight issue in Blender
No matter what cylinder I select the move/rotate/scale cursor remains in the middle and nothing properly can be edited
What can I do to fix it?

wary hawk
raw surge
#

I restarted Blender, not my pc tho, I'll try that too

wary hawk
#

ye

wary hawk
#

you are moving the 3d cursor

raw surge
#

I am? Restarted my pc and it's not fixed so Ig yk what's the issue here lol
Tho idk what causes the movement of the 3d cursor

wary hawk
raw surge
#

Tbh same, I'm following a tutorial on ytb too, so I'm not sure what caused that, perhaps I should start all over, that would be a solution, the thing is that this is a problem that can be solved
Which means that by leaving it unsolved then I won't learn anything from this experience

wary hawk
#

yes true

#

but on google I see no way of moving the 3d cursor with the move tool

errant plover
#

You can't. At least no way that I know of. You have to use Left-click. Might have changed in 2.8

wary hawk
#

@raw surge try to move the 3d cursor away by doing shift + right click somewhere else

#

and see if the move tool is locked on the 3d cursor

raw surge
raw surge
wary hawk
#

this is really weird

#

maybe go into the blender discord server and ask for more help

errant plover
#

Im not really sure what the problem is. Why do you want to move the cursor?

raw surge
#

I searched on google for the official blender discord server and couldn't find it

raw surge
wary hawk
#

for some reason

errant plover
#

Change that?

#

The O.O icon

raw surge
#

um nope, didn't work

atomic root
#

does the 2nd icon look like this for you?

atomic root
gritty reef
#

No, that was pretty spot on. I was just trying to be polite.

tawdry valley
#

hello...

#

while using Blender i have a Rigidbody i used to make a sim and i try to convert them to keyframes and poof

#

some of the objects disappaer for no reason

valid heron
sinful night
#

Hey, I am trying to make trees in blender but when I convert the instancing to mesh to poly count skyrockets. How do I fix this? I need something that is 2000 polys or below to use in unity to create a forest. So does anybody know what to do here?

errant plover
#

@sinful night you could use a decimate modifier on it or Limited Dissolve or clean it up by hand.

placid zealot
#

Do y’all have any good recommendations for 3D prototype packs for standard assets? (Low poly block weapons for example, terrain)

gritty reef
junior stone
#

I can vouch for this, cuz they damn well are

#

@placid zealot

misty lantern
#

@raw surge your pivot point is set to "3D cursor", so all transforms are based on its location and rotation

#

Try "median point" instead

raw surge
#

Oh yesss, it's probably that, I kept clicking random buttons on my keyboard and saw a wheel like that one
Ty mate

low pasture
#

help how use blender it confuse me

#

lol

#

need to make tools for my survival game but idk how

misty lantern
low pasture
#

oh ok lol

sterile wraith
#

Im not a 3D artist but i can do little stuff but i always wondered how to archive a consistent art style... For example this Picture probably some people can tell from wich game it is because of it looks i wonder what makes it that we can tell and why does everything seem to "fit" with each other even tho its multiple people making these and every artist has their own "touch" but the models always look like its made by the same person 🤔

sinful night
potent wraith
#

I'm not an artist myself, so that's just my assumptions.

sterile wraith
#

Yeah its a possibility 🤔

errant plover
#

@sinful night well why did you add so many leaves? lol

#

I am assuming you used some auto generated tree. Just do it by hand. You really only need to make one. The copy paste 3 more and adjust them by hand.

lime pollen
sterile wraith
#

but just based on looks or is there some kind of "rules" they set that all assets must or should match? 🤔

lime pollen
#

its more guidelines than rules, they probably use the concept art as a reference for the artists to follow

#

then the artists will submit assets for review, and the art director or their manager will approve it

#

this process varies depending on studio of course

sterile wraith
#

i see.... makes sense ^^

severe sorrel
#

The main features thats define a artstyle is shape language and color scheme. More stylized art need harder defined Rules to apply.

