#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 70 of 1

eager mist
#

ok next question. I was able to set the resolution to 1920x1080 with a scale of 1x that looks great. however, the canvas doesn't fit on screen anymore. if I scale the sceen down to .x52 it all fits in screen but I lose like 4 inches off each side. is there a way to stretch the game window to fill in those gaps?

empty jay
#

how do i make this ground look less plastic, and more like actual grass?

eager mist
#

want real fast grass? check out super fast grass. it's kinda pricey but it supposedly works on mobile and looks amazing.

inner flame
#

Anyone have any idea what's making my mesh look so "tarnished" in Unity when I export it as an FBX from Blender? This is just with a white color URP Lit shader on it.

#

vs. Blender

#

Looks especially weird in low light.

inner flame
#

Ah, found the issue. It was URP SSAO run amok.

flat spade
visual marlin
#

Set the render to front/back or both might fix this

outer halo
bleak plaza
#

Does this look friendly?

solar arch
#

Friendly you say!? No it's not! .... it looks SUPER AWESOME!

bleak plaza
#

I did this. Since people may think its friendlier

solar arch
#

Friendly you say!? No it's not! .... it's SUPER FRIENDLY!

I wish I can draw ๐Ÿฅฒ

outer halo
#

@silent pelican Show the face orientations in blender.

silent pelican
outer halo
outer halo
#

How are you verifying the faces in the first place then. ๐Ÿค”

silent pelican
#

that way i know its facing the right way

silent pelican
#

yup, then it turns out like the screenshot above

#

Ive have also recalculated outside

#

its all good in blender

#

triangulate faces did the trick if anyone else have the issue

sudden coyote
#

Anyone know how to paint out a "shine" off window in photoshop without doing additive color?

fluid oak
sudden coyote
#

its adding towards the alpha color if i paint over the transparent part

#

i want it to not do that

#

what i want is basically make the white glossy part the same as the right part where its transparent glass-like

fluid oak
#

select the white part, erase it with the eraser, then use shift+ctrl+f to adjust?

#

Not ideal, but photoshop doesn't really like baked in transparency

sudden coyote
#

and what u mean baked-in

fluid oak
#

I mean that there is an alpha value in the pixel data rather than a mask or separate alpha channel.

#

Like, if it were me personally I'd convert that whole layer to solud color with a madk just for easier editing, though I know that doesn't suit everyone's workflow.

sudden coyote
#

but it was saved as a normal image file and hten i opened to edit it

sudden coyote
#

i just need a way to fill off the gap on this

#

finally fixed it, forgot to switch eraser to pencil so it wasnt erasing properly

indigo horizon
#

can someone identify what this is or did i screw up that bad

solar arch
#

owl? nice drawing!

unreal loom
#

I have a FBX file that I made in blender, and trying to import it and the textures file it comes up like this: with all the materials mapped, but when I drag it into the scene it has no materials on anything

#

Anyone got any ideas where I am going wrong?

fluid oak
#

unity can import the textures and material names but you need to recreate the materials.

jovial harness
#

Or an owl

wind carbon
#

does anyone know some resource that shows how to add texture layers from blender to unity and how to have a good workflow with it? I've been watching a ton of videos but they only show it with the texture on separate geometry. I'm trying to do something like this where I could layer the scar base on the skin then the scar and have it be its own thing in Unity that I can manipulate for various effects

fluid oak
limpid forum
#

Hi can someone pls suggest me a good workflow for big scenes between unity and blender for achieving photorealism

fluid oak
#

I dunno if there's a good one.

rapid echo
#

Made a small easy tutorial for creating trees in Blender with the free Mtree Addon. Now supports Blender 3.0. Thanks for viewing!
.
https://youtu.be/yprM3QUVB9k

Mtree add on by Maxime Herpin.
Download link: https://github.com/MaximeHerpin/modular_tree

Hello everyone, In this tutorial, I will show how to easily create a tree that is customizable and ready for use by using a great free addon Mtree which is now available for Blender 3.0. Thank you very much! Like and subscribe!
---------------------------...

โ–ถ Play video
bleak plaza
#

Can anyone tell what this is?

carmine crescent
#

Does anyone have a good free pixel art program i can use to make sprites ?

outer halo
carmine crescent
#

Thank you so much man

eager mist
#

asprite isn't free it's 10 dollars (it's free if you get it "legally")

#

I used to use medibang to make my pixel art although I wouldn't recommend it in the long run

fluid oak
#

@eager mist aseprite is free(legally) if you download the source and compile it yourself. They charge for the compiled version, which is identical other than being simpler to set up.

solar arch
fallen pollen
#

Are there any tools out there (paid or free) that can help with creation of simple re-useable textures (tiling textures & trimsheets in my case)?

#

(Im looking for anything really that people find useful when making materials :3)

vestal hazel
solar arch
#

cool chariot to carry out dead bodies ๐Ÿ˜ƒ ... in-game dead bodies ๐Ÿ˜Ž

hollow lance
#

aye yo ! Anyone used Adobe's new 3D modeling program yet?

solar arch
#

What that fancy 3d program can do and Blender can't?

