#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 68 of 1

eager mist
trail cypress
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3D papercraft?, has a lowpoly feel to it! πŸ˜ƒ

dire ermine
onyx bridge
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AK 2nd attempt

marsh gust
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pog

wide wolf
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Anyone aware if this UV mess of the LineRenderer corners is fixable in some way? Or should I consider using a 3rd party asset instead? πŸ˜…

subtle jetty
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how can i do so that i can add an image with transparent background on a object with a colour(material) on it

trail cypress
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If it's an image with an alpha channel then i usually make sure I've set it's Texture Type to Sprite in the inspector window and make sure Alpha is Transparency ticked, and the alpha source is set to Input Texture Alpha

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If you're using the HDRP you can tick the Alpha clipping box in the material options

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Oh, if you're using standard pipeline then make sure you set the material rendering mode to cutout!

trail cypress
# subtle jetty is it for blender?

Unity. For blender you can just add an image texture node and hook up the alpha output to the alpha on a principled shader. Or you can activate the add image as plane add on and use that

subtle jetty
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ok done tnx

quaint raft
ember sky
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Any Zbrush users online?

subtle jetty
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its not broken its just the original cube overlapping

quaint raft
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cant u see only 1 mesh left after creation

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watch object hierarchy

trail cypress
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It looks like there are two objects after the process has finished. Does one of those contain all of your cell fracture objects and the other one is your original object?

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@quaint raft

quaint raft
trail cypress
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I've had to do that before, think cell fracture just glitches every now and again πŸ˜‚

brisk wadi
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I really don't know where to ask this but does anyone know why my cube tiles border lines are not straight anymore? I was messing around with the ortographic isometric camera in Unity (so you can move it with WASD and rotate it with Q or E in a script) and for some reason the cube tile lines suddenly started having this wobbly look.

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(Have to zoom in to see the cube lines not straight)

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Oh never mind, I'm dumb
my view scale was at 1.1x, probably changed it accidentally while messing around with the camera

subtle jetty
subtle jetty
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Look closely

rapid echo
gritty reef
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You're on fire with the swords. Very cool.

eager mist
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might be a dumb question but when i make a new game object, how do i make it have the 0,0,0 position???

outer halo
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Type, 0,0,0 in the transform? Or right click the transform component and select 'Reset'.

eager mist
outer halo
vestal hazel
river panther
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Pretty rad!

astral snow
astral snow
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but thanks

trail cypress
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Nice! πŸ‘

amber cave
nimble dawn
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hello guys

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stupid question here....

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i am making an industrial scene... and i want to make some metal floors with holes, you know what i mean?

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my question is, if it is best to do this using a mesh with all the holes etc, or using a material with a transparent shader πŸ€” make sense?

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like this

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or this

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what performs best? ahhh also, i need to tile this.

lime pollen
astral snow
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Just, make it an alpha mapped material

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you can be done with a single plane

harsh dagger
misty lantern
eager mist
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Hey guys i am new to game dev and i would like to learn 3d modelling to make ym assets so does anyone know where can i learn to do so

misty lantern
eager mist
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K thnx

calm compass
nimble dawn
meager fulcrum
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how can I get my 3d model from blender with the textures to unity?

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I created the texture itself with the shading tab

river parcel
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oh wow i like that

meager fulcrum
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yea tried that already

blissful relic
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alright

meager fulcrum
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found nothing useful...

blissful relic
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Well, model can be just

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save it as obj or something, then you can just drag the file into project tab

meager fulcrum
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ok thank you

onyx bridge
blissful relic
onyx bridge
onyx bridge
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something other then a m1911

toxic steeple
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I have a doubt. Very new to blender. So imagine I have a crate built in Blender. I want to import it into unity and make it explode. YouTube tutorials including brackeys suggests that I have two objects. One the normal model and the other one fractured, where you have RBs attached and add force. Is this the general workflow?

harsh dagger
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Pretty much

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Once the crate explodes, you replace it with the crate that is fragmented (but still put together to look like the original one) and then blast the fragments away

toxic steeple
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Ooh...can I bake the animation? Say I fracture it in Blender, add some modifier and make it explode, record that animation and import to Unity? I know the animation would look same all the time and that the object will be fractured from start. Apart from that is there any other flaw in this workflow?

harsh dagger
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Yes, you can. Nope, that's pretty standard procedure, don't worry about it.

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the object will be fractured from start.
Well, the issue with this is that if you have many boxes or breakable objects in the view you would be increasing the polycount in the scene. Specially if there are lots of fragments, an object not being broken apart sitting in the scene will give you more performance.

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But this is something you have to test, maybe you want to decrease the size of imported assets (which shouldn't be by that much).

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You should test both methods and see how they impact your game.

toxic steeple
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Got it.

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Or maybe have a Unity particle system with generic polygons as individual elements? Maybe I can try all these and see. Thanks a lot

jaunty pilot
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why does blender give you a sphere to start with but a lot of tutorials start with cubes?

toxic steeple
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You might have set it as a Startup file?

jaunty pilot
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like i opened up blender for the 1st time and it just painted on bumps and such, but this guide adds vertices/polygons and moves them

misty lantern
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Perhaps you should reset your blender to default settings

sweet blade
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I got this pig from the assets store, but it has no shadows, how can I fix it?

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I changed the material, I found something that casted a shadow, but it's only on the ground and not on him

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meaning that at night this happens

lime pollen
sweet blade
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the default and only material it came with is Unlit

lime pollen
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ok but you can change the shader to use the default shader

sweet blade
lime pollen
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i think its called the standard shader

sweet blade
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sith Sprites/Default

lime pollen
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sprites is for sprites...

sweet blade
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standard

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it lost the colour and details

lime pollen
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you need to find the texture and drag it on the material

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you probably should look up how materials work while you're at it

sweet blade
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I'm kinda lost, I know hot to code, I've never worked with materials

sweet blade
lime pollen
weak crown
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Im having an issue replacing a model with a new version, it has the same name and the same rig (but with a new bone added)
The new bone is just for a item, If i delete the old version and import the new version it hooks up to the old version like it should ( the model in scene now uses the new version )
But its not being rendered. If i add a new instance of it to the scene it renders fine.
But the original that was already setup before importing the updated version of the model dosent, the animations play but the mesh isnt rendered.
the skinned mesh renderer is referencing the updated mesh but yeah not sure whats going on, Normally if i replace a model with a new version with the same name everything just works fine. Any thoughts?

sweet blade
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that is the main part I don't understand

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for example, when I select the pig that has a texture but no shadows, it tells me Textures None

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almost like the material was already the texture

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also I can't find it in the foulders

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ooooh the color is a shader

sweet blade
lime pollen
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unless you want to write your own shader

sweet blade
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do you know how to do that?

lime pollen
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i think it might be difficult for someone who doesn't know how materials work πŸ˜…

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you can look in the #archived-shaders pins for a guide if you want to take a swing at it

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although it might be easier for you to simply use a different model

sweet blade
misty lantern
sweet blade
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I'm coding it now

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now it casts a shadow on the floor

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first progress

misty lantern
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Basically what you need is a basic lit shader that multiplies its base color with vertex color

sweet blade
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yep

west grove
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Hopefully simple question but do 'hand painted' textures still react to real-time lighting? TBH, I have heard a lot of places say no but I don't see why they wouldn't

west grove
tribal ravine
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What do you guys use for Tris Reference?

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im Making a gun and i cant find any good reference for how many tris it should have

trail cypress
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@tribal ravine I guess it varies, and there are a lot of factors that can govern the amount of tris someone would aim to have their model using. Type of game, art style, etc.
You'll probably get different answers from people as there's not really a "uniform amount". You just want to keep it as low poly count as you can without sacrificing the look you want to achieve.
If you have a gun model that's 20k worth of tris but looks like 5-6k worth, then obviously that's not great!.
I've read that some games in the Call of Duty series use anything ranging between 15k right up to 60k tris but then games such as Overwatch use between 10-16k tris per weapon.
I don't really make many guns but the last one i did was a hand gun (a HK USP.45), that was around 20k tris but after some tinkering i got it down to 10k and left it at that, but that was a for a fairly realistic looking model.
Hope that's of some help!

glacial vector
long turret
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does anyone use ProBuilder 5? It seems buggy to me

eager mist
blissful relic
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yoo this is cool

jaunty pilot
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i used it for like 3 objects in my first project, didn't notice any problems

solar wigeon
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Hi! I recently imported an fbx file from tilt brush into my unity 2020.3.9 project and got the error: β€˜Assetimporter is referencing an object from the previous import. This should not happen’ - no shit. I was unable to correctly assign the materials and some odd things were happening. Should I delete that asset from the project and try to re-import or is there another fix? Thanks 😊

rapid echo
maiden tangle
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spending hours painting for blender to crash and have no way of recovering textures πŸ₯°

gilded lake
soft stone
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Hi guys, Why should the size of the model be 1,1,1 once imported into Unity? Is It it related to performance or something?

harsh dagger
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The size does not really matter, it has to do with scales.