A good example are Mangas where several people Draw exactly the same Thing based on the mangakas concept

misty lantern
#

When drawing it could mean choice of colors, number and sharpness of distinct colors, size of detail, presence of painted lights and shadows, types of materials all surfaces mimic, presence and depth of bump maps, amount of noise or roughness, interaction with light such as light sharpness, translucency, self-illumination and rim lights

#

On the modeling side it matters a lot to be consistent in polygon density, the angles of polygon edges (the pinecone thing is a good example of polygon consistency), vertex normals, bevels, use of sprite cards

#

In animation you would strive for similar consistency

sterile wraith
#

🤔 mhm

misty lantern
#

You could take a few assets from one game, and a few from a game of some other style and put them all side by side and try to pick apart what makes them different

#

Usually these sort of rules make themselves apparent this way

severe sorrel
#

Another possibility are smart Materials that gets reused

spring forge
#

Could somebody recommend a 3D course for absolute beginner that ties to unity and game development? (so it's not just about Blender)

misty lantern
#

I don't know of any that combine unity and blender

#

Game asset modeling principles are universal to almost all game engines, so it usually isn't necessary

hollow shoal
spring forge
#

For developers, but more to understand the basics of 3d so I can better work with 3d artists and understand what they are talking about

placid dust
#

Are there materials that I can add onto a gameobject to make all the textures of the children more transparent?

#

I need a transparentish version of lots of gameobject and instead of creating all the textures again and changing the alpha I want 1 that I can put on the transparentish verisons on the gameobject.

eager mist
#

Does anyone know any good tutorials for Blender character modeling?

misty lantern
#

You can find countless ones by searching with that, even paid courses
I wouldn't know which are particularly good or bad
Most of them are decent, I'm pretty sure

undone bobcat
#

Hey having an issue here and wondering if anyone might be able to help. Have a project I am working on with an avatar and it requires specific versions of Unity (2019.2.4f for one, 2019.4.29f for the other) I an NOT a dev, just tinkering with 3D models here, but think the issue I am seeing has to be related to the different versions. In the older one, the model and textures all work as expected, with emission working. In the newer one, however, the emission isnt working (see photos) any thoughts on how to fix this in the newer version??

hollow shoal
hollow shoal
hollow shoal
# undone bobcat Hey having an issue here and wondering if anyone might be able to help. Have a p...

I see, in the old version you have the emission color set to white. this way the color map you put on there works as expected.

Tho in the newer version you have set it to black. And as you might know an actually black colored light is not possible so is the fact for emmision.

Try putting the "emmision color" on white while leaving your Emmision texture in. The texture doesn't really overwrite the color. The emmision color is just to have control what you actually emit. so you could tweak the color a bit or the brightness.

And just to make sure. The question ain't Dumb. Hope this fixes your problem. Otherwise you can send me a DM and i can help you figure it out.

#

Pictures to illustrate what happends

misty lantern
#

@undone bobcat Don't crosspost
Wastes people's time solving problems that are already solved

hollow shoal
woeful tree
#

how do I change so that the tiles is like the floor

misty lantern
#

MaterialPropertyBlocks are another way to alter material properties at runtime which might be more optimized, but I haven't used that

tulip shale
#

can someone walk me through somethin

misty lantern
#

Very unlikely

woeful tree
#

why cant I extract materials again for my 3D model?

#

the button is not clickable

#

tried to restart Unity

tulip shale
#

why are my 3d models not showing up in the shading section?

ionic zenith
#

umm how do u loop a texure i have it on repeat

crisp terrace
#

how would i go about making my textures look good in unity?

outer halo
#

Import good looking textures.

tawdry valley
#

^ lol

#

use atleast 2k textures

crisp terrace
#

i see, and how would i go about making them look, not flat

outer halo
#

Use a normal map.

crisp terrace
#

ah i see. Thanks 👍

placid dust
lean matrix
#

so i actually managed to make my first 3d model! which was a couch but yeah (:

#

now i have a question

#

should every piece of art in a 3d game be a 3d model ?

lime pollen
#

you can stick a bunch of sprites on planes and put it in your game if you want

#

like paper mario

lean matrix
misty lantern
#
    private void SetTransparency()
    {
        foreach (MeshRenderer rend in meshRenderers)
        {
            List<Material> allMaterials = new List<Material>();
            rend.GetMaterials(allMaterials);
            foreach(Material mat in allMaterials)
            {
                mat.SetFloat("Float_DitherTransparency", transparency);
            }
        }
    }

I used this

gusty sentinel
#

Hey all, I'm building modular assets in unity, and they're looking good. However when I zoom out, there appears to be a shader issue (possibly z-fighting) where the objects meet?

#

You can't see it when you're zoomed in, only when zoomed out

#

Does anybody know what could be causing this?