#

yeah... the vr modelling thingy, I can see that failing soon... too gimmicky

slender bough
#

im trying to figure out why my character dissapears in gameView. I assumed it was due to the camera being inside the player's head, but if i move it above the model, it still doesnt display. Looks fine in the scene view tho

solar arch
#

More technical explanation is about how close a point to a camera's frustum etc etc... meaning you must do your own research on this, many articles have in depth explanation regarding this matter

#

long story short, try set your near clip to something like 0.01 and move it back a bit/give it some distance to your character

#

you can see how this should be setup in Unity's thirdperson sample assets

fluid oak
#

It also might be on a layer that the camera isn't rendering.

solar arch
#

yes, that's most probably the case

near condor
#

why do my colors often get corrupted like that? im making my sprites in aseprite

#

that's how it's supposed to look like

#

oh i fixed it, just explicitly set RGBA 32 bit in imported sprite

slender bough
fluid oak
#

Also could be a shader problem.

slender bough
#

๐Ÿค” i guess, but it is using the lit shader

#

here's the shader

cursive star
#

why the gun dont have texture

slender bough
cursive star
#

how do i do that

#

?

cursive star
#

Hey @slender bough

slender bough
cursive star
#

Thx

#

ok done

slender bough
#

np

cursive star
slender bough
#

idk how to fix that

fluid oak
slender bough
#

im pretty new to unity

#

it imported that way

fluid oak
#

Generally, you want the bounds of your object to roughly match the object, or it will be culled

#

I suggest hitting 'edit bounds' and seeing where the game THINKS the boundaries of your character are

marsh sleet
#

Hi everyone, I'm trying to make a game with low poly stylized characters. I want the characters to be just like brawl starts (mobile game). I'm modeling the characters in blender but i dont know how to do the face animations like the example above โฌ†๏ธCould anyone please guide me towards the right direction? Thank you

fluid oak
marsh sleet
#

@fluid oak this is what I needed. Thanku

ripe hound
#

anyone know how to properly stack this texture / get rid of this line so I can have a checkerboard type of pattern, please?

bleak plaza
#

can anyone guess what this is?

solar arch
#

A cat!? ... JK ๐Ÿ˜ƒ .... a castle I think ๐Ÿ‘

untold edge
#

If you are only going to have a max of like 5 guns in a scene, does it really matter how many verts they have? Like 2k seems like a lot of verts for a gun, but then that's 10k max, and scenes can have upwards of a million so

coarse token
#

I've a problem with sorting layers in 2d:
My player should be in front of the platforms because of my 2.5D tiles.
The platforms should be in front of the water.
But the player should be also behind the water.
How can I solve this?

untold edge
grand spade
#

this dude reallly be making 4D games out here

fluid oak
#

I mean, on a technical level it is possible with the right shader. But depends on the exact effect they're attempting.

bright birch
#

can you manipulate your sprites z index based on whether its in th water or on land

#

1=land
2=water

#

on land runa like

Player
Land
Water

In water runs like

Land
Player
Water

coarse token
#

I'm a beginner

solar arch
#

you should change the sort order of your character once it touches the water.. that is if I understood your magical question correctly

bleak plaza
#

@solar arch that's right, it is a castle. Is it any good?

solar arch
#

Good, you say!? it's marvelous! ๐Ÿ‘

bleak plaza
#

can anyone tell what this is?

eager mist
#

What tools do people use to destroy/shatter 3D objects into smaller pieces? I am finding that Maya's Shatter Effect tool is incredibly buggy and barely works.

green sigil
#

Does anyone know why rigify in blender dosent create a head bone? cant use in unity without...

plucky thunder
bleak plaza
#

it was meant to be a swamp

plucky thunder
#

I could see that, with some more context

odd galleon
#

I'm trying to figure out how to do 3d models, so I took a Rockruff model off of Models Resource to play around with. I imported it in, and parts of the model are rendering in front of parts they should be behind. How do I fix this?

#

import settings are completely default. i dragged and dropped the .fbx file from assets folder into scene.

outer halo
#

The normals on those faces are facing backwards, and Unity culls backfaces by default. The ideal solution here would be to open the model in Blender and flip any inverted faces.

odd galleon
#

is there a way to make Unity not cull backfaces?

#

never mind, that's a terrible idea now that i think of it

bright birch
outer halo
odd galleon
#

fine, i'll fix it the non-lazy way

little bramble
odd galleon
bright birch
#

Select them in the poly view, then you should be able to right click and choose "flip normals"

#

Something like that, at least

fluid oak
#

It looks like you also might be using a transparent shader which could mess with the polygon sorting because it doesn't write to depth.

#

Instead of opaque

sleek spindle
#

hi

#

i made a material that use this texture :

#

but when i apply it to a face using proBuilder, i just get a white face like that :

fallen pollen
#

Hi lovely people โค๏ธ

Do you guys know if its possible to have Unity automatically detect and assign existing materials by material name by if the Unity materials name contains the exported material slots name?

#

Say if the material slots are named the following in Blender (Note the numbers coming after, as well has the # prefix) :

#

And the Unity materials are called "TiroModernTrims", "TiroStructureOmenOne" (etc) - without any numbers, dots or # prefixes

fluid oak
#

@fallen pollen you can write a custom import processor to do that.

winged elm
#

Hey all. I'm trying to import a simple mug I made in blender to Unity and I'm running into a bit of an issue with the rendering of the handle. Does anyone have pointers or ideas on what could be causing this?