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1,1,1 means that is the original size of the object in the world.

soft stone
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Thank you

gilded lake
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I'm having a problem with my stylized tree model. The light is passing through it asif it were translucent

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↑this is from top down

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I made the tree in blender and did the data transfer

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Any way I could solve this problem?

eager mist
gilded lake
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by uv mapping u mean unwrapping right?

eager mist
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Yeah

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You might wanna try that

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In 3 hours I'll get off work, if you'll still need help with that I can check it out

gilded lake
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unwrapping wont work in this

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^ive done omething like this

boreal pulsar
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Hello everyone,
I am not sure that should I ask it here but...
this is the first thing that I made in blender and I can you all criticize the heck out of this?
because apparently that is helping me learn

glossy willow
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Not much to say except good start

glossy willow
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I'm a 3D artist for a team working on a fan project in Unity and have a few questions that I'd like to ask. We want to use the original game's assets for our title, and have figured out how to rip them from the disc. Unfortunately, everything is extracted as one object, meaning that the map is filled with duplicate assets and messy geometry. Our biggest concern right now is with the terrain itself, which uses a special type of texture-blending in-game, where intersecting geometry creates blending.

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Should we convert this to Unity terrain? How would we replicate the texture blending?

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The blending should occur at the areas marked in red

spark vigil
# boreal pulsar Hello everyone, I am not sure that should I ask it here but... this is the first...

Expand description for timestamp shortcuts! This is a long video but it goes through all the techniques that I've learned about low poly modeling in my 5 years of using Blender. I use Blender 2.83 with default keys:

TIMESTAMPS:
00:00 Intro
00:55 Basics (navigation, viewport)
02:12 UV Coloring Technique
04:46 Shiny Edges - Cavity in Viewport
06:...

β–Ά Play video
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its way better tutorial and only blender tutorial u want to learn blender

rapid echo
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Thank you very much @misty lantern and @gilded lake for your comments. Happy to hear your like this work!

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Thank you very much! @lapis sedge

rapid echo
# gilded lake unwrapping wont work in this

There is an another good similar tutorial, it shows the UV wrap steps also. Maybe you can check.

https://youtu.be/iASMFba7GeI

Here's a tutorial describing the process of using a quadmesh-to-billboards approach for making foliage, and how you set up the content for it to work in your own projects.
This approach offers a streamlined way to make fluffy trees without too much of a complex setup. Once the shader is working, it can easily be applied to any mesh that is unwra...

β–Ά Play video
boreal pulsar
boreal pulsar
quartz elm
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There is a particular game in which I like the shaders. I would like to learn how they was made. How can I inspect it in more detail and see what texture maps go where and how they are processed?

harsh dagger
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Your best bet is to check if the developers of that game posted any development blogs or talked about these shaders in general. The alternative is to see if someone out there didn't already try to replicate the effect on a tutorial. There are lots of tutorials on YouTube and written articles about shaders and visual fx.

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Out of curiosity but what game / effect are you looking to replicate? Maybe you will have better luck asking this on #archived-shaders .

quartz elm
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A couple games actually. I just need some solid reference. Unity have a lot of games made on it, most of them don't have any kind of content made featuring them, especially as niche as shader recreation. Maybe I would try unpacking the assets with the tools you mentioned and try to make sense of the files. Which is probably unlikely, doubt any tool would give me access to the source code without manually reverse engineering it.

eager mist
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hi can someone give me some advice on terraining?

lapis sedge
# eager mist hi can someone give me some advice on terraining?
Unity Learn

This project covers the basics of Unity’s Terrain tool, the project demonstrates sculpting terrains, painting textures, adding trees and models, as well as details such as grass. In addition to the terrain tool, the project takes advantage of Unity’s standard assets to add water and speed tree assets to the scene.

eager mist
lapis sedge
eager mist
lapis sedge
eager mist
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I guess I should've replayed to him, but that was my aim

spark vigil
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like screenshots or something

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if its 2D type of look have fun dealing with normals

west grove
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For me personally I found the Unity Terrain great if you want a large, random, realistic terrain. Otherwise, I would use some other tool to create the map, create a height map and then generate your terrain that way, however, for some reason when I do that the terrain isn't very.. smooth - random jagged almost like step like structure but that could be from me not understanding the terrain tool completely.

eager mist
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@rapid echo great tutorial, thanks for sharing!

eager mist
eager mist
rapid echo
sacred grotto
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Hi not sure if this pure #πŸ”€β”ƒart-asset-workflow question

I'm just wondering about the complete batching/optimization unity does
My game's style is body parts. I'm just working on systems that enables to make variations

They're all colored in vertex color. Not using textures at all
Does unity batch meshes? If i want a variation of the same mesh shape but different VC, it would skip that mesh' batching?
What if i assign a variation of the mesh at runtime? I guess the same bcoz it'd not use .sharedMesh anymore?

glacial vector
# sacred grotto Hi not sure if this pure <#497873833043296277> question I'm just wondering abou...

Static batching will batch together any mesh sharing the same material (BIRP) or the same shader (URP/HDRP). Vertex colour does not break batching.
non-static geometry can be batched if you have less than 300 vertices/900 vertex attributes in a mesh and you have dynamic batching enabled. Vertex Colour might count towards the vertex attribute limit, I'm not certain of that. The best way to check this out is getting familiar with the Frame Debugger, as it lets you step through draw calls and tells you explicitly why something was not batched

sacred grotto
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Vertex colour does not break batching.
This is true for material batching, right? Where shaders get ordered to be drawn in a row, and amount of textures loaded to gpu
But doesn't mesh get batched too, at least in the cpu side (yea i read that page but yea dont understand it 100% yet)
Like if i have 10000 cubes, they get "batched" bcoz they're the same mesh?
And if half of them have a tiny difference in the vert attribute (yea i'm not sure about VC being part of attribute too.. i'm guessing it is as it's part of what can be extracted by the shader?)

misty lantern
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Meshes don't have to be same shape nor have same vertex data to be batched afaik

tall frost
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Get i have a few questions with exporting models from blender to Unity

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Namely, do i need to remove rigid bodies and rigidbody constrains before exporting?

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And what do i with empty axes

vestal hazel
blissful relic
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wow

glacial vector
subtle jetty
# vestal hazel

Have u recorded video of any of them ? I just wanted to see how u made them like what tools :)

sacred grotto
misty lantern
sacred grotto
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Alright i mean instancing maybe
Yeah i'll have to test eventually for sure

lime pollen
tranquil palm
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thanks @lime pollen

somber pulsar
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Hey so I'm making the interior of a house in Blender then exporting it to Unity, and I'm a bit new to both so ofc I've run into a problem,
I really just don't know how to get the textures working...

Is the best way to split the house into different meshes depending on what texture they have
Or is it to have multiple textures on the same mesh, which I've been trying to do but can't seem to get anywhere :)fhdafdhasvb
Or is it something else that's probably a lot better than anything I just mentioned

Here's an image of the house I currently have (Yes some of the textures are placeholders and I only did the floor)

harsh dagger
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This could be a single mesh or this could be multiple meshes, it depends how you wanna implement it in your project. Look into UV mapping, you could use a single texture for the entire house if you want to have as few materials in your scene as possible. All you have to do is properly UV map your house.

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Now, if you want to keep multiple meshes for different sections or rooms to achieve a special effect with the camera or something, you could do that too. It's hard to give advice without knowing what the end result is supposed to look like.

fossil token
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I wonder why the skybox is back πŸ€” Is it because I had the sunlight set to bake? Looks like I'm in space apparently πŸ˜…

rare bridge
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It is required to use 2 scripts. One is showed on the page (MeshSmoother.cs), the other one is on a offline site (wiki.unity3d.com), but it can be found on this repository linked on the page: https://github.com/lucascoelhof/VoronoiUnityTeleoperation/blob/prefab-scene/Assets/Scripts/MeshHandler/MeshHelper.cs

GitHub

An example of VR application to teleoperate robotic swarms - VoronoiUnityTeleoperation/MeshHelper.cs at prefab-scene Β· lucascoelhof/VoronoiUnityTeleoperation

neat field
glad depot
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Can someone recommend any youtubers for making 3d objects?

full iron
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Imphenzia?

glad depot
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okay thank you!

somber pulsar
void orchid
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Anyone have tips for how to do this curve with modeling tools?

cerulean latch
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Edit a plane to make that shape, then extrude

harsh dagger
urban crystal
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Realistic bike I made

tropic zenith
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can anyone tell where can i start to learn blender?

slender lava
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you mean youtube tutorials?

tropic zenith
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any source is fine

tropic zenith
slender lava
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im also learning blender. are you a begginer? do you have modeling skills in other software?

lime pollen
# tropic zenith can anyone tell where can i start to learn blender?

Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.

Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter


Follow me:

Twitter: https://...

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tropic zenith
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not in any popular 3d design software

slender lava
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tropic zenith
slender lava
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there are so many youtube tutorials, just gotta wade through the bad ones to find the good ones

tropic zenith
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ok

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sure πŸ‘

slender lava
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πŸ™ƒ

misty lantern
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Using Package Manager from within Unity might work better

misty lantern
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You should see packages you've got from the asset store when switching to My Assets category

tawdry valley
gritty reef
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Tasty

spark vigil
# tropic zenith can anyone tell where can i start to learn blender?

https://www.youtube.com/watch?v=1jHUY3qoBu8&start=24 is a much better tutorial than how to make doughnut

Expand description for timestamp shortcuts! This is a long video but it goes through all the techniques that I've learned about low poly modeling in my 5 years of using Blender. I use Blender 2.83 with default keys:

TIMESTAMPS:
00:00 Intro
00:55 Basics (navigation, viewport)
02:12 UV Coloring Technique
04:46 Shiny Edges - Cavity in Viewport
06:...

β–Ά Play video
somber pulsar
somber pulsar
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I could add a lot more vertices to the mesh to make a bunch of squares and UV map it that way but that seems really hacky

spark vigil
west pier
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Hey guise

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I got a working magicavoxel importer that runs with the latest spec

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if anybody wants, I can share

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The normals it generates are kinda wonky but otherwise it's pretty clean

lapis sedge
somber pulsar
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o okay thanks

granite ingot
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do you think its gonna look good in unity?

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Usually importing meshes break the materials for me

lime pollen
harsh dagger
misty lantern
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At least not without fancy shaders

earnest verge
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does anyone know of a blender assetpostprocessor that properly flips the axis so Y is up (without using transform rotation)

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I've searched for a while and can't find one, I'm having a hard time believing no one's done it

lapis sedge
earnest verge
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no.

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an assetpostprocessor

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not an exporter

lapis sedge
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Apologies

earnest verge
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I dont want to manage multiple copies of the model 😦

lapis sedge
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Sorry i dont follow. What is it youre trying to do?

earnest verge
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I want to keep my .blend file inside my unity Assets folder

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and when I drag it into the scene, I want it to have Y = up, Z = front

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as opposed to the unity's default .blend file asset importer, which leaves Z = up, but just gives the model a default -90 degree rotation when you put it into the scene

lapis sedge
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Oh I see, sorry cant help you, I always use FBX in Unity, not blend files.

earnest verge
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yea, it seems that most people do

lapis sedge
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maybe for that reason?

earnest verge
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but it'd be so handy being able to just double click my model from unity, have it open in blender

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hit save

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then back to unity and it's all updated

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and you keep just 1 copy of the model

lapis sedge
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yeah that would be awesome

earnest verge
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it's gotta be possible to do, unity's asset importer is pretty extendable...

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hmm looks like this actually works...

misty lantern
stray stone
# earnest verge I want to keep my .blend file inside my unity Assets folder

I would not recommend storing blend files in your unity project, this creates more performance hit during development and then also requires you to have blender installed at all time on every computer that works with the project.
When you store and use a blend file in unity, it actually has blender open in the background to allow the model to work, you can't see this or control it, It's something unity does. The same with Maya files too.

The best practice is to export to FBX or Obj.

west grove
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^ from what I understand fbx/obj vs blend file is a size/performance difference that makes it not ideal to use

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Nothing exciting, but a brick wall that I spent forever sculpting trying to replicate a zbrush brush in blender. Materials on it are just a default color in blender, planning on moving to substance painter next and eventually making it a modular asset. Any feetback?

wanton cypress
astral snow
#

burgir

neat field
west grove
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@neat field Possibly next task, learning substance now and Blender is free. Thanks for the recommendation

eager mist
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im having a weird issue with fbx exporting on blender. When i export my model as a fbx despite it having a subdivision modifier applied this happens:

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however the same doesnt happen when exporting as glb

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or as obj

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however afaik i can only import weighed models as fbx into unity

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even just dropping the blend file doesnt seem to do the trick

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btw i wanted to thank those guys here back here who long ago told me to learn blender better since now im fairly skilled at it....err... somewhat

eager mist
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well er

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seeing this is a fbx exporting issue

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cant i import glb/gltf or some similar format to unity

void orchid
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Would anyone know how to properly unwrap my UVs for this pretzel? I marked seams to split it in half but is there a way to wrap it better?

eager mist
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thats... weird, what unwrap method are you using? smart unwrap?

void orchid
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I just did UV > Unwrap

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@eager mist

eager mist
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do smart

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smart works best for these things

void orchid
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smart gave me a bunch of strange strips

eager mist
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eek

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what about lightmap

void orchid
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Did I mark seams incorrectly? thonk

eager mist
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works fine for me

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try light

void orchid
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light map

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ok switching to conformal method gave me a bit of a better result @eager mist

eager mist
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oh okay that works

void orchid
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How do you recommend fixing the wrapped curves from this? Still learning UV unwrapping and not sure what to even google

eager mist
# void orchid

oh yeah sorry im dumb, lightmap is for like level modeling

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tbh zero idea i would just paint stuff directly on blender and save that

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even lightmap works for that sort of stuff

void orchid
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KK, was trying to figure out how to unwrap it into nice rectangles so that I can just export the grids into photoshop and paint em

void orchid
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@eager mist

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:D

eager mist
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how did you do that

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s x 0?

void orchid
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Soo..

First I used proportial editing just to sort of get everything on Y axis but very messy, lots of just rotating uv verts until it was up and down and not curled around.

Then alt > click each loop of verts
s > x > 0 to align to zero for each local loop of verts

eager mist
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oh i thought you found a way to do that auto

#

welp

void orchid
#

then after everything was sort of aligned i made one uv box the proper square i wanted, and right click > follow active quad > even

#

and it made them all same size / width etc.

boreal pulsar
void orchid
#

@eager mist ty for the help ❀️

misty lantern
stray stone
# eager mist im having a weird issue with fbx exporting on blender. When i export my model as...

Don't sub Div a model. πŸ™ƒ
Sure it makes the model smoother, but it actually increases the polygon count of it by 4. If you use sub div 2, it's (base mesh x 4 x 4) and so on. It also does it to the whole model. So even if you only want so smooth a small part it will do it to everything. It's only useful in very few cases.

This is not good for games, when you want to keep a lower polygon count. Right click and marking as smooth will make it appear smooth and you can manually add more geometry to the model.

stray stone
stray stone
west grove
#

@stray stone No, not yet. That is next before I go into adding materials

hollow shoal
eager mist
#

that happened to me once

#

do you have an armature and objects parented to that armature through bone relative parenting?

#

@hollow shoal

hollow shoal
#

Yes

#

I have

#

@eager mist

eager mist
#

yeah thats your issue

#

reparent as simply bone

#

not bone relative just bone

#

and that should fix it

hollow shoal
#

So i parent my main gun bone to my main arms armature bone as simply bone? @eager mist

#

And if so, does that mess up all my anims again?^^ just so i can mentally prepareXD

eager mist
#

no, you parent the meshes to the armature's bones

eager mist
eager mist
hollow shoal
#

So you say have 1 armature that handles both meshes?

eager mist
#

i mean isnt that what youre doing

hollow shoal
#

No

#

I have too spererate armatures for the gun and the arms

#

And i animate them toghether

eager mist
#

oh thats fine

hollow shoal
#

The arms armature is the parent armature to the gun

#

But you say its a mesh issue?

eager mist
#

the messed up part is the cartridge then

#

right

hollow shoal
#

Yes

eager mist
#

this

#

now

hollow shoal
#

Yes

eager mist
#

show me your gun armature

stray stone
#

I would suggest making this 1 armature.

