#🔀┃art-asset-workflow
1 messages · Page 69 of 1
As long as all your sprites then have that ppu, you are set. Honestly, there's only 2 ppu values that matter in my opinion: Your sprites dimensions so that every tile is 1 unit or a ppu of 1 so that each pixel in your sprite represents a unit (this is how old games for the NES did it, for example).
I don't see the benefit of having a ppu value other than those 2. If that is the first thing you do when you start your project then you won't have headaches trying to convert numbers from your in-game logic.
Hi everyone, was hoping for help with a beginner question if that's ok. I've created a model in blender that is basically a plane wrapped around itself using modifiers. When trying to import the model to Unity I'm not getting the expected model. It's as if I can see the inside of the plane when I want the opposite. I tried playing around with the import settings (baking axes, etc) but no joy so far. I don't suppose anyone could point me in the direction of the setting I need to fix this?
@mystic matrix Look at something called normals, it's likely that the faces of your wrapped plane are reversed.
You just have to reverse them and re-export.
Thanks! I looked up a video, was not aware of backface culling or the shift-N to recalculate the normals. All sorted now!
What is texture baking settings called in Maya? Atm I can only find it in lt
Hey all, I'm developing a 2D project, and I want to have a certain class of enemies where I animate them as silhouettes, but they have some sort of overlay on them that gives them a different shifting pattern which I would animate. Does anyone have a clue as to how we would accomplish that overlay effect? I'd basically want it to work the way a clipping mask does in photoshop, for reference.
Possible things I've thought of are Shaders, but its a broad topic. I'm willing to learn whatever I need to, I just need a direction to go in.
Hi, do you guys know any videos that show a complete 2D level design process. Mostly art-wise? there are a lot of fast 3d level design, but i cant find any 2D, thanks
https://docs.unity3d.com/Manual/class-SpriteMask.html https://www.youtube.com/watch?v=4pl8DcsCQ_k if i understand what you mean, you can have an animated image with alpha or maybe some particle additive/multiplicative effect and use the sprite mask to confine it to your original silhouette
Welcome back to BlackthornProd !
In this quick and easy Unity tutorial I will show you how to use an awesome feature called the SPRITE MASK ! This tool lets you dynamically hide and show parts of a sprite !
link to PLAY MY GAMES : https://blackthornprod.itch.io/
link to PLAY BENEATH THE SKIN : https://blackthornprod.itch.io/beneath-the-skin
i haven't tried but in theory it should work
i assume you need different materials for something other than different textures, otherwise you can just have an atlas for all the objects and use 1 material
@urban iron thank you!
no problem, hope it works
I have my 2d character split into its different parts (legs, arms, body, etc) do i put them together in unity with the body as a parent or is there a better way to do this?
I have a major issue that is driving me crazy. Whenever I import this tile sheet into a tile palette, the whole sheet appears in one unit. I have watched heaps of videos on how to make tile sheets and when they import their tile sheet it works fine. I have included a photo showing my issue. Please help me fix this!!!
Why is the image in my sprite renderer blurry when viewed in mobile devices? Is it the source image itself that has issue since we limited it to 501px by 501px. Or my spriterenderer have wrong settings?
filter mode should be point(no filter)
ah sorry thought it was the same poster as the image above
anyway still applies, you can also look at the specific compression for each platform, maybe for mobile you have compression on, (in the sprite import settings)
@plain lion
you have to divide the image in multiple sprites. in that image set Sprite mode to multiple and then go into sprite editor and slice the image up in different sprites
How to turn it off? Im getting the image from our server
dont know, probably you would have to change import settings at runtime, something like this. https://answers.unity.com/questions/382545/changing-texture-import-settings-during-runtime.html. But i´ve never done it and i cant be completely sure that is you problem
i've never done it via server so i'm only guessing, sorry
thanks will check this out
on a second thought there are probably some preferred import settings for each platform that can be setup in the editor beforehand
Ohh i forgot that I was also resizing the texture somewhere in my code so it might have affected it
this is the image the image at the bottom is a ui image the other is the sprite renderer
I had these assets in Blender https://i.gyazo.com/102d9512412054c79380d19cfaaba094.png (I know it's pretty simple) but they look like this in Unity https://i.gyazo.com/e5de1ae39f297a8e400b904e052a2ee3.png
invert the normals
just that?
ok thanks man ahha
it worked, thanks again.
second problem https://i.gyazo.com/95ca54e13f530cc8714f3ddaecbf68b8.png there is a line tha's making some shadows more defined and others blurry
Is that something like a depth of field?
It's specially noticeable in the bottom left part
no its shadow cascade border
limit shadow distance to the absolute minimum that you can
its done through quality settings
fiy shadows are rendered with a camera, a cascade is like mipmaps, each subsequent cascade renders the shadow map at lower resolution
its done so stuff close to camera has high res shadows, and whats far has low res
Thanks again @flint verge
I have a question. I sculpted a 3d ball in Zbrush and export it as a OBJ and imported it into Unity ver 2021.1.15f1. My friend told me I could download Pngs and drag and drop them onto models as textures. I tried it on the imported Zbrush model and it didn't work. It still has it's "pre textured" look if you get my drift. Could someone help me out?
The imported model name is Roberty
did you add a new material to the sphere and put the texture on it?
I would appreciate some opinions on these, which ones are your favorites? Perhaps combination of features from multiple designs... thx
Yeah
Still don’t work
is it uv mapped?
1, 5, 8, 9, 10. With 1 and 10 being my absolute favorites.
Honestly, all of these look interesting. I guess I like 1 because it seems menacing and that beetle-like head strike me as someone important. 10 looks the friendliest one so they are on opposite spectrums for me like enemy and ally.
8 "sea-like crustacean body" looks cool and would be my 3rd favorite. However, without a stinger it is too humanoid, maybe beefier arms could seal the deal imo.
thank you !
Ok thanks!
Is there some way to set the default shader for the materials imported from FBX files? I've googled this, but I can't seem to find anything, I feel like I'm missing something obvious.
I.e. I want everything in this project to use some custom shader, but I don't want to have to extract materials from every file.
ok so whats the best way to update an old sprite sheet?
lets say i have this, and i added extra textures onto that
how do i simply update it without messing up anything else
Ohhhhh noooo
Why on earth does Unity automatically align the Y axis of a Blender mesh, but get it backwards on the Z axis?
Is there some implicit understanding that the forwards direction in Unity is positive Z, but negative Y in Blender?
Is it just for the simplicity of a -90 degree X axis transformation in Unity?
how do people normally reuse assets for levels I can't figure it out
for example if I had a wall in a level with 2 doors
and it was the only wall in the game that is 5.6 feet long with 2 doors 1.2 feet apart
just as an example
would they go and model that exact single wall in blender, do a UV map for that single wall, then import it into unity and use it a single time in the entire game?
that seems like a bad idea
or would they place 2 door objects and then add filler wall objects?
that seems like a better idea
but how do they make sure the UV maps line up in that case?
if you place one object apart from another at a distance that is not divisible by the length of the texture tiling, then there will be a seam
and as far as I Know you can't just shift the UV map of a single object around in Unity
it's baked into the mesh itself
@chilly shore would it be possible to have a set of parts like wall segments and door frames and be able to assemble these dynamically without redoing the UV maps of everything every time I moved something?
like if I had a wall that was 10 feet wide with 1 door 3 feet from the left side, but then wanted to make it 4 feet from the left side
If you create sets of walls at set lengths, where the edges all match up and tile properly, then you can have walls as long as you like
the problem im having is that if my textures are big, beacuse its a pixelated style, then the increments become annoyingly long
for example if the texture was a big circle
What you describe is a kind of an advanced level editor tool right in unity. I'm sure there are assets that do that on the store.
if the texture itself covered 1 foot, I could not have any .5 feet walls
ProBuilder can be used, although it's still gonna be somewhat manual labor.
Not sure how you'd end up with such a glaring texture problem if you're using pixels?
Surely you can design it to not do that
because if the texture itself covered 1 foot right
because its big
then if I make a wall that is 1.5 feet long, it no longer tiles
and i dont want an obvious texture-length grid over my entire game
That's why you don't make 1.5 walls usually
you have modules of standardized sizes
then put them all together in a grid like fashion
that would mean the doors all have to be the same width as the texture right? and it has to be exactly 2x as high as it is tall?
no 1 : 0.8 ratio doors or anything
only 1x1, 1x2, etc. but each increment is a full foot or so beacuse of the pixelated style
Well, something like that.
but Quake has its textures look fine and it is not obviously on a big grid
I'm not sure about that.
not everything in Quake is either one meter, or two meters, or three meters wide exactly
maybe they have modules of .5 meters or smaller..?