#

better angle

#

I think it might have to do with the normals being messed up

winged elm
eager mist
#

What are the best settings to make spritesheet graphics (pixel art) look the best? What makes weird pixels in places they shouldn't be and makes everything pixel perfect?

acoustic spruce
#

I've been trying to build smaller more detailed scenes, but i'm having difficulty preventing jarring edges to the map - how does one normally build small maps without abrupt ends? (outside of just covering every direction with massive models like mountains, etc.) Any and all tips welcome

acoustic spruce
eager mist
acoustic spruce
eager mist
#

Just wondering what settings are optimal for pixel perfect sprites.

eager mist
fluid oak
#

@acoustic spruce that really depends on the type of environment.

fallen pollen
#

I cant really seem to find any info/examples anywhere on how you actually override them

fluid oak
fallen pollen
fluid oak
#

I believe you might need to put it in an /editor folder, not sure

shy epoch
#

Hello! Can someone tell me how are colliders for such objects where there is free space in the middle created usually? Do i need to separate it into different objects for each side and put a collider to each object? I tried mesh collider assuming it will work by default but i guess i was wrong.

To clarify, i want the middle part to be accessible by player without hitting the collider, i want it to only hit borders

sullen plank
#

For static not very complex objects it's fine to keep mesh collider. Also if not that many of them. Make sure you are not toggling convex.

#

@shy epoch

shy epoch
sullen plank
#

Convex is needed for physics enabled dynamic objects.

shy epoch
#

I have one more question:

this is the collider of my player and it interacts a bit weirdly with the mesh collider of the barricade. What are some ways to improve the precision?

#

it works well on some of the sides and not so well on the others ๐Ÿ˜„

sullen plank
shy epoch
#

i have this one so far. will now go read the documentation you sent me and try to find better values. anything that looks suspicious immediately?

sullen plank
#

I never use Character Controller.

shy epoch
#

okay, but you are indeed correct! i remember making my character controller very tiny when i was testing something at an earlier stage and now it seems to be working better as i tweak the values.

Thank you once again for the great advice, I appreciate all the help!

acoustic spruce
fluid oak
#

Well, islands make it easy... just have water all around ๐Ÿ˜„

slender bough
#

my skinned mesh is not showing up in the game, any ideas why? the gun and armor is showing up fine, and both of those have regular mesh renderers

fluid oak
#

@slender bough you tested the things suggested last time you asked?

bright birch
#

Look up "low poly modelling"

lucid wyvern
#

getting this on the models i made i made in blender and imported to unity any ideas how to get rid of this error?

#

the error makes the models appear with a few missing pieces cuz unity is deleting it

bright birch
#

You have polygons in the mesh that cross through each other.

#

You might be able to remedy that with subdivisions, but i would do it manually and fix the it by hand, to keep poly count low

slender bough
#

I dont believe i mentioned it was a skinned mesh last time tho

fluid oak
#

Have you adjusted the position and scale of the skinned mesh renderer's bounding box?

slender bough
fluid oak
#

@slender boughdo you have update when offscreen enabled?

slender bough
fluid oak
#

So it doesn't let you edit it, or is it that the bounds are so far off that the handles aren't visible?

slender bough
fluid oak
#

Yeah, something seems wrong there; it should have some handles on there

#

Can you adjust it from the inspector?

bright birch
#

love handles are fun

slender bough
#

๐Ÿค” torso has em

fluid oak
#

It seems fairly correct

slender bough
#

yea, the arms are the issue

slender bough
#

could part of the issue be that the camera is right here? I thought as long as some of the bounding box shows it would display

fluid oak
#

You did check the clipping plane right?

slender bough
fluid oak
#

What happens if you use a different material?

solar arch
# slender bough yep

Tell me how did you check the normals in blender? are you sure the hands part are blue color in Blender?

slender bough
slender bough
solar arch
#

try to move back your camera a little bit and see if it can see the whole character

#

by a bit I mean little further

slender bough
#

the armor uses the same mat as the torso and arms, so that leads me to believe its due to the skinning

#

also looks fine in the camera view

slender bough
cerulean gazelle
#

why do I have this problem

silver acorn
#

Question regarding modeling level layouts

Iโ€™m working on a project that requires like 2 levels that have specific layouts, so I believe I donโ€™t need to use the modular workflow because there is no need for me to iterate (basically copying the layout of a irl building)

Is it better to make the whole level 1 mesh, or break it up into sections? Iโ€™m assuming it might be better to break it up into sections but I am not sure. Iโ€™m combining this with tiling textures, decals, and trims, and unique textures where I absolutely need them

#

Of course modularity will work in some places but it might be faster and easier to break it up

fluid oak
fluid oak
silver acorn
#

Does Unity auto cull things that canโ€™t be seen? I am aware you can tweak every models LOD and culling distance but does Unity do that automatically?

fluid oak
#

As long as you still use the same materials or otherwise break batching, a broken up mesh won't cost any more than a single one in terms of draw calls.

#

Unity frustum culls automatically.

#

So anything outside of the visible area of the camera won't be drawn

#

(unless set otherwise)

silver acorn
#

Yeah, I will probably have around 6 materials for the whole level not including like small props

fluid oak
#

(Or more specifically, any object whose bounding box is outside the camera view.)

silver acorn
#

Does Unity auto make bounding boxes?

fluid oak
#

Yes.

silver acorn
#

Okay great. So the only models I will have to tweak LODS for is props right

fluid oak
#

Well, you might still want LODs for your scenery if you will have it show up in camera but at a long distance.

#

You can also set up occlusion culling

#

Which culls objects that are entirely behind other objects

silver acorn
#

the level will only be seen in first person

#

From within the level

fluid oak
#

Well, the important point is that if it is all one mesh no culling type will work ๐Ÿ˜„

silver acorn
#

Yeah

#

Alright thanks

worldly quarry
#

Is Krita good for making vfx textures?

solar arch
#

basically any image editors depend on your skills... not the tools that make your arts/pieces look good

ancient anchor
#

Guys

#

I need help

#

Is there a way to make a the collider of a tilemap square? I have an asset here, its in tilemap and it has transparent background, but when i export it on unity the collider is like follow the shape of the object, its kinda ugly cause it has no definitive shape, is there a way to make the tile have a square colliders, filling up the tile with the background color like grass is green it kinda works but i want my assets transparent.

fluid oak
static goblet
#

Is there an introductory tutorial that's about art asset workflow?