#

Removes a lot of problems.

hollow shoal
#

Allright, thank you!

void orchid
humble valve
#

hi im looking to make a planet -> simple sphere would suffice to demo some code on, is there a higher poly version to use other than just the sphere scaled up to size in unity or do i need to go into blender and make it there?

hollow shoal
#

go to blender make it there

#

just add cube

#

select it

#

and press CNRLT+6

#

goodluck

humble valve
#

cheers

humble valve
misty lantern
#

Worth noting though that the result is not entirely spherical
You can remedy this by applying the subd modifier, selecting all verts and using shift + alt + S aka "to sphere" operation to make it properly round

humble valve
#

ok thanks

gloomy stump
#

Hello a question about 3D Modeling, i can place a house exterior and it will work if its already been made from 3ds max correct?

outer halo
#

If there are any special materials needed, you'll need to remake them in Unity, for example.

gloomy stump
#

Oh i understand okay, but when saying special materials, like props? Walls, etc?

#

Might need to add manually?

#

@outer halo

outer halo
#

If you want to adjust the smoothness, or add transparency and stuff. The materials that come in aren't always matching. So you'll likely need to make new materials inside of unity.

thorny owl
#

using blender and i just entered sculpt mode to see all me faces oddly colored, what did i do??

tacit marlin
#

does anyone have a tutorial on how to make a human model and how to rig a skeleton with it?
whenever I find one it either just shows u how to make a model on blender or it expects you to download a model online which appears to come with a skeleton?

weary bloom
#

@tacit marlin Low Poly character or detailed ones?

#

@gloomy stump Usually the materials are packed within the fbx files and you can extract the materials in unity 3d with click of a button. For other materials like glass etc it's better to make them in unity itself.

tacit marlin
harsh dagger
misty lantern
tawdry valley
weary bloom
#

@tacit marlin Are you looking for blender tutorials?

tacit marlin
#

yes I am

tawdry valley
#

I suggest Imphenzia

#

Hes got two videos back to back about modelling a character and then rigging and animating it

gritty reef
jaunty acorn
#

is it still working the 3DSMax <-> Unity 2019.4 sync?

#

I remember that were a Unity asset to do it.... I guess πŸ˜…

#

ok I guess the answer sit inside this video πŸ˜›
https://www.youtube.com/watch?v=AVTr-wEOTaE

In this video, Work with a Unity Certified Instructor through a series of mini-challenges to learn how to retopologize a simple high poly mesh.

Speakers:
Stephen Studyvin 3D Artist & Educator
Sandeep Kulkarni Education Global Program Manager

Did you find this video useful? Room for improvement? Let us know: https://on.unity.com/38Sw8Pl
Chec...

β–Ά Play video
earnest verge
#

storing blend files

main oar
#

is anyone familiar with both VRM and VRCHAT?

#

so when I go the vrchat SDK project, and load the included project, it shows this but, when I go to convert the blendshapes to vrm, it only allows me to click on one blendshape group, is there a fix to this, I'll provide another screenshot in a second

#

another thing, in the text file I see

#

something about lipsync blendshapes

#

how do I convert that file into aeiou blendshapes for vrm

#

I found the name of the blendshape actually nvm but

#

now

#

what do here, when I change the slider she goes to smile, I don't think thats lipsync

#

do I just use the available blendshapes to form what looks like lipsync?

tacit marlin
#

So I make a skeleton, and when I try to rig it this error pops up, anyone knows whats up?

hollow lion
#

Hi, I'm artist low poly, Nice to meet you, I am new to the server and in the unity community I leave you my sketchfab profile so that you know me uwu

eager mist
#

nice shader tho pls share

next storm
#

A collection of my latest 3D stuff ^_^

#

Let me know what you think if you can, I'm always learning and wanted to share, I'm beginning to make livestreams too cuz I really want to engage with people more within my art

main oar
#

install the latter mentioned add-on first

#

also its for a specific version of unity, and maybe the latest version has them prebuilt in but not used for the importing, could be under a diffferent name

#

also, the models textures are just like that, its not the shader :3c

#

it's a baked cellshaded model

#

for vrchat, but converted to vtuber.
ALSO, this is the only unity server other than ones specific to vrchat(which turned me down, cause "the question is for converting") and nobody in the vtuber server knows what the hell I'm talking about because they all paid for their models, there is no vtuber creators portal

main oar
next storm
#

made today using synty assets

stray stone
stray stone
#

Different blend shapes would activate to make the lip motions of words.

#

So if you were to make a word like Sweet.
You would use the different blend shapes that match teh corresponding letter for each word/phrase.

#

If you say things slowly, you can see that these shapes will mostly line up with your lip motions.

raw ingot
#

hey guys, i was wondering if anyone could help me out with learning the basics of making 3d renders in blender? I want to make thumbnails and just artwork in general but have no clue how to start as there isn't alot of videos on making renders for RUST

lime pollen
# raw ingot hey guys, i was wondering if anyone could help me out with learning the basics o...

Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.

Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter


Follow me:

Twitter: https://...

β–Ά Play video
raw ingot
urban ocean
wheat vector
#

the middle one is the unity sphere and more or less how it should look, the one on the left is a UV sphere I imported and the right is an icosphere

#

anyone know what I am doing wrong here?

next storm
late furnace
#

I have a model with one atlassed texture and I have grouped parts of the model that are translucent so I can apply separate materials. How do I have unity apply the opacity in my png texture to the model? I'm trying different shader options but they make everything completely opaque and ignore alpha in the image or just completely transparent

tawdry valley
wheat vector
#

I have an 8k grayscale emission texture and I am a bit unsure what format would be best to use for it, give me the best compression for quality and all that. anyone know? I saved it as an BC7 as that is what I was currently setup to export as and its 84MB, seems a bit high for a grayscale image even if it is 8k

rigid pelican
strong dome
eager mist
#

BC4 is single channel

wheat vector
#

I noticed when I just threw the PNG file in unity that it seems to have some kind of auto conversion, is that true?

eager mist
#

Importing usually includes compressing the textures into a default vram compression format

wheat vector
#

it sure looked like it converted it to something like BC4 and generated mipmaps

eager mist
#

I'm not sure if BC4 is automatic

#

But you can select it manually

wheat vector
#

not seeing any option for that

eager mist
#

@wheat vector

#

in the inspector

wheat vector
#

ah, ok. hm... it turns it red

eager mist
#

since it's single channel :D

wheat vector
#

sure, but why is it reading it as red instead of grayscale?

eager mist
#

I suppose that might be because the texture inspector always renders textures in RGB mode

#

and if you have a texture with one R channel and nothing else, it will turn up red

#

You have to use shaders that use the red channel only as grayscale, though

wheat vector
#

its not just in the inspector, its red in game

eager mist
#

what are you trying to achieve?

#

grayscale color textures?

#

because you will need a custom shader for that, or waste memory and use 3 channels

wheat vector
#

its just a gray scale emission map, I mean I could go convert it to gray again in the shader but that seems like an odd way to do it

eager mist
#

shaders don't really know how many channels a texture has

#

so if they expect rgb data, and you only give them r, they will interpret it as r 0 0

#

this is how it all works, you would do the same in Unreal or any other engine

wheat vector
#

so backwards... still not saving me as much space as I had hoped. 43MBs seems like allot even for an 8k texture, but I guess its better then 80

eager mist
#

8k textures are absolutely huge

#

It's like having 64 1k textures

#

Are you sure you need that much resolution?

wheat vector
#

no, I am fairly sure I need 16k, but I am not willing to go that high

#

its for a star in a space game, star is thousands of km across and you can get fairly close to it.

eager mist
#

you might be better off using some procedural method then

wheat vector
#

its not a big deal, a full set of 2k pbr textures for a normal game object is around the same size, I dont see any problem with having a handful of 8k noise textures for stellar bodies like stars and planets, esspeically if I dont need a full set of them, just a simple grayscale noise

#

cant really use procedural noise in shader graph for it, I tried, the noise textures it creates are not seamless

eager mist
#

If it's just noise then you can make a smaller noise texture repeating

glacial vector
#

You're going about this the wrong way. 8K is bare used at all in commercial games, even 4K is saved for high priority assets like player characters. You should think about how you can do this in a smarter, more efficient way

#

Since a star is spherical you're already getting the benefit that tiling won't be that noticeable

#

And if you have lower res unique texture you can add detail to it with detail texture that layer on top of it

wheat vector
#

I want as little distortion as I can, these objects are huge, I dont know of a good way to make a tiling texture for a sphere that dosnt look fairly bad. when it comes to the gas giants its going to be an even bigger problem you cant tile a texture for something like that... at least not that I know of

#

actually as far as I know you cant make a texture tile vertically on a sphere at all

swift cloak
#

Can somebody help me with render texture? I iam trying to do the retro look render texture and now it's rendering only black/No camera thing!