Plus I imagine they were a team of experts who took multiple years to produce the game
They look it
this gap is not the same size as this pillar
This is close, considering we're on some oblique angle
Don't forget that scaling is also a thing
That gap might be 0.5, the pillar 1
ok but how is that possible
if everything has to be a multiple of the texture size
like minecraft but much smaller blocks
that doesnt seem to be whats going on in other games and I Dont know how they do it without UV issues
Dusk has really large textures
but its not clearly minecraft
Yes it's not a voxel world based game with 16x16 textures
yea but you seem to be suggesting everything is voxel based, just with smaller voxels
Each game has it's individual workflow. You don't know. Maybe it wasn't modular...🤷♂️
in terms of the dimensions of hte meshes anyways
im saying voxel based in the sense of every vertex is a full increment of a certain number scale, and the texture size is exactly that scale as well
what im saying is
if I have large textures
larger than what I might want for a particualrly skinny hallway for example
then how do I not run into UV issues when I make walls that aren't a perfect increment of the ingame texture size
do you have any examples of modular kits or anything? I don't know how they are assembled
these two were ideas I had but they were total guesses
If you ask me that's just several different meshes with different textures...
And maybe scaled differently too.
gays i nide help im biginer at programming and nide help
I just dont understand how anyone could manually UV this entire section, there has to be a much better way
Why not? That's how assets are made usually...
yea but not reusing any mesh for the entire game? not even a doorframe?
or a window?
Let's say you're a 3d artist, one of many in a team. You were assigned to build that building mesh. And you do it.
im a single person, and as far as I know Dusk wasnt a huge team either
I'm sure they reuse some assets. At least those objects I painted in different colors are the same asset imho
Well, there's where you're different. You're not a team.
I guess my main question is like, if I make a modular level building set, does every measurement have to be a multiple of the ingame texture size
No. You can still scale things in unity.
if the texture appears 1 foot by 1 foot, can I not have any measurements in the mesh that are not divisible perfectly by 1 foot
And tile things too
but that scales the size of the pixels
yes
maybe the modules im thinking of are too big? idk
So I recently began working in 3d modeling, and when I'm importing my model into unity, one of the faces is invisable. I've triple checked that I have the normals set correctly, does anyone know what the issue might be? It's only in Unity because I can load the model in other programs just fine
but I dont want one wall to be made of 20x10 objects just cuz its 20x10 feet big
No. A wall like that would be just 1 object.
thats not modular though
If it's a plain wall, just make the textures tile and scale it to whatever dimensions you want.
if I have a single 20x10 wall in the game I make a whole new mesh for it? might as well just make the whole level a single mesh
ive tried that in Unity but it always stretched the UV rather than tiling it
from what I remember you have to set the UV in a 3d editor
like you cannot edit UV in Unity at all from what I Read
You can enter tiling options in the material settings
Then you're doing it wrong. You need to change the tiling on the material.
ill have to look at that another time maybe, for now im still trying to figure out how to get sub-unit measurements
You can't change the uvs(unless using probuilder or scripting it), but you can make the texture tile in accordance with the uvs.
so you are saying like
I can have a cube that is just a simple UV
scale the X dimension to 2
and have 2 textures tiled on that face that are not stretched
without editing the mesh in blender
Yeah, you can do it.
thats useful I guess, I thought it wasn't possible
it's gonna be 1 texture though. Just tiled twice
and as for modules, maybe I could fit sub-unit thing within a rounded module?
like if I have a 1.5 door I fit it within a 2 unit module
I also advice looking at probuilder and some of the tutorials for it. They show a lot of tricks for making this kind of level design easier.
maybe, im just worried about the textures not having seams
I would have to re-UV but at least I could re-use it like this
so if I wanted a door that was like, aligned between two "segments" or whatnot
I would make a 2 segment wide wall and use blender to make the door in the middle, and fix the UV
I thought using big pixelated textures would make this easier to develop but it seems to have made it harder
oh well, I think this could theoretically work
so like each square would be the ingame tiling size of the wall texture
and I could make a modular object that is 2 units wide
with a door in the center
and make sure the UV aligned on those squares
then I could still make a door that was 1.5 units in without a .5 wide wall that ruins tiling
is this a bad idea
I could probably even make this just the frame with a hole, and then have a door frame object
that can be individually replaced
as long as its the same size as the hole
though I can forsee another possible problem
but eh I can try to solve that later
thanks for trying to help, I think my brain just works in a weird way or something
I can hardly ever explain what im thinking, but thanks for trying to understand me
but yea I was imagining something like this. both of these are two textures wide but the door can be in the middle because of that
and the UV wont have problems if I put these next to eachtoher
im looking to do that right now. the only tiling settings I see are this, and they dont seem to do anything
wait no they do
but it still stretches when the object is bigger
the UV does not get modified based on the object size
everything im seeing is saying you need a script, or a shader, or something else
You need to use the same value as you use for scale, if you want the texture sampled the same amount.
but when I change that it changes it for the whole material
so unscaled objects get squished
Yeah. You'll need to use different materials for objects that require different scale/tiling.
Oh, that defeats the point of why I wanted to do that in the first place. I can just make a second mesh that's bigger
Hello, I'm really new to 3D, working on something that you can say resembles a city builder, but you can walk around in it. I have this building right here, and added a mesh collider to it. However, it looks like there's quite too much vertices for just a single building, and the convex version of the collider made the collider pretty inaccurate.
How do you usually get around this situation? Manually make a simplified mesh and add the collider to it?
Greetings gentlemen, would anyone happen to know a way to get rid of this effect on PNG/transparent images?
Do you guys know how to reset the thumbnails so i see the material on them :?
Refresh and reimport do nothing
funny enought 2 last assets have material in the thumbnail
i have question i made play button i created image imported image and in scene mode it works ok but when i turn playmode on the button dissapears why ?
when i turn playmode and switch from game to scene the button is still there it just wont display in game mode
@mental gazelle is the image behind the camera?
wdym behind
the camera shows this ui
if u mean this
should show
at least
i made main menu with objects and play button is ui
Does anyone know why unity isn't importing the inside of this object
Imported as an fbx model
here is the inside in blender
You need to flip the normals on the faces so they're facing upwards.
Turn on face orientation, flip the faces which are red.
I just have a simple game object with a sprite renderer on it the sprite I'm using has empty space and the actual visuals aren't centered, is there any way to fix this without just fixing the sprite? centered relative to the game objects center
hi i wanted some suggestion to add on my building
these are supposed to be glass buildings
You can parent it to an empty game object placed wherever you want the center
But why not just fix the sprite?
hey all! i have a question on theory. I want to make some monster models for use in my game but i want them to be able to change. specifically, imagine i make a monster with horns - i want a chance for a variant of it to spawn with broken horns for a more interesting fight. whats the best way to go about this?
in theory, i would assume i make a separate object in blender (the program i use for modelling) in the same .blend file as the model, for the horns - and in the same spot, i duplicate the horns and make them broken. then i export both out to unity, and i always hide one during play. is there a way to imprvoe on this?
Could create modular creatures. Have a set of limbs, body, head of each type. Then stitch(might work without stitching) them into one mesh. This way you can combine different parts at runtime to create variations of the model.
You can do it without stitching but performance will likely be bad
well therell only be one or two at once, but i havent heard of stitching before. ty!
ill do all the common parts that dont change in one mesh adn stitch them onto the bits that do
Hello.
I'm starting to make assets for a student project.
What size (xXy) should I use?
You make them to scale. Unity uses meter per unit.
unless you have extremely good reasons to do it differently then scale is decided already: "Unity uses meter per unit"
If you make a 1 m by 1 m cube in Blender, import it into Unity, it'll be 1 x 1 in Unity.
That's all there is to it. Make your objects in sensible real world scales, and make them scaled properly in relation to each other. (Don't make a 1 meter long gun for example).
Using a procedural Ivy Generator in Blender based on Geometry Nodes.
.
https://twitter.com/FarrukhAbdur/status/1457677613821054978?s=20
Using ivy generator created with geometry nodes. Covers any mesh shape, easy to use and customizable. Available free from @BagattiniAntoi1
#b3d #gamedev #indiedev https://t.co/L9Llfo5O90
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any idea why metal cans are so dark here :?
its a odd numbered character with 40 other character sprites in one image with 16x16 cells its just easier to import if i just slice the cells
but I'll do the fix you mentioned thank you
Hi. Someone please educate my ignorant soul . Why would a fairly simple voxel art scene require 300k triangles to model? 🤔 https://sketchfab.com/3d-models/the-cart-before-the-ponies-magicavoxel-bake-ddcc0debe1734789a5f0f4946cb3a12b
because this
and guess what im sure this tree also has boxes inside
this all should be merged and optimised
it should look like this
25k verts btw
30k would only be 12,500 voxels, since each voxel is 24 tris. Probably not even enough for the ground in that scene. So there's definitely some optimization.