#

I'm no art person myself, but I want to know how things are wired together in order to cooperate better with others.

cursive star
#

got any idea where i can get good lookin target (for shootin) for free?

maiden drum
#

what kind of target?

#

like just a circle with red dots?

maiden drum
#

i could slap that image onto a block for you :p

cursive star
#

thx man

#

but just the target

#

thx

maiden drum
#

so not the whitespace around it?

#

like you want a silhouette?

cursive star
#

i dont know what silhoutne is

maiden drum
#

you dont want a rectangle but a model in the shape of the dudes outline?

cursive star
#

yes

maiden drum
#

pff gimme a few minutes

cursive star
#

you have whole half a houer xd

maiden drum
#

so whacha working on?

cursive star
#

an sniper game

#

rn

maiden drum
#

neato

cursive star
#

?

maiden drum
#

cool :p

cursive star
#

nice pfp tho

maiden drum
#

lmao thx

cursive star
#

i have bread xd

maiden drum
#

ookay I seem to have forgotten how the UV editor works

#

this is what youre after though, right?

cursive star
#

yeah like thta

maiden drum
#

๐Ÿ‘ ๐Ÿ˜Ž ๐Ÿ‘

cursive star
#

nice

#

how tf did u even did that

maiden drum
#

pre-existing material in substance painter lol

cursive star
#

sheesh

maiden drum
#

im trying to remember how the hell i create rough, worn-out edges

#

either that or you can slap on whatever material you want and call it a day so I dont need to mess with this stuff

cursive star
#

?

#

again?

maiden drum
#

i have the model. do you want a texture for it?

#

this good enough?

cursive star
#

um

maiden drum
#

just regular wood. not sure if you want like target circles or anything

cursive star
#

like if u can get the target texture there

maiden drum
#

sure, one moment

cursive star
#

thx

fallen field
#

what canvas size should i use for a player and enemy

cursive star
#

Hey anyone got a coll website to create an intro / image for game?

#

For Free

rough sparrow
#

Hey this is my current game logo, Iโ€™m not to happy with it. If anyone could give me your opinion on it

#

Iโ€™m not too fond of the colors, Iโ€™m not sure what to change them to

fickle sky
#

I think it would look better if you rotated the text diagonally and added some shading in the corners

rough sparrow
#

Thats my new design so far

#

The svg file

true trench
#

Is there any way to stop materials re-ordering when importing models from blender?

Say I have model X, first import could list materials -> A, B, C.
Then, upon modifications, unity re-imports and can potentially now list materials -> B, A, C or whatever order

This then requires me to manually change the materials inside the engine

silver acorn
#

hey so i have been building my scene in blender, when i export my models they usually are in the exact place i need them to be which is great but suddenly they arent importing where i need them to

#

ah, idk what happened but i restarted unity and its good now

solar arch
safe cedar
#

idk if this the right sub but... here it is

true trench
eager mist
#

how can i make these lines faster without having to draw them myself (photoshop)

solar arch
#

Merge those lines by pressing ctrl + E and the duplicate the merged layer by pressing ctrl + J then arrange it..also make sure they are selected in the layer tab, you can select multiple layers by pressing ctrl + leftClick

cursive star
#

can anyone recreate this in 1920 * 1080 ?

#

with bigger lines in center

cursive star
#

If yes dm me pls

silver acorn
#

what can i do to troubleshoot lightmap seams

cursive star
#

it looks good xd

silver acorn
#

thx but i dont want the seam

cursive star
#

Oh sry

outer halo
#

@quartz yew No offtopic media here please.

cursive star
#

What?

clear jasper
#

Does anyone have any suggestions for creating optimized models.

silver acorn
#

i mean, depends on what theyre for, like what platform, what kind of model, etc. and also i mean it applies across the board, if its a prop keep the polycount relative to its size, dont have verts where you dont need them, bake high poly to low poly, LODs, etc.

bright birch
# clear jasper Does anyone have any suggestions for creating optimized models.

create your high resolution model, buy the blender plugin [Retopology], recreate the mesh with an extremely low poly count, bake the high poly count into a normal map, apply to new low poly model.

If you own Cinema4d, you can accomplish this with the Polygon Reduction system.
If you own ZBrush, you can accomplish this with the Decimation Master system.

silver acorn
#

depending on the model, i personally like to do low poly by hand first, then before optimizing the low poly duplicate it and use subdiv or remesher workflow for high poly, then optimize and unwrap low poly model. IMO this gets you a much more cleaner result then the above method especially for hard surface. if what youre making is really organic then do high poly first by making a blockout, sculpting, etc. then duplicate it, decimate it with the decimate modifier as low as you can, etc. you can fix weird parts of the decimation by manually moving around verts or just tapping it with a sculpt brush with dyntopo enabled to basically remesh it quickly at the expense of a few more triangles. Unwrap it, then bake in your software of choice, texture, boom you have a optimized organic asset. You can do everything up to the baking and texturing (blender has this but imo it is much better to use other softwares for these) all within blender without paid addons. Thats the high to low baking workflow for both organic and non organic assets. Characters are their own thing which i dont really know much about, you go from high to low but the retopology has to be manual and then you have to rig and animate it as well as baking and texturing and such. Theres another workflow that totally avoids baking by using tiling textures, custom normals, and mesh decals, but this workflow is only good for PC really as it requires a high poly count, basically every edge has a 1 segment bevel with weighted normals that make it look like a rounded edge, you can then use a decal sheet, tiling textures, and trim sheets to texture your asset. This however does require a lot of planning of your scenes and can get pretty confusing, and you dont get the benefit of things being uniquely textured which can make things look odd.