(Not sure where to post this)

eager mist
#

you can combine multiple techniques as well, like a lower resolution non-tiling map with a a tiling detail map

#

and you can use triplanar mapping for the details, that way you don't have to deal with sphere UVs

shell creek
#

So I had a quick question for you level builders here. What do you think a good approach would be to make a simple spooky cloudy sky for my level? I'm going for something PS2/Dream cast era, and was thinking of applying a scrolling texture to some kind of dome or cone

eager mist
#

hello guys. i have this summoners rift(sr) model on .obj but when i import to unity the model looks like that. i also tried .fbx and nothing changed but when i import the sr to blender the model is fine. someone knows how to help me? this project is just for learning about unity and blender

summer tusk
wheat vector
#

that looks like flipped normals to me

dark lagoon
#

Hello everyone, Don't know if this is the right place but I have an issue with Unity, Materials can't be shown anymore, wich is.... pretty annoying, I'm using Unity 2019.4.8f1 and Shader Graph 7.5.1, I don't know where this can come from:

#

The issue shows to every material, even the one using the URP

#

like this one

misty lantern
dark lagoon
#

doesn't do anything

#

I showed it in the position where it should show something

#

I'm doing a copy of my project so I can try it with other unity versions and see if the issue is still there

misty lantern
dark lagoon
#

yes I had other issues with unity and had to change version

misty lantern
#

Upgrading editor to another feature set is very likely to cause issues
Downgrading even more so, if it's even possible? I hope you kept back ups from before the process

eager mist
#

this was from the bottom

#

how can i fix this from happening when i import it from blender?

summer tusk
# eager mist yes.

Alright, that's an easy fix then, just flip the normals in Blender. Or instead, set it to be double-sided rendered in Unity, but it's a lot less performant than the first fix

misty lantern
eager mist
#

no i have not flipped the nornmals i just did that that fixed it tysm!

tacit marlin
#

So after countless youtube tutorials and errors I have finally got a skelton rigged, so with the skeleton do I just export it to unity for animations or are animations simpler on blender?

#

also theres a problem for causing the hair to move with the arm any one know what's wrong?

swift karma
#

hi
im not sure where to put this
but i would like to convert 6 different rectangular textures to one to then use it as a texture for a sphere
which program could I use?

misty lantern
misty lantern
swift karma
#

but no just the shape of sphere

misty lantern
#

Separate rectangular textures can be used as skybox textures

#

I don't know what program would be needed to project the six sides onto just one panoramic texture

swift karma
#

but i do some weird compute shader to skybox texture

#

when putting a normal texture it streches

#

well is there a place online to find textures?

misty lantern
swift karma
#

but is not a unity skybox

#

it displays a texture part depending on the rotation

misty lantern
#

That's generally how skyboxes work, but if it's not a standard type I wouldn't know

swift karma
#

and then modify the colors

thorny owl
#

spent about 6 hours so far on this guy, still finishing him up

fluid oak
#

Chocolate bar monster?

gloomy stump
#

Any idea why my graphics look like this ? I am using URP but damn thats like 3D Animated Graphics

glacial elm
#

Lighting

#

Post processing

#

Details in environment, textures, etc...

#

Unity is hard to make look good from the get go

gloomy stump
#

This is how it looks now @glacial elm

#

Yeah it seems like you have to play around lighting

glacial elm
#

@gloomy stump yea man. good job it looks much better now

#

did you bake?

gloomy stump
#

Yeah i baked it, looks more realistic now

#

i am trying to find furniture asset package but damn, cant find any good because i want to place meterials for walls and rooms general but i dont have any

glacial elm
#

It looks great man, good job. But yes, if you wanna get a much more realistic result, then you want to work hard on detail

#

meaning a lot more models

#

a bit of dirt and dust. more story telling. other whise its great man. keep going

gloomy stump
#

Thank you appreciate it! Never messed with this, no idea how to make it dusty and dirty yet but ill figure it out

glacial elm
#

good luck

gloomy stump
#

Thank you!!

#

if you find any furniture asset packet, dm me

gloomy stump
#

Any idea how to fix this distance issue?

rocky bronze
#

How do I place a positive scale on an object?

#

I've been trying to do an Unwrap, but gives this message:

pine gust
#

hello! i posted a question related to meshes, textures and transparency over on #archived-shaders but maybe it would have been better to ask here? i don't know if it's ok for me to copy it or if i should wait for someone else to answer on the other channel, hehe

tropic zenith
#

is blender kit free addon?

#

or paid?

shadow fern
#

I am using the transparent surface type for a fade animation I am making but with that on, one side of my walls (top image) looks fine but I can see through part of the other side (last image). How would I fix this?

#

A good way to picture what I mean is this. The model has render face set to both and works on one side but this side can see through to the inside/back faces.

#

It works fine with opaque but not with transparent.

fluid oak
#

It looks like a common issue where (because it draws the faces in order) when double sided it will draw the far face in front of the near one.

#

Because transparent objects don't sort well.

#

Usually the solution is to make a double sided mesh instead of turning off culling

shadow fern
#

Well, I just want a front render face and drop the alpha for a fade effect.

Is there a way to achieve this without messing with the actual mesh?

fluid oak
#

Or use dithered alpha clipping instead of fading I guess

shadow fern
fluid oak
#

What shader are you using?

#

The default shaders generally have an option for which faces to cull

shadow fern
#

Universal Render Pipeline/Lit

fluid oak
shadow fern
#

When I have it set to front, you can see part of the other side of the mesh through it.

#

Both does the last image I sent, you can see through into the inside of the mesh.

#

And back only renders the back/inside faces which is useless for me.

fluid oak
#

That sounds like a problem with your mesh. Try putting the same material on a cube and see what happens

shadow fern
#

Yeah, it seems perfectly fine on a cube. Do you know what could cause this issue by any chance? My mesh should just be front facing but it happens on 3 out of 4 sides of the mesh. Will just check that out in maya I guess.

fluid oak
#

Might have fucked up normals, might have overlapping faces.

shadow fern
#

At least my mesh is not too complex, will have a look.

#

Actually, I put the material on another mesh I have and it has the same issue. hmm.

#

When I set any of my objects textures to transparent I can see through them, even when the alpha is 255.

fluid oak
#

Transparent objects are handled differently from opaque ones; they aren't depth sorted the way opaque ones are.

shadow fern
#

So, is there just no way to do what I want with transparent? The mesh can't be the issue cause I checked it and because it works on any of my meshes. The texture can't be the problem because it works on any of my textures.

So it is literally just an issue because unity decided to be a pain with it's transparent surface type I guess. That is annoying.

misty lantern
#

It has its own limitations though

#

Or just use dithered cutout fading as Pinballkitty suggested

#

If you can see through your mesh with double-sided off, you have faces with inverted normals

shadow fern
sage cloud
#

Heya folks, I got tasked to port a small 3D project and have an annoying problem: when I make a platform change from PC to Nintendo Switch (or any other console) the platform change apparently breaks all 3D level modells, the import settings get overwritten which leads to faulty and nonplayable behaviour ingame. Any pointers what I can or should do since I'm just a programmer and have no clue where even to start fixing that

next storm
#

Made this in Unity for a mates album cover

obtuse hound
# eager mist oh i thought you found a way to do that auto

I know this is over a month old but I was scrollin' and just recently discovered a quick way to do this and am happy to share the time savings with you too! lol. @void orchid too!

In your UV Editor view in Blender you may select a part of an island that is already properly aligned (one square or almost square face of the UV island image you posted. for example) and use the "Follow Active Quads" option. If the selected face/section when this is performed is perfectly square, it will try to align the rest of the island to also be square.

I didn't attempt this on a donut so it may be slightly more difficult and involved in that case, but it's certainly something to try before committing to manually rotating hundreds of verts when simple seams just don't cut it.

To test while writing, I did this on a long bent cylinder with a tapered tip. and after a normal UV Unwrap (U,U) I also wrecked a portion of the UV island way out of image bounds on purpose to demonstrate the follow quads function.