And if those are vertex colors, obviously a bunch of the verts are duplicated any place where you have different colors on the same vertex.
Unity doesn't have color on triangles, only on vertices.
it is rly a fix i did in a minute or so
a bit more time and it would look clean
I'm just saying that that's a way to have more verts than you expect 😄
UV maps and split edges can cause that too.
thank you very much!
what tool should use to optimize this kind of thing? Do I get something from the store or is it easy to do in Blender?
I believe that if you merge the vertices, blender has a 'select interior faces' you can use to delete the insides?
I see.. I was hoping for a solution that doesnt involve modeling knowledge
like a 'click to optimize mesh' kind of button 🤷♂️
That is not even a good optimized example since the ground has a couple dozen needless triangles
Anyone know how to get rid of the model edge? its suppose to be transparent:
Either you have faces on these edges or the padding of your UVs are not enough
Investigate these 2 things and report back
were you replying to me?
Yep!
ok. thanx. well there is no faces there. ill see if it is the padding.
yes. must have been the padding. looks good now. thanx alot!
my teacher said it's really difficult to do vegetation for a game and make it look decent, because my team's final project is based on an island with a forest and stuff. Does anyone have any tips regarding this? videos for making vegetation for unity, lowpoly and stuff? I want to understand what my teacher has in mind when telling us this because right now I only see some kind of difficulty in making it look decent and that's it.
hello people. I have a very strange problem.... I'm creating a render texture in runtime using a separated camera
This is what my mainCamera sees
and then to take the snapshot with my 'snapCamera' :
It creates a 4096x4096 texture that i place on a plane with a material using the render texture
it works perfect in editor... but when i try on device the middle lines of the road are missing! hows that possible? they belong to the model they aren't separated models
i dont know what to try
Are the lines separately modeled, or are they a texture or shader effect?
Not all devices support decals for instance.
Your device also might have lower precision depth sorting, if the camera is far away from the lines and they are geometry very close to the road..
This doesnt compute for me at all -- I have an object that is 9m tall in Blender with 1,1,1 scale
Importing it into Unity renders it absolutely abysmally small
And for some reason when I'm placing out an imported FBX in Unity it gets placed with a rotation and a scale
I'm trusting you are correct and it's user error by me
The scale of the object isn't the dimensions of it. A 9 meter tall cube is 9 meters tall at x1 scale.
If you make it x2 scale, it'll be 18 meters tall.
And in Unity?
Importing it into unity with a scale factor of 1
But -- if I drag it from the folder and into the game it will be the correct size - except it's because Unity for some reason automagically gives the transform a rotation and a scale
And I can't figure out why
It gives it a 100x 100y 100z scale
And rotates it so it's lying
If I reset the transform scale and rotation it will be as depicted on screen
The rotation is because blender uses a different orientation. You can try changing it in the export settings.
No, you misunderstand
I have corrected that -- I mean when you drag it out Unity gives it's transform a rotation
Here you can see that the axises are correct
And the scale and rotation is correct
But when I drag it out from the folder into the game it gets automatically scaled to 100 and rotated 90*
I'm a little confused what you mean by 'drag it out' vs 'drag it out from the folder'?
For example, here's a 1x9x1 cube, exported and imported into Unity. Then dropped into the scene.
Using the same dimensions you showed in blender, and in Unity (the default import settings)
Also, are you sure your other assets in your game are to scale? Your pillar could be the correct size, but your world is just really small.
The pillar is not the correct size as evident by moving it and observing the XYZ of the position
If I move it a full length of the pillar it moves only by .09 on the Y axis
I mean all of this can be corrected for, I just don't understand why Unity is behaving so strangely
This is what I mean by drag it out (of the project folder and into the scene)
Unity automatically assigns it a scale of x100 and a rotation of -90
Can you show the export window for Blender?
Try clicking the Apply Transformation.
Also, you can change the forward/up direction to align with Unity.
It is aligned with Unity
Apparently I am very bad at communicating
Which is frustrating
Because I am telling you
In your latest video, it's rotated -90 on the x.
Yes
This is what Unity automatically applies to the transform
Meaning it has been rotated -90 on the X compared to the actual rotation
If I set that rotation to 0
It will be upright and dandy
Which it should be
This is the crux of the problem
If you view the export settings
You will notice I have Y up selected
Which is the same as Unity has
-Z is just a cheaper way to not rotate the object to face the correct way but is a different axis than this problem is occuring
Unity applies a x100 scale and rotation to the prefab itself for some obscure reason that I am looking to solve
I can't find anything online about this specific issue which is what is giving me a headache
If the wrong axis was exported then the object would be oriented the wrong way when the rotations are 0 in Unity
Right. For the scale, can you try unchecking the Convert Units in the import settings?
Then put them model back at 1,1,1?
That fixes it, but I did that earlier and the problem is I now need to manually change the transform scale of every single object
Because Unity applies a x100 scale on everything I place in the scene
and a -90 degree rotation
Only on the transform and not on the imports themselves
Which appear to be correctly scaled and rotated in the project folder of Unity
I was able to make it switch from 1 to 100, but then using the Apply Transform option in Blender exporting fixed it without needing to fudge anything in the import settings.
Seems a little funky, depending on the order of which you do things though. 🤷♂️
Apply transform is selected after you suggested it earlier and it changes nothing
The problem is not the FBX, it's Unity applying a x100 scale and rotation and I don't understand how to change it
By default when you place anything in the scene the transform itself should have a scale of 1 and a rotation of 0
To give a comparison
Imagine when you create a cylinder in Unity from the gameobject menu
and it automatically gets assigned a scale of 100 and a rotation of -90
If you correct these numbers it is sized as expected
That is what is happening here
When the transform is reset, the objects appear normally
But when you drag them from the folder they are scaled x100 and rotated for some reason
The problem is when googling this issue it's always people having this issue when the transform is scaled to 1 and rotated 0 but the model is imported wrong
@outer halo Btw I discovered something neat for the future -- If you don't change from the default export settings in Blender you can just select Bake Axis Conversion in Unity
@outer halo Also I found the solution -- I disabled the Apply Transform, I disabled Apply Unit, changed Apply Scalings from Local to FBX All, and in Unity I reselected convert units and also Bake Axis Conversion
@outer halo Thanks for lending me your time anyways, I appreciate it
why is only the inside of my model textured?
yes
You can inspect your normals in blender by checking this option
Face orientation
You will see that instead of a blue color such as in my screenshot you will have a red color. So what you want to do is select your object, go to edit mode, press 3 to select faces, press A to select all faces, then CTRL+SHIFT+N to recalculate normals
😉
What happened is that the normals tell Unity which way the surfaces are pointing
In your case all the surfaces were pointing inside the gun instead of outside
And you have backface culling enabled which means that unity doesn't draw the backside of the faces
Meaning all normals facing away from the camera are not drawn (meaning they are invisible)
sick, that will be useful when i make maps, thanks
Also useful for maps -- in the Unity lighting settings, set your Lightmapper to be Progressive GPU (Preview) depending on which graphics card you have
For me my gpu bakes lightmaps between 100-200 times faster than my CPU
hi im new to unity , may i ask how do i insert a sprite sheet? am i doing something wrong here?
the lines belong to texture of the street tile itself... its all 1 model
Well, if you want to use it with a sprite renderer, you need to set the image type to sprite, and then 'multiple'
might be an issue with mipmaps? I dunno
can you take a quick look?
At what? You haven't even shown what it looks like on your device, or what kind of device it is
sorry, i was takingn the caps
we tried on several ios devices like iphone 11 max
iphone xr
and the line in the middle was not to be seen
as i said... in editor it is seen perfectly
also... this just happens when we render 1 frame o the camera and move it to a render texture
normal camera also captures the line perfectly
what i do is I enable SnapCamera here:
show the texture?
yup
i dont know how to extract the texture from the prefab, the designer gave it to me like that
not sure if thats useful
😅
this is how it looks
and this is more extrange... on other streets like this one:
with this type of street and others i dont have any problem 😐
the lines are seen perfectly
This is a snapshot from the device with normal camera.... lines are seen perfectly
then when i enable my snapshotcamera... take a snapshot and render the result as a rendertexture:
lines disappear 😐
(this second one is the snapshot on a plane with a material render texture)
So what im looking at is to a plane on which i painted what the snapshot cam has captured
And you are sure that the lines are texture and not rectangular polygons?
im sure, it belongs to the texture
actually
check the last one
that one we can see the line
the one top right
its because its a different model
(end type one)
but the method is the same
1 mesh 1 texture
i dont understand how can that happen
Maybe mipmaps?🤔
That was my first suggestion earlier 😛
the render texture has a setting
enable mipmaps which is disabled
this is the render texture im using... do you mean that mipmaps thing?
ill try just in case
i enabled that just in case but still the same 😦
it worked now, tysm
@potent wraith @fluid oak where can i check that mipmaps thing?