#

It seems to be related to the texture actually 🤷‍♂️

#

possibly filtering/mip-mapping.. Not sure I have a fair bit of padding for my UV islands in my textures too

placid dust
#

and wouldnt that code set that transparentcy to be the same for all of the obejcts containing that material?

misty lantern
misty lantern
#

You can try my approach or materialpropertyblock approach, like I mentioned before

placid dust
misty lantern
#

what that's referring to is components in the child gameobjects

    public Component[] meshRenderers;
    void Start()
    {
        meshRenderers = GetComponentsInChildren<MeshRenderer>();
    }```
placid dust
#

@misty lantern the code doesnt seem to work for me

#

it gives the errror:

#
    private void SetTransparency()
    {
        float transparency = 70;
        foreach (MeshRenderer rend in ghostRenderers)
        {
            List<Material> allMaterials = new List<Material>();
            rend.GetMaterials(allMaterials);
            foreach (Material mat in allMaterials)
            {
                mat.SetFloat("_Color", transparency);
            }
        }
    }
}
#

I also made ghostRenderers a list instead of an array

#
    void Start()
    {
        foreach (GameObject ghostObj in ghosts)
        {
            ghostRenderers.Add(ghostObj.GetComponent<Renderer>());
            ghostRenderers.Add(ghostObj.GetComponentInChildren<Renderer>());
        }
    }
misty lantern
#

Well, which one of them is the null reference?

#

You might want to change the color's alpha with SetColor rather than SetFloat

placid dust
#

well whenever i add the foreach loop in start it messes with another part of my code for some odd reason so ima try to fix that first

terse torrent
#

Hi!

tulip shale
#

how do you delete a section and make an fbx object turn into an obj.

lime pollen
pliant patio
#

its pog

oblique sleet
#

this is the closest channel i can think of, not sure which to put in
my mesh collider is doing this

minor sparrow
#

Hey hey! If you saw the last blockout that I posted, here is the fully modeled house now. It's for a client's animated series. (Made in Houdini)

minor sparrow
hollow shoal
hollow shoal
serene tundra
#

I see all your amazing 3d art and then theres me trying to model this hand. Cant tell if its photo or not 😏

hollow shoal
#

THAT IS A PGOTO!!

vapid bough
#

Photo I think

minor sparrow
#

Heyooos, 2nd post of the day! haha. So here is a shrub that I made for a client's animated series project. (If you don't know about the project, and would like to know about it, please take a look at my last 2 pieces) ♥️

misty lantern
oblique sleet
balmy bough
#

hey guys, some critics?

solid jay
rapid echo
latent shard
#

Amazing

#

great peice of art

obtuse oyster
# latent shard Amazing

#763506960779051058 was not an appropriate channel for your question. Please read the description before posting there. This channel would have been appropriate.
Unity is not a modelling program and has limited modelling power. There are many other programs, like Blender that are dedicated to modelling. Blender is free and has its own discord

latent shard
#

im just confused on how to import and export the model to my game so it works properly with all the right animations and textures sounds etc

#

is there any video you would suggest watching?

obtuse oyster
#

Some of that is specific to whatever modelling package you're using

#

If you have specifics, search for them, and if you get stuck, ask a question here with appropriate detail

latent shard
#

ok thanks. Will do that.

tender girder
#

@rapid echo well done 🤟

rapid echo
feral cloud
#

BLENDER will do the job for 3d modeling.

#

For texturing, I strongly recommend Substance Designer & Substance Painter.
Until better alternatives come out

#

If you are more of a 3D sculpting fan...
Get your hands on Zbrush

undone oriole
#

I have a really weird problem. So my process for 3D modelling is to model it inside of Blender, drag it into the project's assets panel, and then drag it from there into the game scene. Whenever I do that, though, a bunch of the objects get ridiculously distorted or something and I have no idea why. Can anyone help?

#

Also, whenever I export the file, one of the materials resets to being just white for some reason

#

I think it might have something to do with object hierarchy.

misty lantern
#

Unity doesn't recognize blender's own object transforms or materials

thick tide
#

@undone oriole for the materials u gotta bake them first

eager mist
#

hi i imported a 3d object i made in blender and it has textures but wrong colors
its shades of green instead of brown and green
.fbx

rapid echo
ornate fern
#

Does anyone know how I can make a dynamic decay effect shader?, as a substance painter, bake a lot of textures assets its not viable for me... I would like a shader with rust parameter so I just change this on code on real-time, how can I implement it?

spark vigil
#

is there a solid environment course for unity?

distant hearth
#

I'd like to lower quality of assets downloaded for my crappy PC. Can you reference anything to help me understand how to do this?