#

i think the latter workflow would also work better in unreal engine

#

because of its material editor

dreamy adder
#

I've tried asking the VRchat and Blender discords, so Im wondering if my problem is in unity, so i figured, "why not ask unity discord"?:

The model looks centered in Blender, looks centered in Unity, but in the game it just appears off-center. I tried moving it around in Unity and in Blender yet nothing seems to work

peak vessel
#

yo anyone who knows blender how do I delete the stuff hanging below the model

#

is there a way to like

#

make new vertices at the intersection of faces

dreamy adder
#

you wanna ask the blender discord?

peak vessel
#

I thought it was appropriate to ask here

dreamy adder
#

oh no i'm just saying I can get you the blender discord as well so you can hit both sides! :)

peak vessel
#

oh sure thatd be helpful

#

ive been able to google everything else except this one problem I cant find an answer to probably cause idk wtf to google

supple pendant
#

Butch

peak vessel
#

?

silver acorn
#

@peak vessel you can add an edge loop and merge them, together

clear jasper
#

Does any one know if I'll ever need to use Console.WriteLine()

#

In unity

clear jasper
#

Oh crap just woke up didnt check the channel sorry

tribal pivot
#

How to make texture transparency work? I made it transparent in some parts in photoshop and exported as png

#

The transparent parts are just black

outer halo
tribal pivot
outer halo
#

Are you sure it's exported with transparency then?

tribal pivot
outer halo
#

Share the texture?

tribal pivot
# outer halo Share the texture?

I don't want to share it, but I just realized what caused it. The texture looks fine when its set to "Metallic Alpha". I had it on "Albedo Alpha" and that's why the transparency was broken. Any idea why?

tribal pivot
#

Because I thought "Metallic Alpha" is meant for metal textures only, is it not?

lucid rapids
#

Is anyone good at making screenshots for the Asset Store? I am trying to create some for my package, but I have zero talent for this. If you think you can help, please get in touch. I can give you a voucher for my asset as reward.

languid pine
supple pendant
#

so

#

anyone

#

uh

#

can anyone help me with my

#

blender topology

#

or rate it?

clear jasper
#

Unity uses .obj files right?

tribal pivot
#

What is the difference between metallic alpha and albedo alpha setting on a texture?

#

Also why do I keep seeing the reflection of the sun on every single one of my textures, even when I am inside a house or deep underground in an area with no lights at all?

fluid oak
#

@tribal pivot metallic alpha uses the alpha channel of your metallic texture and albedo alpha uses the alpha if your albedo texture.

#

And the reflection thing is because real time reflections default to using the skybox if you have no reflection probes active.

cursive star
#

anyone know where i can get good fps character for free

#

like i need to hold the wepon

cursive star
versed nest
#

hi im new to these things
i made a very basic shape in blender and dragged the obj file into unity then extracted materials but there is still an unpack option in the projects tab that shows two of it
i would like to make it a prefab. is there a way to get rid of this (i understand for more complicated models + textures i would want to keep this tab) and create a prefab, or am i using these files incorrectly to create prefabs

fluid oak
#

@versed nestOne of those is the prefab and one is the mesh data itself(which is used in any prefab you make from it)

tough vigil
#

I think this is the right place to ask?
I'm trying to pick the right "scale" for my game. I want it to be a mini-scale desk based marble game.

sage talon
tough vigil
sage talon
#

@tough vigil 13mm. thats the most common marble size, maybe?

tough vigil
#

But, I'm just thinking about puzzles and stuff I'm going to do. Having it be a bigger marble (The smaller eraser = 20mm marble) would mean more options for pushable crates and environment stuff

#

Also is it realistic to make everything literally 0.01 units in unity?

sage talon
#

Yeah, I think maybe you will need to adjust something, but i dont know for sure. Also you going up against Nvidia demos.

tough vigil
#

Wouldn't there be camera clipping issues that small?

sage talon
tough vigil
sage talon
#

maybe make it 1m

tough vigil
#

It already is

#

I'm trying 18mm

cloud aspen
#

Hi, i would like to make a material with transparency. I have a PNG texture with transparency that looks like this :

#

But when using it with a material :

#

The transparency isn't present

lime pollen
tired wedge
#

is there an HDRP template that does not include any assets? I'm having trouble figuring out the necessary things to delete (since the sample scene takes up too much storage), but I usually end up breaking something

#

I basically want to delete everything but keep the HDRI

lime pollen
tired wedge
#

what package?

#

I'm talking about the default hdri

lime pollen
tired wedge
#

I've selected it from here

#

however, it comes with a lot of assets that I don't need
I want to remove them, but I still need to keep the necessary things

lime pollen
#

if there are specific assets in the template you want, export them out into a package and import them into that project

tired wedge
#

thanks, I'll try to figure it out

tired wedge
#

where can I find documentation for material transparency? There are so many options that I can't figure how they work, nor do they seem to help with the problem I'm having here

tired wedge
#

would you like to see the shader graph or the inspector settings?

lime pollen
#

inspector

tired wedge
lime pollen
#

nothing sticks out to me, might be an issue with your shader then

tired wedge
#

I was able to get everything working properly on Sketchfab -- I don't understand why Unity is having issues

lime pollen
#

sketchfab uses a different rendering pipeline, many things could go wrong ๐Ÿ˜›

tired wedge
#

but is there any documentation on what all of these do?