@jade raft in the settings of the actual texture, not the render texture.
very late but there is a free blender addon named vox cleaner on gumroad
hey everyone, basically I'm not able to export any 3D assets from Quixel, I did import the necessary packages and unity plugin, I also set my project directory for exporting the assets, however I'm getting two errors in the console while importing the Megascans importer unitypackage file
Error 1:
Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included or the current platform. Only one assembly with the same name is allowed per platform. (D:/Unity/projects/Goners/Library/PackageCache/com.unity.nuget.newtonsoft-json@2.0.0/Runtime/Newtonsoft.Json.dll)
Error 2:
Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included or the current platform. Only one assembly with the same name is allowed per platform. (Assets/UnityPackages/JsonNet/Newtonsoft.Json.dll)
Hi. I'd like to ask how to handle 2d object scale properly? I want to make a 2D object of scale 1.2. I can make a 2D circle of scale 1.2. However, if I put a 800x600px image as the sprite, it becomes too big.
I've got an object with a transparent texture using the standard shader. The transparent area is a bit darker than the background, despite the alpha value being zero on the texture. Shadows and specular highlights are both off, and its only visible when lighting is enabled. Any idea what may cause this? Here is a picture of the effect for reference:
@tulip bear define too big?
@upbeat forge does it still happen if you set it to alpha clipping?
@eager mist you have two packages that conflict.
Do you mean the cutout Rendering mode, or is alpha clipping something else? I'm still using 2019.4.31f1 for this project, since it needs to compatible with an older asset, if that matters. If you do mean the cutout rendering mode, it doesn't happen in that case.
Another example:
I'm guessing its an issue with real-time lighting, seeing as modifying and clearing baked in lighting has no effect.
I set its scale to 1.2, but its bigger than a circle of 1.2 scale. I want it to be exactly the same size as the circle
Scale is relative to the original size.
1.2 means 120% of the object's original size.
So it's not 1.2 meters. But what if I want to change the image afterwards? I think it'll change again, which is a problem.
In fact, I'm currently just using prototyping images. And then I'll change the images
Set the pixels per unit in the image settings.
Then it will retain the same porportional size no matter how you change the image
QQ, did anyone encounter emission problems on the edges of a model?
it's not a texture/emission map problem#
literally tried everything
for example, even if I add pure black to the texture
this line just moves up with it... very frustrating.
literally it's just this side and this edge
Is it a tiling texture? Does switching filtering mode on the texture affect it?
idk if this is the right spot because i dont see any 3d modeling but I have this model in blender and when i seem to import to unity this happens
gimme a sec to get the image
missing edges, missing faces, etc.
Flip your normals in Blender. Turn on face orientation, and flip the red faces so they're blue.
oh thanks! it worked for the table but is there something I can do about the shelves I have because the normal can only face one way, so when you look at it from the oppposite side its not there
Duplicate and invert those faces
oh gosh thats a lot of inverting lol
You may also just want to give them some thickness. They'll disappear if you look at them from the side.
You can also use a double sided material in Unity, but I would generally advise against that if you don't have to do it
thanks people
nope, tried different filtering modes, tried moving the texture around in blender etc.
nothing works
I think I'll have to re-do everything from scratch
This is probably a weird request, but are there any 2D sprite/animation pros that I could chat with for about an hour or two? Looking to go over some best practices when it comes to exporting/using spritesheets in Unity.
Willing to pay for your time, send me a DM!
I was UV Unwrapping my stuff in blender (following brackeys video) then I made a color grid and it doesnt seem to show up in the main view
Hello, in this video at 3:20 he appears to be using a different version of probuilder that allows him to drag and drop shapes, whereas the version I'm using doesn't allow that https://youtu.be/uciN2MNduy8
In this tutorial, Dr. Brian Burton demonstrates how to create a short cinematic/virtual production using Unity 2021 HDRP.
Part 2 goes over using ProBuilder to create scene assets and setting up multiple animations on the Timeline, including blending between animations.
We used Ready Player Me avatars: https://readyplayer.me
You will need the...
Do I have to install a different version of probuilder that doesn't come with Unity? I followed the same installation steps in the vid, yet his tools are clearly better for some reason
idk if id consider them better but you can hold alt then click on the thing you want and you can edit the properties of it before you build it
and if you want grid snap theres a toggleable looking magnet at the top
Hi, I'm new to unity. May I ask how to edit the texture of a material? I assigned a green colour to match the hair colour of my model, but I want to add black stripes.
A material has no texture by default, you have to assign one. Textures are just PNGs (images), which align with the UVs of a mesh. So you'll need to create that image in a third party program, and then use that.
I appreciate the help, but I'm not quite sure you understand my issue. Now that I'm on my laptop I can send some screenshots and videos to better explain what I'm looking for
in the video at 3:33 he appears to "draw" the shape onto the scene and extrude out the shape in a very intuitive way
This kind of behavior is very similar to Blender's shape creation tool, which is demonstrated here
However I'm unable to replicate what the person in the video did to create the shapes -- instead what my probuilder does is place down a shape immediately when I click on the "New Shape" button
nevermind! It turns out the default probuilder version didn't come with that feature and I had to upgrade to the latest version
The menu that I was missing is finally here 😄
for those who would like to have this feature as well, make sure you install this version of probuilder
rather than the default 4.5.2
Alright, now I have another concern
this video looks great for terrain creation, but there are a lot of comments saying that it doesn't work well with HDRP, which is what I'm using https://youtu.be/smnLYvF40s4
In this video, we are going to walk you through Unity's Terrain Tools to show you how you can easily create beautiful landscapes in your own projects!
Learn more about Unity's Terrain Tools here!
https://on.unity.com/3qA8mPP
Assets used in this video:
Terrain Tools Sample Assets - https://on.unity.com/2NIGevj
Azure[Sky] Dynamic Skybox - https:...
However recently it's been updated and has some fixes, but I'm unsure if they solve the issues that the comments address https://docs.unity3d.com/Packages/com.unity.terrain-tools@4.0/manual/whats-new.html
I'm also unsure if it's even possible to upgrade to the latest version through the package manager
Yes how do I assign a texture?
You drag it into the relevant slot on the material. This is basic workflow stuff though. Maybe find some tutorials on how to use materials in Unity.
Anyone know what Texture Type i would use for Cursors
does anyone know how to add an empty sprite on the left? in the sprite editor
Import the sheet with an empty space on the left side.
it wont let me
the tutorial i watched is a little outdated i think
What did you try?
to drag the jpg image to the material sphere
the tutorial showcased something different but my unity does not have that option
i just want to add the green stripes material to the tail
Textures go on the materials. You need to assign it specifically to a map on the material.
For example, in URP, if you select a material, you'll see this as the default Lit material:
You drag your base texture (or into Albedo if you're using the old render pipeline) to assign a texture to it.
idk if this is the right channel but , how can i fix this? my mesh collider has completely wrong size and orientation and position
@modest pine 'sprite'
I hope this is a good channel for this question.
Are there any recommendations for a procedural level pipeline? Or even just some resources for procedural asset placement?
I'm a big proponent for hand crafted levels, but it would be fantastic if I could have a procedural/automated approach to some of my asset placement.
Cant speak for its quality & compatability, but theres this thing: https://www.sidefx.com/products/houdini-engine/plug-ins/unity-plug-in/
How would you guys recommend importing gltf/glb files into Unity?
You can also just script many tools yourself, depending on how fancy you need..
there are a couple different gltf importers on github, dunno which is best for your needs
Im mostly interested in material import features :3 Blender can export met/rough/albedo/normal as well as support multiplying colors of the albedo texture (really useful to do some color variation directly in Blender).
I was hoping to be able to import that as well as import objects transform in the scene
Would also be awesome if it could import animations (of any form really)
I suggest just searching on github and comparing the features directly
I've not really done any thorough testing
do you maybe happen to know which one(s) are most popular/most actively maintained atm?
Not a clue.
On Github the number of stars is a rough estimation of how popular a repo is and it shows the commit history and when it was last updated
🤔
Its bold to claim they support all of this https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html
Well, isn't that the whole point of gltf?
Hey guys, I'm a new to 2D art and I'd like to draw a UI Panel Background so then it can be used as a background for varying sized panels, like: 100x20, 150x150, 500x100, etc.
How should I do this? Currently if I use a 100x100 background at a 200x100 panel, it just becomes stretched.
Okay, I think I got it, I have to set it to Tiled, edit the Sprite and set up the borders.
Tiled or nine sliced, yeah.
Can I somehow specify a specific blender version for Unity to attempt opening blend files in?