#

or general terms to search

chrome wing
#

What is this called where the background of a texture is being rendered like this?

#

Sorry, this is probably a 2d art thing.

hollow shoal
#

Opaque?

#

Instead of transparent?

#

Is that what you mean?

carmine zodiac
#

how do you open this menu in belnder?

#

i don't know the hotkeys

misty lantern
carmine zodiac
#

thanks

honest hill
#

something i rendered

feral cloud
#

Spicy

solid jay
#

are ya nauseous yet ?

coral hemlock
# ornate fern Does anyone know how I can make a dynamic decay effect shader?, as a substance p...

You can make take your shader and add a noise texture with a dark color, and blend that with the object's color based on a parameter.

If you want more control over where the rust is, you could use vertex colors on your mesh to paint 'damaged' areas and parameterize the strength of that in the shader. You could also do both so that you can paint where the noise shows up, for example.
(also, #archived-shaders)

turbid ocean
#

thoughts on this concept

feral cloud
#

That board doesnt look very ergonomic

misty lantern
# turbid ocean thoughts on this concept

It's very sleek and pleasing to look at as a design
Though what would sell the function of the device more I think would be some kind of "necessary" mechanical parts like controls, recharging sockets, a mainteanance hatch or seams from manufacturing process
Perhaps marks of use if you're so inclined

turbid ocean
#

ah i see what you mean

#

thanks for the feedback

turbid ocean
# feral cloud

it is curved just not that curved since it isnt a normal wheel skateboard

eager mist
#

question : is it better to design your level in blender and import it to unity, or design it in unity already?? if the answer is unity, one follow up question : is there a better library than pro builder?

outer halo
#

Pro builder is intended for blockouts. There are other, more advanced options on the assets store. But generally you want to import your artwork and put it together in unity.

golden dock
#

Trying to make ''painterly'' rocks

eager mist
#

does it bug anyone that the wheel texture is fucked

#

i dont rly want to spend more time on this model

eager mist
outer halo
#

Blocks out is the term for prototyping level design. Quick and not pretty. You do it to get the layout figured out. Then from there you can use it to do a proper art workflow on it in blender or something.

misty lantern
dim marsh
hollow ibex
#

I have a question, I downloaded an fbx model to import into my unity scene, but in the single FBX they have 4 different characters (well variants of the same character). When I browse the object hierarchy I can't see any discernable way to split them apart, they appear to be be all in the same object? What is the best way to split them apart? Blender?

lime pollen
hollow ibex
lime pollen
#

hmm, I suppose you need to do that in blender then

simple sonnet
thin flume
#

how do I separate groups of vertices into another object (say a wheel from a bike) without getting rid of the vertices that P→Selection does?

#

In blender

golden dock
brittle urchin
#

it's def not art but what do you think of my espion made just with 3d object ?

thin flume
grim crypt
#

Good morning. I just finished some initial work on a biome test for my new unity game.

proud rune
#

To use this car in Unity, I gotta have wheel per wheel or I can leave mirror mod?

proud rune
#

that is water? there are candles in the water?

vapid bough
proud rune
#

OH, yes

#

looks like stairs

grim crypt
proud rune
#

ohh I see

south crater
#

could someone possibly help me, this issue is driving me mad

I have this propeller as a child of the engine in blender, I export to FBX, import into unity and the propellor is for some reason at 0.01 scale and returned to the center of the boat

Everything else seems fine, but this child object is randomly scaled & moved

simple sonnet
# south crater

you might have to apply all its transforms to deltas for the propeller

#

Location and scale is enough probably

south crater
#

still seems to do it

#

if i import the .blend its perfect, seems to be an fbx thing

simple sonnet
raw surge
#

So I highlighted these upper parts of the sword on one side, but I forgot to one the other side as well (image below)
How can I highlight the other side's faces after all this

#

Ohh, nvm, had to click assign lol

south crater
plucky juniper
#

Hello! I'm trying to import a model to Unity and I have no idea about how to do it.