  1. Find **one ** face of your UV island and straighten the edges with Sx0 or Sy0 as needed. You may also check the Stretching of the UV
  2. Select the entire UV island with L, ensure the previously straightened segment is the 'active element'. (the lighter colored selection)
  3. Unwrap again with Follow Active Quads . Click OK once, then change the "edge length mode" in the tool window to check which result may be best
  4. Perhaps check the Stretching overlay (top left) to ensure your textures won't be too distorted, then resize/move the island as needed.
  5. jobs done!
wheat vector
#

there is an addon called UV Squares for blender, it does this but even better. a must have addon IMO

small sparrow
#

Mesh taking hours to import! PLEASE HELP!!

Sometimes a file will just randomly become corrupted and take about 1-2 hours to import. This FBX is only 2.6kb in size. I've reexported it with a new name and that doesn't work. Only fix has been making a whole new scene and starting the level from scratch.

#

I've redone this whole level three times now and I'm still encountering this issue and I'm so sick and tired of it. It's happened with different meshes over multiple Unity versions.

void orchid
outer brook
#

Hi, when my friend opens my bushes in unity and applies a transparency map to the foliage only one face of the foliage is shown. I thought that when you are using a transparency map you don't need to worry about face orientation

outer brook
#

They're using the standard pipeline

#

Anyway it's solved now, they used some leaves shader

glacial vector
void orchid
#

Just finished my environment blockout :)

broken seal
#

Beautiful!

icy stump
#

i can recommend you search the problem within your OS and computer not unity, because this is really something that is rare

teal orbit
teal hearth
#

unity is crunching my texture down into 16 squares, where do I need to start looking to fix this?

#

in case it doesn't make sense this angle looks better. nothing in texture, material or project texture settings seems to help

untold edge
sly heath
#

hi i was wondering if anyone can help me i have made a racetrack in blender however when i import it in to unity and put the mesh on the race track it goes very small and a weird shape however when i put it on a cube it goes normal shape and size. the only way i could think of fixing this was re importing however i have tried this but it doesnt work.

idle frost
#

you are exporting the file wrong

#

in your screenshot, the highlighted object's scale is 100,100,100

#

I believe that you should be exporting your models as fbx, and you need to check "Apply Transform" and set the scalings to "FBX all"

#

otherwise the scale of the objects in unity gets completely messed up

fluid oak
fluid oak
void orchid
#

I refined the scene a little bit last night.. gonna start on modeling set pieces in blender now

fluid oak
#

...so is the shaded edges on the water a shader or just more cubes?

void orchid
#

just cubes blobspy smoke & mirrors hehe

fluid oak
#

I only noticed when zooming in

void orchid
#

goal is to eventually build my own water shader

#

and particle system for waterfalls

#

lots to do πŸ˜„

fluid oak
#

Particles are the easy part πŸ˜„

#

You did great with the architecture for cubes

teal hearth
#

super new to unity, sometimes i click on a material or object and it will show up in the inspector on the right - other times it won't. I'm sure it's user error but I've been listening to the most basic tutorials and can't figure it out :C

teal hearth
#

i found opening a new scene didn't help but a new project did - but I don't think opening a new project several times a session is a good idea

teal hearth
# fluid oak Can you SHOW your import settings?

Yep! I don't know if this is exactly what you want to see but here's the material settings and the texture settings.
In case it helps figure out what's going on at all - this persists whether i try a obj or an fbx. Only the fbx doesn't give me control of what type of material i want.

eager mist
#

How do I change wardrobe of a 3d character in unity ? Can someone help me?

void orchid
fluid oak
#

You're also using normal compression, which is based on Jpg so it will always be based on 16x16 squares.

whole crow
#

im having an issue with my model in unity

#

when imported to unity it makes these

#

random faces

#

bottom image is blender

void orchid
whole crow
#

did that, didnt work

#

however there was an odd face in this area

#

deleting it fixed it

#

it was like as thick as a toothpick

teal hearth
fluid oak
#

That is the compression.

fluid oak
# whole crow did that, didnt work

You probably had a quad that was not flat; any quad can be triangulated in different ways, and if the quad isn't flat('planar') the different triangulations will look VERY different.

teal hearth
#

I hope so, that sounds easy to fix! drippylaugh
I thought it was the max size (because of google results) that i needed to change but it seems I'm wrong again

If anyone knows which field I need to change it would be greatly appreciated ;n;

misty lantern
#

You could show advanced settings also

teal hearth
#

excellent exceelent call patchi: the problem that i've been dealing with for the last 50 hours was in advanced x'D ngl I started singing once I had found it

the non-power of 2 dropdown was set to "ToNearest" when setting it to "None" fixes it

harsh dagger
#

@teal hearth Just curious, what is the resolution of said texture?

sour heron
#

Can anyone recommend best practices for setting object origins (I'm using blender)? If I put origins in the center of an object they rotate and center nicely when using them in unity but when dragging objects in they also spawn halfway through the floor and each object needs to be corrected for size offset. If I put the origin at the bottom of an object they spawn in on the floor perfectly but then if I need to rotate things can get a bit weird and not everything has a 'bottom'. Anyone have insights?

idle haven
#

hey when i import obj models from zbrush to unity there is alot of details missing. anyone know how to preserve your zbrush models details when importing to unity? thanks

finite schooner
#

bake them in

pliant patio
#

when I import my fbx model in unity it gives me this error any idea how to fix?

teal hearth
#

@harsh dagger the whole .png was 240x240 and each 6th was 60x60 :)
(I've scaled back the max size to 256 now that it's fixed)

teal hearth
misty lantern
misty lantern
misty lantern
#

Or whenever possible

pliant patio
pliant patio
#

there is nothing non manifold in my object

misty lantern
#

well there seems to be something self-intersecting according to the error

#

which also is non-manifold

#

Anyway it's not any kind of serious error

pliant patio
#

well when I do select non manifold it selects nothing

misty lantern
#

The importer just deletes the weird part and gives you a heads up about it

#

If you can't click to select the mesh, you have bigger problems with it

pliant patio
#

this is my model in unity while it should be

#

be this

pliant patio
pliant patio
misty lantern
#

@pliant patio Did you apply the objects' transforms before exporting?

pliant patio
#

how do u do that

misty lantern
#

ctrl + A in object mode with the objects selected
Or apply transforms option if you're exporting as fbx

misty lantern
#

Yes

pliant patio
#

well that didnt work

#

its the same

misty lantern
#

I'm 99% sure you've flattened and rotated the monitor in object mode, and that transform is unapplied so it's ignored at export

misty lantern
#

Also, the operation "select all non-manifold" isn't guaranteed to catch self-intersecting geometry from my experience

misty lantern
#

Self-intersecting error is probably a canceled extrusion

pliant patio
#

i applied transform

misty lantern
#

The warning will most likely go away if you select all vertices in object mode and merge by distance

plain sinew
summer cypress
#

Don’t say you know art unless you made this

river trail
#

Hey guys, my cloth sim is getting all wrinkled up no matter how I play with the settings.
I use tris at the ends of the plane, could this be a problem for the unity default cloth simulation? (Ill post a screenshot 1 sec)

#

Do I have to model it differently? (tag me please)

sudden dock
#

where can find super realistic race car models for unity for free?

magic geyser
#

I want to make a character that has ears and a tail that can be revealed and hidden at will. Should I export the ears, tail and body all together or separately even though they have the same armature

next storm
crisp finch
#

Is it better to create each model separately? I want to make a room and I don't know if I should create all the assets individually, or create a scene with all the objects that can't be interacted with?

outer halo
#

Individually

#

You can export the room as is with everything in place, but they would still be separate objects themselves.

crisp finch
#

I mean multimesh room.

#

Not objects but meshes is what i ment

outer halo
#

Objects are just meshes. And still, seperate ones.

rapid echo
rapid echo
tropic zenith
languid coyote
#

hey guys, is there any1 good at poly brush here?

rigid pelican
untold edge
#

Is there a way to take a model from Blender and import into unity without extra verts being added?
I was exporting to an FBX format so maybe that's where the verts are being added I'm not really sure, but even when I change all the import settings for the unity object so that it's not doing anything on import, there are still extra verts being added.
My model has 0 hard edges so there should only be as many verts as are visible
Also if you have an answer please @ me, thanks

glacial vector
#

UV seams also add new vertices I believe @untold edge

untold edge
versed jolt
#

Hey, I need some help with adding texture to 3D models. I have a 3D model without a texture and an external texture image with just colors on it. My question is how can I add that texture image to my model, should I need any 3D modeling software or is it possible to do it in just Unity?

Here are the steps I followed:
Placed the model prefab into my scene.