Im using a blender "launcher" as my default program to open up blend files with (I need this as I work in files that vary in Blender version that they are supposed to open with, it basically removes any risk of me opening a file from say 2.9 in 2.8 and hence having some form of data loss as the launcher automatically recognizes which version of Blender the file was last opened in & opens the file with that correct version) - the issue is that if my default file is this version selector, Unity will no longer be able to read blend files!
How you make this see-through cube in this Brackeys video? (seen at 2:55 on video https://www.youtu.be/VnG2gOKV9dw)
Invert the face normals in your modeling software and check backface culling in the material inside of Unity. Most shaders from Unity have backface culling enabled by default.
how do I get this plane to be even with the floor and the platform in the center? I want to make a ramp.
How can I have blood on the floor? something like this
Decals
Has anyone experimented with software which can create 3d objects out of 2d images? I'm looking for ways to convert headshots/faces out of pictures. So far I've found two, one is really expensive and the other is kind of low quality.
Otherwise, is there any way that I can check how Unity interacts with Blender? (Im thinking if I can make my version selector "behave" like Blender when Unity sends it instructions, but I would first need to know how Unity communicates with Blender to begin with).
I tried adding full support for cmd line arguments already, but it appears that Unity refuses to even fire up my software and instead just get stuck importing. I instructed my version selector to write to a log file for me to be able to check whether it even runs properly, but I dont see anything being written to it when launched by Unity :c
(I guess I cant go look at any source code or anything? Is there someone I can ask?)
if you wanna do it in another software you can use a transparent textured plane and export using a format that supports textures
Can I attach a debugger to Unity itself?
@fading hedge Put a content warning and a spoiler please, posting something like that.
Is there a good way to implement "global" editor references for something like a color? I've got a few ui and material elements that I want to all have matching colors, but I'd like to experiment with different colors without needing to update each asset
Something akin to UE4's material parameter collections
@lyric nymph I'm curious about this as well as the only way I've seen to create a material 'instance' similarly to how it's done in Unreal is through code/scripts. There isn't a "right click -> create material instance" option in Unity :\
not to mention you have to potentially risk leaking materials if you implement it wrong 🙃
You can have a static class for them, or you can save them to shared preferences.
For instance, by making a scriptable object to hold all the colors
(like how unity handles settings for renderers)
Im trying to implement my own model into the physics tank maker asset, but whenever I do this happens. prefabs work fine but when I add anything I created it does this (maker has compatibility with outside models) anyone have an Idea how i could perhaps fix this?
Its scaled correctly as well, I can insert the model separately off a prefab and it comes up normal size and orientation
Hi all
Is there a low poly version of hairs? That is NOT like the texture alpha hair strips?
How to make this in 3d for example? Is there a certain techniques, tutorial, or using backface, or.. idk what i'm talking about really?https://img.joomcdn.net/2b67430ca1c35497ab90e18a89feb61976776f3b_original.jpeg
Then if i want sway i'd use vert displacement?
Depends on the complexity of it. If it's short hair across the object, I suppose you could scroll a noise map and displace them similar to what you'd do with grass swaying. Increase the speed as you run to give it some realisim.
If you want longer lengths that actually interact with the environment, you could put bones in them and use something like this:
https://assetstore.unity.com/packages/tools/particles-effects/boing-kit-dynamic-bouncy-bones-grass-water-and-more-135594
How bout topology wise? Im starting to doubt this belongs in this channel..
I'm just starting to block out the shape, with tetrahedrons
Kinda going towards this
Does the green box in the Sprite Editor still define what part of the sprite will get stretched? Because for some reason my sprite gets stretched uniformly despite having a customized green box. (not sure how to call it)
ok, found it's called 9-slicing. Does it not work on alpha only parts?
oh, I had to set my image component to sliced still 🤦♂️
POLY AK BY ME
Hey, need some knowledge on how Blender interfaces with Unity. I'm making a low-poly dock model
My plan is to make one board, texture it, duplicate it a bunch of times to make the dock piece, and then port it to Unity.
Would that actually make a workable texture file for the object or would I be screwed once I imported it to unity?
@prisma fulcrum That wouldn't be an issue if they share the same material
If you create a texture for a box, for example and then duplicate it a bunch, all these boxes will still use one shared material they can reference to
does anybody know how to refresh the list of imported animation clips on an FBX file without breaking prefab dependencies??
I can access all of my new animations with the plus button that says "Add to list" but I have like 70 new animations and I really don't want to do it manually because it takes like 10+ seconds to scroll through the list each time and I have to fix the start/end frame and set whether it should loop for all of them.
ahh ok so I guess you just have to delete all of the clips from the clips list on the animation import tab, and then it will hang for a sec and automatically uncheck "import animation," then you re-check "import animation" and it brings all of the new clips into the clips list, then you just have to go through and set whether they loop again, and also reselect any missing motions in your animator controller if you had renamed any of the clips before you deleted them.
why these city simulation games use similar camera angle?
45 degree angle, what's this technical name?
3/4 Perspective/view
The issue of perspective in 2D games is a question that comes up frequently, and this is probably why so many amateur games have a lot of inconsistencies in this area. In particular, this chapter addresses typical RPG perspectives, so if you're looking for information about side views or first person, you'll want to check elsewhere. It's importa...
Most city building games have an isometric perspective but not all of them. The 45 degrees angle is stylistic choice because old games had 3d models turned into sprites, they were rendered a few times with different rotations so that you could simulate a rotation of the camera.
QQ, how do you achieve this emission?
I tried with texture and material emission but the poster gets lost in the glow
so I'm guessing I need to separate out the poster into a different material and use a shader?
anyone has a cheap trick for this maybe?
nvm, figured it out : )
anybody know how to fix the animation preview window when it doesn't show any model?
it used to work but now I can only get it show this guy doing the crazy frog pose
How would you go on about using a photo from reallife in order to make a tileable texture? I photographed a wooden floor and cut out the planks and now I'm throwing them together in a way, that makes them tileable. There surely has to be a better way?
There's no better way, you need to cut the picture to a square multiple of 2 like 2048 for example, and offset the vertical and horizontal by half.
To make it tile you need to fix the seams that is now at the center of your texture with various tools such as the clone and stamp.
Making good tileable textures either by real life pictures or hand drawn is an art in itself.
Alright, thank you
That would be the texture. How do I improve it?
more contexts?
It's a wooden floor. The texture is a combination of planks I photographed in real life and cut out so I could make them tileable
That's 4 tiles of the texture
offset it, .. it supposed to look like this after offset
then fix the obvious seams so it would look seamless
How do I do that? The clone tool isn't really capable of that
do what?
fix the seams
use healing brush
or manually paint it
no other approaches that would make it look nice without having to retouch it manually
also, no need to watermark your texture when it's just a screenshot here, but its up to you! 😃
Alright. Thanks for your help :)
There's tools for this
Make a seamless texture from photo online. Optionally you can choose the way to create a seamless texture, level of brightness transitions and to crop don't needed edges for best results.
This is the OG free one lol
but when you're dealing with stuff with lots of geometric detail like wooden slats and bricks, you pretty much are gonna have to go in by hand
I usually run textures through an automatic tiler and then try to fix it by hand afterwards
Sometimes you can get it like 75% of the way there with the tool
Pay attention to value mostly. That's what kills seaming textures IMO, when you have regions of lighter and darker shading that obviously repeat
Putting the texture into grayscale can help pay more attention to value
It is but you need some skill, anyway to fix the seams you need to offset a single texture by half both vertically and horizontally so that you can see the seams at the center.
The automatic method works fine but they still leave patterns when you tile a bunch and then zoom out
So you also need to manually try to remove any patterns that may emerge
Yup, I think I got it now. Thanks
Funny enough, the best tutorials that I found about breaking up patterns and how to properly tile textures were written for Minecraft forums 10 years ago.
Can't seem to find them anymore or else I would share with you
oops wrong section. This is about tools and there is a separate graphics section
@tiny shuttle Substance Alchemist has an image to tilable-function
There are also some new tools in photoshop for this https://www.youtube.com/watch?v=CloS0XnEzmY
Fixing Tiling Workflow in Photoshop
This is for fixing tiling issues you can find using some of the newer features of photoshop. I also show the old school way of how we used to do it.
Don't forget to ► Like ► Comment ► Subscribe
Special thanks to Ben Wilson for the material to demo with. Check out his portfolio and super useful tools in the li...
Would anyone happen to know what software would be best for replicating assets similar to this for use in Unity or Unreal? I am currently learning to create models using a stylized style and would love to learn terrain design similar to what is shown here!
^^ Not the animals but more so the assets and foliage.
Have you tried Blender?