#

searching in the manual gives no results

lime pollen
#

packages have their own manuals

tired wedge
#

I see, thank you!

#

lots of reading to do

lime pollen
#

treat google as your documentation search instead of the actual site, it gives better results ๐Ÿ˜›

tired wedge
#

I tried, but it usually leads to forums/sites that has outdated information

tired wedge
#

Here's my result so far:

#

Even though I still have problems with transparency, it actually matches closer to the look of the original Blender render

#

I'm also very pleased how the SSS works in Unity, it's a lot easier to work with than sketchfab

#

again, really wish I could figure out how to fix the transparency

waxen mauve
#

Hello. Can anyone tell me what to do to give my game more depth and make it look better in general, i would really appreciate it.

outer halo
#

There needs to be more than a single background. Use multiple layers and do parallax when moving.

Also consider how far those mountains have to be to look that small, yet there's nothing visual between the player and them .

waxen mauve
#

should i add some kind of fog?

outer halo
#

Again, try adding additional layers and actual stuff between the main layer and the back later which is extremely far away. Right now it's completely flat land devoid of any nature.

languid coyote
#

can someone tell me why is this thing happening?

junior current
#

Hey there, I think I have understood a good workflow for asset creation but i'm stuck at a point where i only have "the workflow to create an object" and that's all. I would like to know if you guys know some tutorials to understand the workflow to create entire rooms / scene for example.
i'm not speaking about game design, i'm speaking about this kind of example : "i want to reproduce my living room in 3D, i know how to create each of this object contained in this room separatly, and i don't have to worry about game design or things like that, but what is the workflow i have to follow ?" -> HOW TO "SPLIT" A SCENE ?
Like, you want to create a room with 4 walls, are we supposed to create them separatly (3D software, export to texturing software, texture and bring back to game engine separatly each of them separatly then building your level then compute lights etc, or can we create the entire room structure in 3D software then bring it entirely to texturing software, etc.
I mean, i know how to create objects separatly, but i'm totaly lost when i comes to think about how to divide a scene but taking into consideration optimization, lighting, etc.

Thanks a lot in advance !

junior current
# languid coyote you can 3d scan your room

Thanks for the info, it's a solution but creating my room was an example. I mean i have an idea of what kind of room i would like to achieve, i know how to make all of the content of the room like each of the 3D assets, but I'm looking for a way to understand how am i supposed to split it.
let's take an example , i've made this (screenshot), (i should have asked before making everytime) but I have some questions about the workflow to create things like that properly for correct scene creation. In this example, i have some questions :

  • (Arrow 1), should i split this mesh : 1) everytime there is an angle in the wall, 2) on every 90ยฐ wall corner, 3) use a single mesh for all my walls
  • (Arrow 2) same question for this wall, should i make only one mesh for all the purple part, or should i split it into separate flat meshes , or should i use a single mesh for my 4 walls
  • for my vertical wood elements, should i use a single mesh for all the woods, or one mesh per wood ?

I don't know if i am clear, it's hard to explain, i hope these example can help

languid coyote
junior current
#

Where ? Why ?
I really want to understand the workflow, how to do things, and why.

#

Many tutorials are explaining how to do this model or this model, but they never speak about how to build a level , how to divide things

sage talon
junior current
#

For optimization i also think it's better to split, since you can an object if it is completly hidden
But i don't see any pros for using 1 mesh

sage talon
#

The pro is that you have less stuff to organise and think about I guess

junior current
#

The fact is that i realy have strange artifacts when using multiple meshes, like this

magic nest
#

I want to make a character sketch of a 2d pixel art character but i dont have the hardware to do properly. Any ideas?

outer halo
#

Acquire the hardware?

#

Or use old fashion paper and pencil sketching.

nimble patio
#

Hey guys how I can make animation rigging multi aim constraint in photon pun 2?

hollow sable
#

I need some real brutally honest criticism here.. I'm new to modeling, but I know this topology is bad. How should I handle loop cuts? Are triangles mixed with quads ok? I know N-Gons are usually not, if not, never okay. What should I do with this model? Remake? Touch up?

I'm trying to make a toy car but this topology is absolutely disgusting and I don't know how to fix it...

#

Is it ok to use triangles too?

pine thistle
#

Hi guys, new to Unity and new to Blender. I imported a really simple shape from Blender into Unity yesterday. I exported it as a .dae but when I imported it it was double the size. I would have thought scale units would be like-for-like between programs since scale is objective/abstract.

How do I maintain a 1::1 scale between the two programs and is .dae the best file type too?

mossy flame
glacial vector
fluid oak
#

@languid coyote not sure, but you might need to turn on depth qnd/or opaque texture rendering in your camera and rendering parh settings for depth based effects like that to render.

#

@pine thistle unity recommends .fbx files for blender.

#

@hollow sable in unity everything is converted to triangles anyway.

#

@junior current For performance reasons, you'll want to split large static meshes for frustum and/or occlusion culling. So generally for rooms splitting out the four walls would allow two walls to be culled at any given time, since the player won't be looking at them(for instance).

If you can, try to reuse materials as much as you can though, instead of making a new material for each mesh.