#

It's an OBJ with a MTL and a PNG

#

I can also do it with a glTF if it's better

#

But I've been trying to do it for hours now

#

Unity doesnt seem to be able to read the glTF

#

And for the OBJ it gets the model right, but not the texture or the material

lime pollen
#

unity can't read gltf files without a plugin

#

you need to assign the material and texture manually

#

@plucky juniper

plucky juniper
#

But ignoring the MTL file

#

Adding the OBJ model and then putting the png over it

night socket
night socket
#

I also have stuff like custom asset post processors to make certain stuff easier, like being able to define where particle systems and audio sources should be placed in the world inside blender instead of having to do it manually in Unity.

rapid echo
misty lantern
#

Did you use some kind of trick for the dot patterns?

rapid echo
# misty lantern Ooh very inventive! I'm a big fan of deep sea stuff

Thank you! The dot patterns are actually a low poly sphere which I distributed through a geometry node. There is a random size in the setting which creates diffierent sizes also. Wherever there are edges on the mesh the spheres are generated. Then I applied emission shader to make it a bit glowly. The top part where the pattern is changing is due to edges not being straight but the edges are slightly up on one side so that creates a more interesting result.

misty lantern
#

That's a cool idea!

spark vigil
#

game ready?

misty lantern
#

Usually models are optimized for games only if they're made for a game

solid jay
night socket
#

I have a raycasting system for hiding roofs and such. The camera is also rotatable

rapid echo
brittle urchin
wanton cypress
#

is there a method of getting a material (like a wall texture) to automatically tile based on the scale of the surface.

#

i dont really know what channel to put this in

silver owl
#

can anyone tell me why the gun warps? and no, there isn't any distortion from post processing

#

256 colors lol

muted fjord
#

well, if there's any interpolation on the gun's movement relative to the camera, it will move. It doesn't seem to be warping, just moving.

rustic grove
#

hey, i was wondering how buildings are made in games? I'm making a realtime demonstration of my school building for a project and I'm not exactly sure on how to approach buildings that will be walked into, interacted with and will have to be LOD'd because of performance. Would i model the whole building in a modelling software? Use ProBuilder In unity? Which parts do i use unity for and which part modelling stuff?

granite ingot
raw surge
#

How do I solve the mesh perturbation?

#

from what I found on google there's a way to solve this, but I can't find the connect button in the physics tab, pretty sure it's not there

rustic grove
#

place the blender file into your assets dir

#

unity will recognise it

#

drag it into your scene

#

hm?

#

what do you mean

raw surge
#

u can change the color of the material in blender or in unity of the object u want

#

just create a double

#

and change its colour

#

or save individually

#

in unity u can ctrl d and change material

raw surge
#

there are multiple ways to make holes

#

So when I'm in sculpting mode it doesn't show the icing of the donut, but in object mode it does, any reason for that? I suppose that I hid the upper part by mistake?

#

oh lol, it was hidden

raw surge
#

have you searched for other tutorials?

raw surge
raw surge
#

?

#

just search em up on ytb, u can find whatever u need

raw surge
#

2d bit?

#

you mean convert 2d to 3d?

#

you can, tho it's not suggested from what I heard

#

and it's not a simple process

woeful bloom
#

Hey everyone, does anyone know why this mountain range prefab shows up as blue in my scene?

#

It looks fine in other scenes

cerulean sail
#

finally got around to making a cover photo for my kickstarter :]

rapid echo
idle frost
# cerulean sail

don't wanna be a wet blanket, but the character blends in with the backround a little bit, especially on mobile. I think you should make the background have more contrast. imo.

south crater
# raw surge https://youtu.be/Ci1jBOm_5NY

There was also a similar technique I saw yesterday, where a guy keeps a little library of shapes to shrinkwrap onto his model using this technique, ones with 2 edges and 3 etc etc, so he just copies , pastes ,shrink wraps and then kinda joins it on

Although he did have a snap to face feature enabled, which made it possible for him to just drag it onto the existing mesh

wild grail
#

Hi! Is there any way to blend 3 textures by mask in photoshop? I've got an RGB mask and I want to paint each channel of it with a different texture, can I do it in photoshop? Like Grass is R, Dirt is G and B is Sand, for example.