@open harness I have, I worded that super badly, I more mean the shaders that make the foliage look that way it looks super smooth to me
You can fake the normals via normal mapping of those leaves so the lights would appear flat for most of the lower parts
this what what I did for my game, fake normal map... as you can see the inner side looks flat... you should get the idea
Hmmm any Spine user here? I just want to ask how could I change order of image in this software to make her thigh under her skirt 🤔
pls help me, thank you all so much 🙏
@eager mist This is the place to look for teams. You can use the forums for jobs/collaborations. #📖┃code-of-conduct has the links.
grumpy friend
How do I navigate scene in blender?
middle mouse button
i've a question
what's the easiest way to use vector images in unity ui
i'm like a little puzzled on sharpness right now
i'm not sure if i'll make sense but i'll try
lets say i have this little cross icon
so conventional wisdom says you'll scale this up so that you have enough pixel data for a variety of sizes
here it's 200px^2
but lets say i still intend to use it at 40px^2 on screen
it will be scaled back down, and now the pixels that form the anti-aliasing will comprise a much smaller percentage of the image then they did before
this gives it an unnatural sharpness
i'm not sure how to fix this
Using the vector graphics package is one option (see the pin in #🖼️┃2d-tools )
i got the package working
though i'm not sure how to color the images anything other than black
the color is allegedly set to white here
I dont think the Unity icons are .svg
For mine, I just added a little bit of blur to the higher-res icons until they looked right at that size
that's an svg my friend
well uh this kinda sucks
i thought i could use fontawesome for icons
all the icons are black and despite being SVGs, there seems to be no way to change that? the imported colour only tints it (so on black, has no effect)
im certain that the SVG file just contains a line called fill:#000 that unity could change if it wanted but,
there are 1200 files
i can't do it myself
well uh
anyone know of any icon packs like fontawesome?
they're all black, i can't operate on 1200 svgs, this actually completely roadblocks me lmfao
i'm a little shocked, like i don't think i can modify these even programmatically
oh my god okay so i managed to find one singular icon pack that uses white
google's material icons will download in white on an individual basis 🥴
obviously the repository that contains all the icons in one convenient location doesn't have any in white. not even in the PNGs pack, where you can't even reasonably expect a user to be able to modify a fill colour.
there's no way to download only the SVG files for the material icons. your options are everything or nothing, so here's me deleting 900,000 unnecessary items that i couldn't avoid downloading
Hello, is this the channel to ask about art direction?
yes
Anyone know how I can change all the shaders of all the children of a prefab to a particular shader? In my case the Unlit shader
Most anime characters seem to have a materials for each chiild like clothes, hair, socks etc. I want all of them set to Unlit shader
The vector graphics is one option. The other is to use mipmaps, which by default are turned off for UI images
Since they expect you not to be scaling them
which one should i go with?
All looking great! I wish I can draw just like you, man!
Btw.. screenshotted! So I can sell it as NFTs! Raaaahh!.... JK 😃
It's easier to form an opinion if we can see the overall color scheme of your world and how other characters look like. Anyway, all of them look cool so it really depends which one has a slight edge compared to the environment and others.
Anyone willing to help me split a unity asset I bought into individual objects
Just paintings
Open the object in Blender and ungroup them. A quick search online would be fast.
what's a good wway to hide the seams with modular assets
Also I'm having a weird issue where when I'm trying to move multiple objects at once, they center themselves together instead of staying the same distance
I guess it depends on what type of modular assets you are creating. But generally if you cannot tile it perfectly with other assets then you can use geometry to hide the seam like beams or columns.
I have question for when you're making environments in Unity. If an object has many different types of textures on it, do you use multiple materials assigned to the different faces of the object, or do you just have a massive texture sheet for it? Or do you just segment the objects so that the different materials are assigned to individual objects?
If they use the same shader then you can have a texture atlas so you only use a single material in your scene for optimization.
Group textures that appear together, like wood, grass, plants, rocks and etc for environments like forests since having a different material per single texture is overkill.
Hey all, hope this is the right place for the question. I've baked some AO maps from Blender to Unity, which works great. However, I want to add some normals to the material as well with the AO Map in, which means I can no longer scale them by changing the XY tiling because it messes with the Occlusion Map, is there anyway to independently scale the normal maps and leave the AO as it is? Thanks!
You can use detail normals instead if you want them to tile @abstract terrace
Thanks! I think that's not available for URP which is what I'm working on unfortunately 😦 I ended up just scaling the normal map and tiling it manually on photoshop... not ideal, but an okay workaround..
I looked up the document and it seems ideal if only it was available for URP
I used it yesterday on URP, which version are you on?
Yeah, it depends on the shader you use but the default urp shader has detail textures
Hey. Does anyone know how to make my textures not look like this?
I have a base map, normal map, displacement map, and occlusion map enabled.
@stuck steppeWhat should it look like?
anyone knows how rgb materials work? i've downloaded a car asset and it has a few color variations, but it's material has an RGB base map but idk how to change the color of the car
What do you mean by RGB basemap, as in they're combined into one texture? You can probably change the tiling values on the material.
More high def
That's very vague.
Like pointing at a pollock painting and saying you want 'more detail'
I mean like how it looks kinda like water and less like grass. How would I fix that?
This is what the texture should look like
try removing the displacement map @stuck steppe
But then it doesn’t have depth to it. I need it to look almost photo realistic. Could it just be an issue with the specific texture?
Hi !
If there're 3D artist or developers working in the industry, I'd like some insight on something.
I'd like to know what's your workflow for asset integration in engine like Unity or Unreal. My coworker would like to directly integrate .blend files in the project so that any modification made within blender is directly visible in the engine without importing the asset again. I am not a huge fan of doing this and i prefer importing .fbx as a "released" version, somewhat like version control, so that if something go wrong with Blender, it doesn't have any impact on the game project.
What do you think is good/better practice ? Feel free to share any tips you judge useful. I'm still trying to figure better ways to work with others.
Pipelines vary greatly between studios, for example Naughty Dog authors their entire levels within Maya and export the whole thing into engine. Other studios, like Ubisoft, are using entirely FBX based workflows, meaning their artists can use any program. More specific to your question, I'm not aware of any studio that works with program files like that directly in editor. Unity does some trickery behind the scenes so it's still output as an FBX, but I also have some mistrust to this workflow, and version control is one of those aspects
OK. It makes sense that there's not ONE good answer and that organization vary from one studio to another. It kinda confirm the idea I had of it though, with Unity making "magic" with program files to load models and I was sceptical with how version control would interact with it. I'm gonna stay on my position and only work with FBX rather than using .blend. Thanks
Apologies for the late reply. 2019.3.5f1 and URP 7.1.8. In the documentation there should be something called Secondary Map for detail map, but I'm guessing my version doesn't have that?
Probably too old then yes. It's possible to make your own with shader graph though
I'll look into that, I'm too deep into the project to dare updating Unity version or URP version, my photoshop workaround was okay for now (https://youtu.be/7ATbpHgIu5s?t=15 grip texture and subtle lower stainless steel scratch marks) but for the future I'll invest some time to learning shader graph as it was time consuming for something that should be a few clicks in case I want more of the same effects. Thanks again!
RaaaaAARRR!
Hi, I have some grass which is multiple vertical planes rotated in various directions and they have a leaf texture with alpha. The problem is that I want to turn off backface culling on unity because ofc the wrong side of the normals will be shown. I read that you have to create a custom shader and stuff and that a better solution is duplicating the faces and flipping the normals. An extra step is merging the vertices but that just turns it back into one sided normals (so with a wrong side that wont be visible). Anyone know how to handle this?
Have you tried to just enable the Front face in the material?
im trying to make a model for my game. i have watched so many tutorials over and over again and i just dont get it. I have made uv lightmaps, smart project things or wahtever, tried copying the materials into the fbx or whatever but i literally cannot figure out how to get my model to come with my textures. this is what its supposed to look like (pic) and it turns out like this. (pic) like ive been at this for a few weeks now and i just dont know what im doing wrong. if someone could walk me through step by step that would be so amazing
@abstract terrace I believe secondary texture is for sprites specifically. You can manually add detail textures to regular shaders(the default urp shader has detail normal and albedo built in)
@eager mist it depends on the software that you are using; you need to make sure that textures are included in the file. Otherwise, you can manually add them in unity.
Does anyone know how to add a second material to the same object?
is that something a person can do?
blender and unity. idk what you mean by textures but when you hit the expand arrow in unity the materials are all here and theres no texture to htem
and i dont get how you get the materials to come with
You can't get the materials to come with it. You can automatically import the textures but not the material properties other than basics like color.
yeah but how do you import them? @fluid oak
ive seen people texture bake and stuff but everytime i do that it doesnt work it comes out like all black and white or something
I don't use blender so I'm not the one to ask.