#

Of course, for relatively simple scenes you might not want to cull anything.

junior current
# fluid oak <@119462804737490946> For performance reasons, you'll want to split large static...

Thanks a lot !
And for rendering (lighting etc), is there any different between for example between this (screenshot) and the same object in one mesh
Are we going to see the seems for example after light baking ?
I have many problems with cut objects which are lighted strangely (visible seems, strange light artifacts, etc) but i don't know if it comes from the modelisation or from something else ...

#

For example I have artifacts like that in baked lighting mode (nothing bad in realtime) :

fluid oak
#

There are a few possible reasons. Bad nirmals seem mist likely; when cutting up the mesh you want to avoid changing the normals on the vertices.

#

It also might be some kind of overlap in the lighting uv map.

#

For your purposes it might be easier to just have the room be a single piece if extreme performance isn't an issue.

junior current
#

Oh yeai think i see what u mean.
Do you mean (upper view :

#

(i put some space, but in the scene there is not space) and u are saying that my normals aren't pointing the same direction for two vertices that are in the same position ?

junior current
# fluid oak For your purposes it might be easier to just have the room be a single piece if ...

I'm trying to learn a workflow that i can reproduce on my future projects and gain experience. I would like to maximize performances if possible ( i mean i won't spend 20 days trying to gain 1fps), and in fact, i didn't cut the mesh, i created multiple meshes that i just put next to the others.
And i'm asking myself : should i let these meshes like that, combine them, or join them together to build on mesh (so remove the inner faces)

#

THis is the kind of thing i'm trying to understand, i know how to make an object, but i want to make it perfect for game usage and spliting / joining meshes is the first think i really want to understand ๐Ÿ˜„ (sorry for my approximate english btw, it's not my mother tongue)

#

I'm surprised that i don't have these artifact on my scene when i use realtime lights too, it's only when using baking

junior current
#

Very interesting, I'm a bit lost about normal and I often forgot them ... I mean, visualy on my modeling software there isn't any problems but i have to take them into consideration...

#

So i have to check how to fix these normals

#

Maybe there is a problem of UV lightmap overlap too.. I used many times controlled UV overlap to save UV space, but it seems that Unity doesn't like that since it can't use these UVs for lightmapping. I checked the "generate lightmap UV" in the mesh import options, but I have many errors after that, i googled that and it's very borring to solve.. I might reconsider using UV overlapping ..

fluid oak
#

Well, that would explain why it wouldn't affect real time lighting

junior current
#

Yes you are right, but in this particular problem/artifact, there is no UV overlapping if my memory is good. I tried to genere UV map on this object but i doesn't make this artifact dissapear. But your advice will help me to identify many other problems in my scene

fluid oak
#

The image you posted really does look like a normals/tangents problem

junior current
#

Okay thanks, I have to learn more about normal/tangents problems and understand them better then. Thanks a lot for your help mate ! I know in which direction i have to go now

tough vigil
#

My hdri just gave me a heart attack

junior current
#

@fluid oak i've checked my normals inside my 3D software, and here is what i have :

#

So according to me, the problems could be that the normals that point inside are not useful and create strange artifacts with lights, but how to get rid of them (if it's the correct thing to do) without merging objects into one mesh ?

fallen pollen
#

Is it correct that if I want 2 variants of a material at editor time, I need to create 2 completely separate material?

#

I would like 2 materials. Both should have the same textures, but I want one to be tinted slightly darker - and I would preferably like to make it so that if I swap the textures on one of them - the materials should swap on the other

fluid oak
outer pewter
#

has anyone successfully gotten a morphing system to work using Character Creator 3 -> Unity? Meaning a single character who can morph into many different characters and wear clothing that morphs with the body?

pine thistle
#

I should join a blender channel really lol
How would I make the pipe walls thicker (ideally without losing the interior radius?

deft tundra
#

then just increase the thickness

#

and it might look weird so you should add a subdivision modifier too but dont make the viewport higher than 3

#

cuz it crashed blender

pine thistle
#

Thanks. I understood some of that ๐Ÿ˜„
Think I found the solidify modifier setting and this looks fine for me I think

tough vigil
#

I think I may have to fully model a room instead of using an interior HDRI...

#

Cause there's no real way for me to make this work without a physical space

true trench
#

Quick Q for you guys, blender files have about a 620kb overhead on top of the mesh data. E.g. blender file 650kb, exported fbx 30kb.

When unity loads a mesh from a blender file into memory, does it soak up to 650kb or 30kb?

glacial vector
#

As far as I know the latter, Unity exports an fbx behind the scenes

true trench
#

@glacial vector That's great news, thank you

tough vigil
#

I've got the main table looking good. The issue is I need to find an 8k wood pbr XD

#

Cause, it's going to be the main level area, so even at the 4k it's at, with 8k baked normals, it's still a little blurry when you're rolling on it

stray stone
pine thistle
#

@stray stone yeah kinda dropped the ball on that one. Weird that the default is 2m. Lots to learn but even more dumb questions probably to follow

stray stone
# deft tundra and it might look weird so you should add a subdivision modifier too but dont ma...