#

Inspector Panels

#

Dragged & dropped the texture into a child prefab named boy_2

#

As you can see the colors of clothes are just fine but the skin color is wrong and there is the texture image itself in the hands, the model should look like this:

glacial vector
#

You need to change the UV map, which is done in your 3D app @versed jolt

tacit marlin
#

So I decided to make a low poly character and basically I have that done (Im following a tutorial by Imphenzia) and so basically this happens which doesn't appear to occur in the tutorial, any thoughts?

tawdry valley
wind field
#

im having a lot of trouble

#

wait

dire prairie
#

Anyone here experienced with making large maps for mobile? Looking for a few pointers on workflow.

solar raven
#

How come I need "Convert Units" checked on my import settings? The mesh is made in blender with default settings which is 1m units so Unity should be able to take it in without scaling it down 10x but if I uncheck convert units the mesh is 10x larger than it should be.

solar raven
#

@tacit marlin Well I'm not sure what your tutorial is going for but...

That's not how you pose things. You should never be moving non-ik bones like that except if you're squashing/stretching for cartoony animations and then only very little. (or fixing distortions caused by IK such as knee popping but that's advanced animation stuff)

#

You should have an IK foot that you can move around. Otherwise you use the fk and rotate (use IK almost always for legs though)

#

If you're referring to the distortion, you are probably using automatic weights and you need to go in and do some touch p on your weight painting

fluid oak
#

Probably need more vertices around the joints, as well.

prisma fulcrum
#

Having issues with beveling in blender

#

This is the shape I want to bevel

#

This is the result

#

I've already checked for extra edges and vertices, there's no extras

#

These are the tool settings

lean horizon
#

I made a random background element, tried to limit myself to two colors, not sure how I feel lol

magic geyser
prisma fulcrum
amber cave
true yoke
#

Hello everyone! I'm trying to create a tree like this one (from Pokemon omega ruby/alpha sapphire).

#

This is my 3d model and my issue is that when I apply the texture with cutout in unity

#

It looks like this. Does this have something to do with my UV Mapping or with my material settings?

#

I couldn't figure it out. Would be great if someone could help me with that πŸ˜„

true yoke
true yoke
glacial vector
#

What does your texture look like @true yoke?

#

In your reference I would assume the tree is just unwrapped with a planar projection from the top

true yoke
#

it's a ripped texture from the pokemon games to see if the uv map applied correctly. Will do my own texture then of course. Here it is:

glacial vector
#

Right then it's a cylindrical unwrap

true yoke
#

So I need to look up Cylindrical unwrap then. Alright thank you very much πŸ˜„ I'm pretty new to modelling and uv unwrapping etc. so there is a lot I need to learn

true yoke
# glacial vector Right then it's a cylindrical unwrap

what would be your tip to unwrap it? From a video I saw that using "cylinder projection" with View on Equator could work. In the video he changed to an ortographic view with 7 on the numpad and for him the projection looked fine. but for me it looks veery chaotic πŸ˜…

#

even if I make them smaller it still doesn't work properly. It is closer to what I want though

glacial vector
#

Can you share the tree model?

#

Your geometry looks a bit messy but you should still be able to unwrap

true yoke
#

here you go

#

I couldn't find where I messed it up

#

I also tried cleaning with merge by distance by didn't change anything

foggy dew
#

Hey all, beginner question and might not belong here, direct me to correct channel if it's a problem please. I got the Gridbox Prototype Materials packet, that blueprint like materials/textures thing. I place the material on the cube and increased the scale, which required me to change the material tiling matching to the scale of the box. Is it possible to make this automatically? Do I need to change the tiling options any time I increase the scale for more space in game world or is it a bad practice to scale the cube for creating grounds/walls?

rapid echo
true yoke
# glacial vector

oh great πŸ˜„ thank you very much I will try it out with these settings

fluid oak
#

@foggy dew the usual solution to that sort of thing is to use world coordinates for the texture, so it is always the same size regardless of the object scale.

#

Though you CV ould also make a script that adjusts the scale or the UVs based on size if you really wanted to. Or use Probuilder.

fluid oak
#

@true yoke you can't just use a random projection for vs and hope it lines up with your existing texture. The computer has no idea what it is 'supposed to ' look like

true yoke
tawdry valley
#

How your workflow improves the more you learn πŸ™‚

dim marsh
# true yoke

You should change it to something thats not .blend, as .blend files are very bulky and drop framrate

fluid oak
#

I thought the .blend import internally converted it to an fbx now? (not a blender user but that is how it was explained to me)

fluid oak
woven dome
#

Yeah I don't see how the file format could affect frame rate.

misty lantern
#

@true yoke There's probably no problem with your mesh, you just need to study and understand how UV unwrapping works

true yoke
lapis sedge
drifting sundial
#

can someone tell me why when i build a vrc avatar i press build and publish it just makes another prefab?

dim marsh
ember bloom
#

has anyone had any experience opening a unity .mesh ??

#

I want to fix ONE of the LOD models in this tree asset package

#

but when I select that tree all that comes up is a '.mesh' with two submeshes

#

I found a .mesh importer for blender but that seems to want the .mesh from XNALara and that's not working with this

stray stone
tawdry valley
#

meh, sometimes i do sometimes i dont πŸ˜„

inner flame
#

Anyone have recommendations on sprite texture size? I know Unity defaults to 100 pixels per unit (which I have 1u=1m). Is 100px per meter a reasonable resolution for high quality sprites, or can anyone offer any guidance there?

solar arch
# true yoke So this is my result with smart UV projecting. I don't understand what I would n...

You seem to have a NON-seamless texture. This can be a problem

  1. You can keep the unwrapped UV, export it's layout then open it in image editor, then draw your texture in imageEditor OR you can just draw it via TexturePainting in Blender

  2. Another way, is to convert those triangles back to quads, then unwrapped once again, then do the same process as number 1. Reason for this, your UVs won't be significantly stretched or missaligned when texture tilling is happening due to the nature with the low poly model you're working on

true yoke
#

This is what they look like in game now for example

#

(I have a low res render texture applied to the camera that's why it looks pixelated)

solar arch
#

good luck!

true yoke
#

Hahaha thank you very much! πŸ˜„

rapid echo
woven axle
#

Hello everyone! I am total newbie to blender so I have tried to do my first low poly character (looks like crap). My problem is, that when I import my model to unity via FBX, it have some sort of greenish washed out colours. I have used colour palette from Imphenzia. Does anyone knows, what the problem is? Thank you very much.

#

This is view from blender:

#

And this is how it looks like in Unity:

#

These are my material settings:

#

If I should provide some more information, just let me know...

strange pike
#

I just found this video, and I understand what it's saying and can even use it in my own projects. But, as a total beginner (~1 month now) I don't quite understand the why..
I mean, I know its bad to have all those extra edge loops, and I would have gotten rid of them myself anyways (or not even made them to begin with), but why did this have to become to complex that fast? Why couldn't he have just added 3 extra cubes to the end and merged them?
It seems like all this technique does is add a bunch of extra vertices for nothing, but I am 99% sure I'm just not understanding something..
https://www.youtube.com/watch?v=HGL6QpVRyXk

A good understanding of topology is a vital skill that every VFX artist should have in their arsenal. In this video, I'll break down a quick and simple method to change the edge count of any topology. Once you know how to connect an odd and an even number of faces, you can create clean topology for any mesh.

My Gear -
(Camera) Canon M50
US li...

β–Ά Play video
solar arch
strange pike
#

I still think I'm missing something..
Like, here I have a cube, I put 4 edge loops around it, then deleted all the edges except for the ones on the face I want to extrude. I then extrude them (showing only 1 here) and they're all perfectly attached, so they'll move with the cube if animated..
I don't understand why adding all those extra vertices are needed.

solar arch
#

thats not a comparison by any means... not comparable

#

the dude was modelling a hand and it's fingers...