cerulean sail
fierce acorn
#

No idea where to post this, but
I was baking lighting for my scene and some objects were insanely bright so i checked the errors on some of them and there were warnings that the models needed to have "Generate Lightmap UVs" checked. I did that to the gameobjets without reading what exactly that did, now allllll my gameobjects in the scene are enormous and the map layout is obsolete since the objects are enormous and all relocated to the 0,0,0 coordinates of the scene it looks like. Does anyone know what happened or able to help me repair this?
Here is a visual of the gameObjects being enormous and centered in the scene. The blue and red lines in the distance are the map game modes/objectives for players; the orange things in the center of it are suppose to be barrels that are knee-height on the player. They are now twice the size of the map play area. (im using Unity 2018.3.8)

#

Im not sure how checking the "Generate Lightmap UVs" wrecked everything and scaled everything so drastically (or scaled them at all). I Ctrl + Z'd to undo the checkboxes being checked and went through some of the objects individually to look for something scaling related, I'm not sure what to do to return them to normal size

fierce acorn
#

I'm looking at the transform tool and realizing the LOD level its showing me... it looks like the game object itself is still there where it should be its just the material thats upscaled

The blue outline is where i click to select it, but then i noticed the LOD is on 3 and i can zoom in and realize approximately where the object is suppose to be placed. So it looks like the object is still there, but only the UV map was scaled up maybe?

(The LOD 3 got my attention because with how close i am to the UV of the object where this blue selection outline is, it should be LOD 0 with how close up i am on it. Given that it's on 3 means that im far away which means that the original placement of the object must still be intact)

#

It must be a matter of restoring the UV back down? Since my last post a while ago i did try reimporting the gameobjects that are problematic. that might have reduced the model size but visually its still a wreck

ruby dune
#

From what i know, not if youre using a free acc tht comes with having an epic games login

#

Quixel mixer is free game though, as long as you make your own procedural mats/take your own source bitmaps

ruby dune
#

I agree tht generating lightmaps should not cause this

raw surge
livid pebble
#

Would anyone have any recommendations on where I bought buy / pay for some to order, low poly character models. Fiverr has alot of options but im looking for more.

outer halo
#

Have you checked the asset store?

livid pebble
#

I'm looking for custom models

outer halo
#

Try searching art station for any artists available for hire, maybe?

outer halo
#

You can do whatever your heart desires, sure.

meager veldt
#

Hey I'm looking for a hover effect, like if a cube is floating I'm looking for like a "force" effect to show that it's hovering and add force somewhere

#

does anyone happen to know of one or a better way to describe it? lol

covert bone
#

Hi everyone, I'm looking for a solution in order to create trees on Oculus Quest. Alphas kills the performances... there's a smart way to do it? Thanks

gritty reef
meager veldt
#

Yeah I was looking for a specific effect rather than the actual act itself

gritty reef
#

I guess it depends on what is hovering and how. If it is hovering by use of an engine or something of that nature, adding heat distortions under the thrusters can indicate upward propulsion. If it's a sci-fi device of some variety, just having glowing pads on the bottom of it will probably get the point across. If it is in an animation, some gentle bobbing or sway will give the impression of hovering.

meager veldt
#

Gotcha, I have it hovering using the rigidbody and adding force so I used a small magic effect but it's a little big and I'm having trouble finding another

thorn ridge
#

Hey guys, I'm bringing in a model from Blender and I'm getting this error in Unity... Next vertex not found in CheckWinding() UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

#

Anyone know how to fix this? In Blender, it looks fine. All vertices are all connected and accounted for, however, Unity keeps giving me this error when I drag the .fbx into the project.

young folio
#

Hey all. I've been making low poly models in blender for my game, but I can't seem to get past the solid color phase. Does anyone know a decent workflow they can share with me for getting a texture onto a model?

fallen thorn
#

made a big boi enemy fer me game. Thoughts?

idle frost
#

I like the style

#

it's like a starcraft model with hd gramphics

#

(I intentionally spelled a word wrong, please laugh)

fallen thorn
#

grandma graphics

#

It does sorta look like starcraft now that i compare it

idle frost
#

not a bad thing whatsoever

#

I love the look

#

something about it

#

I think it's all in the textures

ruby dune
rugged island
slim jay
#

Hello, I want my character to be made of fire. how can I do that ?

ivory mural
#

sup, im trying to add my glb model to unity, but it doesn't support that format. every glb - obj converter i try leaves my model without color. is there any converter that won't remove the color?
im sorry if this is obvious, im a complete newbie

young folio
#

can blender open glb? I know blender can export to FBX, which seems to work well in unity