This is 4 days after you posted it so I acknowledge you may have come to a conclusion already, buuuut:
The first one has that nice dark top which really contrasts against his light skin, though I think there's something to be said for the concept with the blue pants too, the blue complements the more red-based skin
My personal favorite though, is the second one with the red hair. He's got that interesting contrast between his leggings, boots, and horn (I think the white leggings work really well, feels like it brings the whole palette together), while also staying within an earthy color palette that I think fits the European folklore aesthetic.
I have one big question: How do I make pixel art to put into Unity?
What is the best format for integration into unity, for both stationary objects and animated ones?
Heard Unity has a tilemap system. How would I create these tilemaps? (As in creating the tilemap that I import into unity)
There are official tutorials for the tilemap package you can find online. Otherwise, using consistent sprite resolution, and sprite sheets are all standard workflow when working with pixel art.
You'll want to look at how PPU work for import settings as well as pixel perfect cameras (there's a package for that as well).
So I have some assets that are 1280x1280 and when there are just a couple on the screen, the camera is really zoomed in and i need the textures to be high quality, however, there can be thousands of these on the screen at a time and the camera can be really far zoomed out so the textures don't need to be high quality. Is there a way to reduce quality at runtime to cut down Render.transparentgeometry times?
Going into project settings and setting Quality to Low does not seem to effect Render.transparentgeometry times at all
how do I go about modelling something lowpoly with really smooth curves? because I want to remake this guys head
I use blender but Im still new to a lot of this
because Ive seen stuff where the polygon face itself is curved
hay all. hopefully this is easy, has anyone used models with udim tiles in unity? I see people saying they've done it, but nothing I try actually works.
pretty sure thats just smoothing http://builder.openhmd.net/blender-hmd-viewport-temp/modeling/meshes/editing/smoothing.html
Unity doesn't have UDIM support but you can pretty easily achieve the same thing by just assigning a new material to each UV tile
does anyone know how i can export a texture generated in unity as a .asset in some other 2d format i could open in photoshop? I have these 2 textures which are generated as .Asset's and i want to export them as PNG? TGA maybe, honestly anything as long as i can open it in photoshop.
hey guys basically i want to have a bulletimpact and i croped around the png but it makes a white color what do i do?
Can you show your material of that plane?
Its written there, Opaque... set it to transparent
oh ye but i have a square here too uhh if i edit the material it doesnt make anything
open the Advanced drawer
oh thanks i edited the wrong one
tysm
@frigid carbon
there is still smth around it
Set Smoothness to 0, it is still reflective. Again, watch some unity beginner tuts, so you know what buttons are there 🙂
Does it actually look like that in play mode? It could be editor preview to show you the quad.🤔
yup
oh and also i want them to stop stacking but ima search that up
works now
i set it to fade the rendering mode
Well your texture is still white, so somethings goin on there in your Albedo Texture
but if i set the A to 0 it doesnt show the material
it works rn
now i need to make it so it doesnt stack
Anyone know how to optimize rendering on the cpu? There doesn't seem to be too many helpful resources online
why are none of the textures getting applies to my object?
Is it possible to snap the ORIGIN of an object to the floor? Im placing tree like assets
Hold CTRL+SHIFT then drag from the center of the object (you'll see a small square appear).
Thanks osteel
reassign the textures
guyyyyyys
sorry if this is a question you guys get asked, but theres literally no way, that i know about, for me to create a texture/material that assigns specific images (like a cubemap) to a gameobject.
how would there a way to do this that works kind of the same way?
You need to unwrap the UVs of the object and then assign a texture to the albedo of the material that the objects renderer component uses
Did that, but is there a way to check which texture belongs to which part?
@eager mist in blender try this:
https://youtu.be/Y7M-B6xnaEM
Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org
--
This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.
Find more free tutorials on: https://blender.org/tutorials
Follow Blender on social media:
- Twitter: https://twitter.c...
Or with unity's probuulder awesome addon try this:
https://youtu.be/d3_2h4cN4cY
hmmm anyone got tips for drawing low poly where I need grass to interception dirt
Is there any drawback when using sprite atlases with multi-pages compared to using multiple sprite atlases? In this case, a single enemy is in question that has multiple animations and it resulted in 4096x4096 atlas with 9 pages.
Hi, I wanted to create a grass cluster that would work with The Vegetation Engine's grass shader and if I understand correctly, I should:
bake the gameobjects world position xz to UV0.zw and pos y to UV3.w (the forth channel), so uv 4
Can someone point me somewhere I can learn how to achieve that or give me some tips? There seems to be little info about it in the internet. Thanks!
does anyone know why the colours in my project have just gone all messed up
like the top platform is missing colours, the selected ground is just messy
That would really depend on your 3d software, unless you wanted to process the mesh in unity to edit the UVs.
Probably compression settings.
That would really depend on your 3d software, unless you wanted to process the mesh in unity to edit the UVs.
I was thinking about doing this in Unity, yes
Well, it is a complicated sort of thing to do but once you figure out editing the mesh data the actual data part should be simple.
Are there any good rules of thumbs as to how many tris/faces a mesh should have to keep decent performance?
Depends on your platform I'd think
Hi, I'm new to unity, so don't know my way around yet and I can't find where to set sampling behavior for my sprite which is sampling from the next sprite over. I would think it would be in the Sprite Renderer, but there is no option there for configurating sampling.
- I've found it, I had to select the sprites in the Assets explorer.
Following up on this issue though, I'm used to using Texture2dArrays which do not suffer from sampling issues (at the edges). Now with Unity I suppose I have to deal with these issues because it uses the sprite-atlas method. So I have Wrap Mode = Clamp, which should prevent texture coords from leaving the sprite region. But it's not working. Neither is Mirror. I'm using Bilinear filter mode, and that is correct, that's the behavior I want.
I have Extrude Edges set to 1 in the Sprite Inspector, and that should fix the issue, but it doesn't (Edit: I think that just affects the mesh actually, not the texture sampling). Should I regenerate the sprites with Border > 0 ?
I'm thinking I will have to put a transparent border around my sprites in the sprite sheet. Or else I'll have to work out how to force Unity to use a texture array.
One more question, why does sprite atlas packer sometimes packs sprites more tight than other times, it feels like we could save some space if it would always do the same
the same sprites and settings involved in both cases
Hey, I have a windmill asset which I found online after searching for like 30min, although it's only one object and doesn't have any seperate parts. I was wondering if anyone could seperate the rotating windmill part from the rest of the mill. I have aboslutely no experience with this and definitely don't have the time too. I would appreciate it greatly. Please dm me so I can send the file (I'm not able to send it via discord)!
@wise jay how much are you paying? =p
I was wondering if someone would do it for free as I'm assuming it's not something hard to do. And otherwise, it's not necessary for it to be separated it would just be better
I don't have the time to plow my driveway but I don't expect anyone to come offer to do it for free. 😄
Well as I said, it's not necessary although I'd appreciate it. But if no one comes, no problem 🙂
@eager mist This is not the place for job postings. Use the forums (links in #📖┃code-of-conduct )
You mean not the place, right?
How would I go on to like not make this 336 Tiles without having to start from scratch? I'm not sure about the quality I'd get from a cropped screenshot
Make a single greyscale sprite and use that to create the shapes then tint it?
That's what I did. I created one sprite and copied it 335 times. Then I tinted every single one of them
But that leaves me with 336 objects and I don't know about the efficiency
What's the goal with that? A background?
Yup. It looks pretty bad as it is but there is going to be some lighting effects later on
Make a single image in Photoshop maybe? But unless you're feeling a performance issue, I would just leave it.
Yeah. If there isn't any script loaded to it, it shouldn't cause to much lag hopefully
Hey, so I made a model in blender with a vertex animation, how do I import that animation into Unity? It doesn't show up when I put the model's fbx into unity
hi, I have created 4 grass clusters consisting of quads with the same material applied to them (so 1 material per cluster)
unfortunately, the (directional) light seem to affect the grass in a weird way -- they get very dark when rotated
any ideas what's going on?
That is due to the normals of the mesh. You'd need to either edit the normals or mess with the shader to change how it reacts to lighting.
By default, a quad will normally have normals facing perpendicular to the plane, which will tend to give kinda ugly lighting. You generally want the normals to face outward somewhat, upwards, or something of both.
Anyone have advice about character clothes, the cloth component, rigging clothes in Blender, hair?
is there a good guide about focused on unity.
I will give me fps hands and animation, make a game with it IDC. your wish if u wanna shoutout me.
just say
idk
Really?
Hello!
Is there a good tutorial on the 3D workflow from Blender to Unity?
Like, in general, how to import a 3d model along with textures, light (baked or not) and probably small animations
i know it's very broad. Just wanted to start things up. Probably import a cube with a texture and some animation. I will figure out deeper.