#

What he was trying to tell you(in the context of human hands topology and it's fingers) was to avoid what shown in box no.2 and no.3 in this video @strange pike

tidal meadow
#

i cannot find the model import help channel so here i am. trying to import my model from blender into unity. everything works right except for like 2 parts. the spheres that act as joints and the plates underneath them. for some reason unity keeps inverting the normals even though its perfect in blender

#

its only when i go alt +n -> recalculate inside that the two objects look good in unity

#

but i dont wanna do that because these are normals, inverted normals are not good at all and tend to break everything

#

nvm apparently these two objects had negative scale which inverted the normals, its all good now

strange pike
# solar arch What he was trying to tell you(in the context of human hands topology and it's f...

your video still has all those edge loops. the whole point of the video was to get rid of the edge loops to reduce vertices (right?)
let me show you what I mean. i remove all the edge loops here, leaving behind only the edges and vertices I need for extruding "fingers" so why would I add a bunch more vertices back in when this works?
https://www.youtube.com/watch?v=Fz_GO0dZN5Y (sorry for me fumbling around in the video a little. I'm still very new to all this, and muscle memory isn't quite there for all the hotkeys, yet)

solar arch
#

I didn't bother to remove those loops, the point of the video is to explain why the dude did it like that

#

you may still confused now, but once you're animating, you'll understand what he meant in the tutorial

strange pike
#

maybe. because right now, it just doesn't make sense to me to do all that extra work, especially since I showed you "fingers" moving just fine :3

solar arch
solar arch
strange pike
#

it's in the video... 2:31

#

lol

solar arch
#

sure, I my response was to your original post

strange pike
#

its the same thing

#

my first pic just didnt extrude out 2 more times

solar arch
#

now... make a hand,, and animate it.. $10 you won't get anything close to fingers with just that...

#

also, keep what you got,, see if it works.. $10

solar arch
#

🀦

strange pike
# solar arch in what world!

not sure what to tell you, man.. i drew the same thing in the tutorial video, which is the same thing in your "box #1".. its a cube with a finger and 2 joints.. i even moved the joints up at 2:13-2:32 just like you showed me in your video with box #1

strange pike
wispy totem
#

Heya! so I'm using Piskel to try and make some light retro style assets for a prototype where I have my own character I made and some grassy earth I made for him to move around on. Trouble is, when I import the sprite into Unity, it gets stupid blurry...

#

Do I perhaps need to resize the image?

strange pike
wispy totem
#

or is this in my Piskel app?

strange pike
wispy totem
#

ohh, down in the assets itself. Thanks, I was looking at the object in the game window in the inspector, if that makes sense

wispy totem
#

A few of his pixels didn't carry over somehow

desert mango
#

how do I fix the awful scaling blur?

glacial vector
#

@strange pike this technique is about a lot more complex geometry than the test you set up. In your case, it doesn't really matter since blender will take care of triangulating things for you. But with more organic shapes, like hands that was mentioned, you will quickly get shading errors if the topology is messy. Then there's hard surface modelling which relies a lot on subdivision. In those cases too, poor geometry will create artefacts on your model

mellow spindle
#

what is the best way to put a collider on this imported model (since i cant add a component to it)

#

i tried the inbuild generate colliders but it's geometry too complex

#

i just want a box collider

#

do I just have to create a prefab?

glacial vector
#

The moment you put it in a scene you can add a component to it

mellow spindle
#

Ok thanks!

solar arch
devout osprey
solar arch
west grove
#

Is anyone familiar with substance painter?

mystic matrix
#

Apologies, not sure if I'm missing something here, it's my first time importing a blender model into unity and am having trouble turning it into a prefab and setting up the colliders/rigidbody components.

So far I've:

  • Imported the .blend file into the assets folder
  • created a new prefab
  • added each part of the model into the prefab with mesh filter, mesh renderer and mesh collider components, and added a rigidbody component to the prefab
  • added the relevant script components for collision to the prefab
  • no collisions occur

Could someone point me in the right direction please? Scratching my head here!

sullen plank
#

@mystic matrix Is it dynamic physics object and if it is did you set colliders to be convex?

mystic matrix
#

still no joy 😦 maybe it's something to do with the way I've added components to the children possibly?

#

This is what the hierarchy looks like for the prefab so far:

sullen plank
#

Dynamic objects need to use physics forces methods to react to collisions when moved.

#

It's a good idea to through physics tutorial first. You can find one on Unity Learn

mystic matrix
#

yes I have a DetectCollision script that handles all that, and it works on the primitives

#

where I'm getting stuck is in swapping out the primitives for actual assets

sullen plank
#

Just swapping primitive with an object with convex collider should do just fine.

#

If everything else using physics correctly.

#

And if you are having problems detecting collision events, make sure rigidbody is configured properly, details are in the manual for the events.

mystic matrix
#

thanks, I'm still struggling but will do some reading and find if i can figure it out

sullen plank
fallow rivet
#

i'm using blender, and i have a 3d model ive exported into unity and it works fine.
similarly, ive exported an animation from a separate fbx / blend file that applies to the same rig that the model has, so they should work. in blender, when i use "link" to pair the two .blend files, they work as expected. however, im not sure what its doing - because whjen i try the same inside unity, it makes my model really large, lay down, and doesnt actaully animate him at all.

any ideas?

fallow rivet
#

ok i think i have the root of the problem

#

exporting the animation as a .fbx also brings over the entire rig's bones as you can see in the assets

#

the same rig in blernder was used to make Stalactite as you can see in the hierarchy

#

but .. i dont know how to get Rig|Die to understand it should affect the bones in the hierarchy rather than the bones it exported with

#

because presumably replacing those bones with the ones that were exported will remove all the weight paints

potent wraith
fallow rivet
#

that sounds AWESOME and makes a lot of sense

#

if you wouldnt mind, could you walk me through it a tad more?

potent wraith
#

Or if it's a humanoid avatar, any animation from a humanoid avatar.

fallow rivet
#

i used rigify's default humanoid, but i have creatures to make too, so walking through the process sounds good

potent wraith
#

in your fbx(blend/obj) file import settings there are several tabs. One is for a rig.

fallow rivet
#

import settings?

#

oh, i see them

#

dw

potent wraith
#

Yes. It's whatever you see in the inspector when you select an asset in the project tab.

fallow rivet
#

oh ok so ill go to my model import settings

#

rig

#

where it says No Avatar

#

Create From This Model

#

root node should be the skeleton?

#

just "rig"

potent wraith
#

Yes. If your models use the same rig in blender, you can create 1 avatar and use "copy from" for the other models/animations.

fallow rivet
#

okie

potent wraith
fallow rivet
#

should i have clicked custom skin weights

#

screenshot for ya sir

potent wraith
#

I'm not sure about these options. I barely ever used the generic rig. If your rig is humanoid, you should select it in the Animation type.

fallow rivet
#

fair enough

potent wraith
#

For root node it's usually whatever comes before hips.

fallow rivet
#

and what should i do for skin weights? it says standard (4 bones) or custom

potent wraith
#

standard is good enough

fallow rivet
#

cool

#

it says everything is "missing", still. ill try it with a diff anim

potent wraith
#

Where does it say that?

fallow rivet
#

sorry, back now

#

ity says that in the animation itselfd

potent wraith
fallow rivet
#

here.

#

there is improvmeent though, now the model of the guy just stands in place when animated instead of going at a weird angle., still doesnt move though

potent wraith
#

Umm... I'm not sure why you'd look at the animation tab...πŸ€”

fallow rivet
#

coz im new >:P

#

figured if he wasnt moving the first place to cherck is to see if theres kyeframes in there corresponding to the right animation

#

well, why isnt he movin then

potent wraith
#

Take a screenshot of the rig and animation tabs of your fbx file

fallow rivet
#

uh, like this.>?

potent wraith
#

In the import settings.

fallow rivet
#

thar ya go!

potent wraith
#

what are the warnings?

fallow rivet
potent wraith
#

Seems like your avatar is broken

fallow rivet
#

oh ... but i just made it

#

havent done anything with it

#

just clicked create from this object

#

i have a snreaking suspicion which ill go check

potent wraith
fallow rivet
#

ok, i sorted it i think

#

nothing to do with that

#

i think in the animator component i didnt set his avatar, which ws probably the issue

#

but i also deleted a bumnch of keyframes i dont think were necessary to be performant on Die, so i tried it with Idle and it works ... mostly

#

he does it all properly but his head is a lil' bit weird. probably just a weight paint thing, though

#

and nowwww its all modular thats easier to fix than ever!

#

this fake user save deletion hell ive been trapped in since yesterday is over. this is gonna be so much easier to develop in!

#

thank you so much for all your help, dlich, modern day heroi

upbeat forge
#

Is there any built in way (like a shader) to blend textures on a model on a per-vertex basis, or would I need a custom shader for that? For context, I'm trying to port an older source-engine map, and the displacements with blend textures are giving me trouble. Here is how Blender interpreted it, but I'm fully open to different methods:

upbeat forge
#

Managed to make a basic shader doing what I need, but seems like I'll need to properly teach myself how to write shaders if I want features like normal maps.

inner flame
#

Anyone have any guidelines for picking a good pixels per unit for a sprite pipeline? Assuming 1u=1m in game.

potent wraith