#

@ivory mural

ivory mural
#

i cant drag the file to blender so i assume no

#

but thanks for trying to help

#

i tried a fbx converter, still removes color

glacial vector
ivory mural
#

aight thanks

glacial vector
#

There is also a gltf addon in blender by default that lets you import if you would rather convert to fbx

minor sparrow
#

Finally done with the first scene of client's animated series. One down four more to go! (Tools used: Houdini, Speed tree and Photoshop)

#

And here are some of the objects from that scene isolated:

gritty reef
#

Just something I'm working on, wanted to share :)

mortal charm
#

Hi guys, this is a pine tree that I was working on for a game

#

The only issue is, the image above was rendered using Cycles in Blender, and the tree looks absolutely horrible when imported into Unity. I know that Unity does not render the same way as Blender, but I'm trying to find out how I can make it appear like this in game

#

somehow, this is what it turns out to be in Unity

#

Does anyone know how I can fix this

#

Please @ me if you do

neat field
#

I made a watch on a low poly mesh using displacement only (Substance/Unity).

mortal charm
#

woah nice

neat field
# mortal charm Does anyone know how I can fix this

You need a proper vegetation shader, with another transparency method (and alpha sorting).
The one you have is in cutout mode, you may need to increase the mask threshold and enable anti-aliasing.
edit : assuming these are textured leaves, not meshes.

mortal charm
#

the leaves are meshes

#

I used a tree generator add-on from Blender

#

this is how the texture appears on a cylinder in comparison to the tree

mortal charm
#

Yeah I'm thinking my issue is because I didn't UV unwrap the tree correctly

neat field
#

Oh you were talking about the trunk, yeah a simple unwrap will do.
I was talking about the leaves that look shrinked and aliased in Unity compared to fluffy Blender.

mortal charm
#

lol yeah

#

mb I didn't really clarify

misty lantern
#

Blender and Unity shaders aren't directly compatible
The tree generator likely uses its own type of texture mapping

mortal charm
#

yeah

#

thankfully it was a super easy fix

#

I just went into the UV map and edited it

#

I'd say that it turned out alright, it just looks a little bare due to the 2D pine needles that the tree generator created and spread out using particles. Since they were 2D, the flipped normals don't entirely show

#

the wood looks decent at least

brave parcel
#

Anyone here ever used the AnimationInstancing unity package?

gilded lake
gilded lake
#

im trying to get a more stylized look using hrdp. i making progress but this still looks a bit off. i hope adding a gradient to the leaves will make it look better and not washed up :/

#

any tips for this?

#

also i found out unity doent have a filmic tonemapping setting and i know you can add your own tone mapper so id love if i could get any resources on that 😄

neat field
gilded lake
#

Oh ye I know how to set up tone mapping. I'm using hdrp.

The thing is unity doesn't seem to include "filmic" tone mapping with it

neat field
#

by filmic you mean ACES maybe ?

gilded lake
#

Ahhhh so ACES and filmic are the same thing :O

neat field
#

I guess ^^

#

not even sure

gilded lake
#

I've been looking for filmic as blender calls it filmic XD

#

Tho if it's the same thing than noice!

#

And thanks btw

#

This resolves a bit of my confusion

#

:)

eager mist
#

You just need to duplicate and join a bunch of spheres in the shape of your tree in Blender then use the transfer data modifier to transfer normals to the vegetation alpha cards I think.

golden dock
#

Trying to achieve the some stylized fluffy wheat

covert bridge
zinc rapids
#

how do i make it so that my armatur dose not mess with my mesh in blender fbx

eager mist
#

people

#

I can't find progrids in the unity regestry packages

#

any help on how can I get it?

#

does it have a new name?

ruby dune
gritty reef
#

Had no idea what the issue was.

ruby dune
#

If you are using stuff newer than 2020, it just isnt in the package manager list (yet??)

spark vigil
#

its on package manager

rapid echo
static vigil
spark vigil
#

used substance painter or designer?

gritty reef
static vigil
gritty berry
#

The bot seems to think theres someone nude in my 3d model picture, hmmm oh well. heres a hand

#

unsmoothed

#

if I ever get the heads finished I plan on just giving the model away but as an anthro wolf I dont know how usable it will be to people