But I need a starting point
export as fbx and just drag the fbx into unity
My stack is FreeCAD→Blender→Unity. Like JohnSmith said .fbx is the way to go, but
but there is a ton of small default settings that might be right or wrong for you depending on your need (z-axis flipping, and scale are good ones to check)
I have searched for a good generic tutorial, but all I have found are limited to a specific use case
Sure!
Unfortunately, there are too many use cases, most people just figure out their own. 😄 One general rule I can suggest is to avoid too much use of scale keyframes, especially on bones that also rotate. Bake as many constraints/IK/etc that you can.
hey guys, so im not entirely sure if this is the right channel, but theres something i want to test for my game but idk how to do it (im a complete beginner). so i want to be able to swap out clothes for the torso, legs, maybe feet, but the issue is idk how to do that because my characters clothes are part of their texture
So swap textures?
kinda but like there would be so many combinations of textures i wouldnt know how to do it
pls
use it
and make a game
and send it to me
I will play the whole day
Hey, so I made a model in blender with a vertex animation (using AnimAll), how do I import that animation into Unity? It doesn't show up when I put the model's fbx into unity
Heyo, i wanna make a building for a game using Blender but I dont really know how to do the interior any tips on it?
youtube videos
not sure if this is common, or relevant to this channel
got new blender 3.... broke everything in unity 2019 after saving a model of mine, currently has a blender logo instead of a picture of model, simply states Blender could not convert the .blend file to FBX file.
You need to use Blender 2.45-2.49 or 2.58 and later versions for direct Blender import to work.
have tried re-saving the models in blender 2.9 with no luck... should i upgrade unity? downgrade blender? not sure... :/
also not sure if this is suited to the unity or blender discords
you can use blender to mesh model base rooms, but be warned you need to flip the normals... +its not an active workflow, so i'd reccomend #🛠️┃probuilder
do you know how to import vertex animation to unity made using AnimAll in blender?
No… I’m assuming it’s pretty straightforward… why ask tho? 🤔
I ask cause this is the channel to ask it, nobody has replied to my question so far. It's not straightforward like with a non-vertex animation actually, I need a way to get a vertex animation into unity
i mean why ask me
Because you answered someone else, I thought maybe you knew this too
im not sure.... but im assuming get animall and export your model??? blender, unity, and probably animall have full manuals
I made the animation, I exported it into unity, but unity says it doesn't have any animations. Google said unity doesn't support vertex animations (info from like 5 years ago) but then I found a thread on the unity forums that said there's an easy way to do it and linked a video. A couple people replied to that comment saying "thanks it worked!" and such. Well, the video says "this video is unavailable" so I have no idea what this easy solution is.
yeah, those forum threads get you time to time like that... what about rigged animations???
So I'm having a bit of an issue with model importing. I had a multiple Obj files and wanted to group them all together in one big model file, so I tossed them in blender and then exported as an fbx. Unfortunately though the ones from blender now have way more vertices for some reason and end up looking pretty off.
The one on the right is the original Obj.
The one on the left is from blender.
so the exterior with blender adn then interior with probuilder?
No
You can build it in builder, normalize inwards, and import into unity… or just use pro builder to do it, inside unity without tabbing aroind
i will most likely do the exterior and then a load screen to enter the building
I am working on making some stylized modular assets for this top/down game and I am kind of coming up to a point where I am unsure what would be.. best practice?
This tile is a cube and has similar texture on the other side but its just 6 faces and I used substance painter to create a normal map that appears to give it depth.. thats all thats been done as I am in the process of trying to learn how I would now add materials to it to look good (besides just painting it which is an option)
The assets I am using as an example to work from : https://sketchfab.com/3d-models/modular-myan-inspired-dungeon-10f3dc23c6dc4fd99083e3128d83ee2f
Which looks like its a cube as well, created depth to the cube with normal maps and then painted or added materials with some generator (unsure on that)
I guess I have a couple questions:
- If anyone has done similar work, is it essentially best to paint? Having a hard time with this other method I know in substance to get a stylized look.
- Is it probably better to actually sculpt out the detail and just bake it to a low poly model to get better results?
Also, if anyone is pretty good at substance I would uhm.. love help ❤️
A modular design enables you to build your own seamless dungeon with countless rooms and passageways of different sizes and proportions. The model size is kept to a minimum with a 2048 pbr material applied to all pieces.
if you want the fbx here it is. Click on the link below.
https://drive.google.com/open?id=1m_vM0nvHwI7Lgghty6NXBaVlB-kGv_9L -...
Set your normal to Calculate and tweak the smoothing angle on your import settings
Hey, I saved my blender file in Unity and have one object with all my models under it. However, I can't seem to find a way to separate them. Can someone help?
When I try to drag one of the objects into the scene, the entire group is added
unpack the prefab first
how?
right click on it
I don't see an option to unpack
also, separating/unpacking those out of it's original would mess up your axes
right click-> Prefab -> unpack completely
Should I make materials in Unity or Blender?
Yes
That is, you'll need to do both, since the materials in one don't copy to the other
Do the materials not import into unity?
Nope
Then, shouldn't I just make the material in Unity?
You should, because they don't import with the model.
At least, you'll only get basic materials. Anything custom you make in Blender will have to be remade in Unity.
You would still make materials in Blender as part of look development and such though. But that's up to you.
Well, you might need to make a material in blender if you want to bake normal maps, etc.
right
If just won't be the same material you use in unity
Yeah. at that point might aswell just learn materials in blender
too
why cant we bring material over?
I thought Unity was a corporate sponser
different rendering engines,
Because they're not the same shaders. Blender uses its own as do any other program.
They have similarities sure, but it's not as simple to auto convert it.
Its just a fact of the workflow.
unless we just do materials in unity
I almost never to shaders in my modeling program, only if it's alpha or something like that. It's the look in unity that matters
In the end, you do you. If you think you don't need to do UVs or baking or general look development in Blender, that's up to you.
I'm just scared of Blender
That thing....it scares me
too dramatic
Just everything ends up looking like a potato
I might just make a game about potatos
ay man, even square enix did this https://screenrant.com/final-fantasy-xiv-endwalkers-weird-grapes-square-enix/
look at that, even tripple a game made a potato looking grapes!
Yeah they are potaoto looking
I forgot to rig the claw
Is there a way to do Fly-through mode in Blender?
Setting up a scene with a new 3.0 asset browser. Useful good feature.
.
https://twitter.com/FarrukhAbdur/status/1468205934942076931?s=20
Setting up a scene kit with the 3.0 asset browser. Useful feature and saves light environment settings as well!✨
#b3d #gamedev #indiedev #blender https://t.co/tgsMNWI5Mz
hi i dont know if this is the right place to ask but im looking for some text frames for 2D
if anyone what is good to serch for
something like this
btw ignore the black color in it its just to censure the text(i made this screenshot from cookie clicker)
Have a look here @cursive star https://kenney.nl/assets?q=ui
Yes
Hya. Im having some problems importing .blend files
im getting "Blender could not convert the .blend file to FBX file.
You need to use Blender 2.45-2~~.49 or 2.58 and later versions for direct Blender import to work." errors. Ive got Blender 3.0 installed (new computer)
I dont know exactly what version of Blender I had installed previously, but the auto import of .blend files Did work on my old computer.
Any ideas on how to troubleshoot this?
haha ok
is there a way from the .blend files to inspect them and find out which version they were created in?\
I prob have to jump to the blender discord for that
downloading the 2.9 LTS version of Blender rn
I installed 2.93 LTS of blender, and most files are still not importing
a Few are. I used a hex editor to check, all files are made with the same Blender version 2.91
anybody any ideas?
Error is still "Blender could not convert the .blend file to FBX file.
You need to use Blender 2.45-2.49 or 2.58 and later versions for direct Blender import to work."
Can anyone give me guidance on Marvelous Designer? Is it worth buying to make clothes for my characters in Unity?
And will the character export well?
Should my player be a gameobject?
and if it should, should I put in the 3d model like this
Can we create like "master material", instance those materials and change parameters?
(I would like to create a child of default lit & then alter the metallic/roughness multipliers and from that create several other material where I change the textures on a per material basis that inherits those changes from the master)
HI all, Im attempting to use the FBX importer preset to make incoming avatars be configurated to use a base avatar. however with eveything set up nothing seems to be getting applied.
just plug the output node of the nedoise into the input of the composite
Can anyone tell what this is?
couple of blocks stacked and lined together?
JK... a sword.. probably?
Exported model from mixamo (FBX FOR UNITY) TPOSE. It appeared buggy in Unity (materials already set to opaque)
@mighty dagger looks like the normals are inverted
hey I got a huge 40 inch tv, but when I play the editor in unity it's only like 20 inches across. where can I find size preferences for the editor? I tried the scaling slider but it looks like crap if it's not set to 1
anyone know how to upgrade the materials to urp in unity 2021.2.5?
Use the Render Pipeline Converter
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/features/rp-converter.html
thanks man