Don't do this. This adds a whole load of useless geometry that doesn't benefit you.
You could just mark the mesh smooth and mark the edges hard, or use auto normal to mark by angle.
You want to avoid using the sub div at all times due to the fact that it blankets your whole mesh with it, this increases the mesh polygon count by 4 times for each level.
If you have a cube, that's 6. 1 level of subdivision that's now 24. 2 Levels that's now 96, 3 levels 384. So you have 378 polygons wasted because your shape is now a cube.

deft tundra
#

So they have to find out what to do

stray stone
#

You can even use less polygons if you mark things smooth.

deft tundra
#

I forgot about that feature

#

But thatโ€™s not how I did it

#

Or them

stray stone
#

You probably used an edge split modifier?

deft tundra
#

We used a curve

stray stone
#

Ah.

deft tundra
#

I honestly donโ€™t remember

stray stone
#

I don't get time to experiment much at work, I just kind of have to know everything.

deft tundra
#

That was hours ago and Iโ€™m at school tryna remember stuff so idk

#

And I cannot experiment either so

manic turtle
#

I even already try the "flip" normal method but still failed after importing the model too

glacial vector
#

Try 'recalculate outside' under the normals menu @manic turtle

manic turtle
#

Oh finally it worked.... TvT
I wish I asked here earlier

prime warren
#

I am importing an image but it has this weird line

true trench
#

Hey guys, I'm trying to use the solidify modifier in blender and retain all the copied verts but delete all the pre-solidify verts. Manually doing it is tedious, since the thickness is incredibly small, circle/box selection will grab verts from both layers. Assigning the verts pre-solidify to a vertex group doesn't work either because for the solidified verts are also added to the group in which their source vert belonged to

#

Any ideas?

silver acorn
#

@true trench untick "fill" in the modifier, this will make it so faces between the sides are not created, then in edit mode press L over the side you want to delete and it will select that piece only, then just delete the vertices

#

Is vertex color material blending a thing in Unity, and if so, is it overly complicated

glacial vector
#

You need to make your own shader but it's perfectly possible @silver acorn, though Unity lacks vertex painting tools out of the box. You can do that part either in your 3D package or use the Polybrush package

fallen pollen
#

What 3D format is recommended to import assets?

#

Ive created a bunch of Unity materials (around 40) to match materials created in Blender 3.0.0 (made sure all the names are matching perfectly).

Then Imported the fbx with the following settings:

#

However it still generates some materials, despite matching ones already existing in the project (Ive double checked the namings, they are all how they should be!). And some materials are neither created nor matched properly

#

To me it just looks buggy?

Edit: same thing happens with dae format

tough vigil
#

Are there any real issues with me making these parts out of individual models (the sticks) instead of one big model?

#

Each has a basic box collider

true trench
tough vigil
#

Any way I could add more detail to these?

uneven sparrow
#

Base texture and a normal map are enough, it looks very good! ^ ^

tough vigil
#

Thanks ๐Ÿ™‚

#

I added a height map with an edge wear generator, so there are a few splinters on the edges

uneven sparrow
#

nice ^ ^

tough vigil
#

How do you change the default material on an object?

#

In fact, how do you stop every object being in a prefab?

tough vigil
#

When i drag an obj into the level, it's an object called "default" in a prefab with the object name.

uneven sparrow
#

oh, now I understand

#

hmm

tough vigil
#

And each obj has the object, material and collider in it, but I'm not sure how to change them.

uneven sparrow
#

What software do you use for 3d modeling?

tough vigil
#

Blender

#

And Substance for textures

uneven sparrow
#

I rename the mesh in blender

#

Example

tough vigil
#

That just renames the main prefab

uneven sparrow
#

Not in my case,lol

#

You're probably doing something different to me, unfortunately I can't help you :<

tough vigil
#

I've been able to put the materials on the obj's, but it still goes into the level as a prefab that I have to unpack..

#

Wait, is the obj's pivot based on it's location in blender, not it's origin?

jolly bloom
#

Hello, I'm considering buying the Mesh Simplify asset in order to reduce the polygon count of my 3D models, but I'm wondering if it really is necessary, i.e. whether there are other, free tools that can do pretty much the same thing, or if it has added value other than not having to install said programs

junior current
#

Hey there, when creating a 3D asset, should we :

  • delete hidden faces
  • delete hidden faces UVs but not geometry
  • keep them
    ?
    Thanks a lot in advance !
    (since I know that sometimes Unity handle badly modelisation tricks like UV overlapping, i'm not sure if it's a good idea to delete hidden faces even if, on the paper, it's a good idea)
neat spruce
#

Hey, does anyone know how this kind of style is called?

you can make mountains or rock builds with it so it looks 3d, even if its 2d.. is there a special name for them? If i look for isometric tilesets i only find stuff for 2d without this 3d look

EDIT: Sorry if this is the wrong channel to ask for

neat spruce
# outer halo This is isometric pixelart

Yeah, but like.. is there a specific term to find tilesets who allow to create these stone walls or like mountains? Most tilesets are only 2d or just blocks which you can stack on top of each other without this 3d look

outer halo
#

No idea. ๐Ÿคทโ€โ™‚๏ธ

neat spruce
#

Sad, thanks anyways! :D

white seal
#

The balls seem to get their material applied via an animator, I don't really know how to use all this to modify the balls so was just wondering what I should search for to learn what this is and how it works.

fluid oak
#

@white seal if the ball textures are laid of in a regular grid you can change the tiling to fit. Or make a shader to do it for you- if using shadergraph, the flipbook node makes it super easy buth otherwise the math isn't hard.

The search terms you're looking for would probably be uv mapping.

tough vigil
#

How do you make a glass texture?

#

(From substance to unity)

tough vigil
#

How would I make a material like this in unity? (Half glass half normal)

tough vigil
#

Is there an easy way to make cables/wires in unity?

#

Not physics ones, just in general, without them being pre-made models

outer halo
fluid oak
#

@tough vigil there are a few different methods for cables you can use depending on your needs; the simplest would be to just use a line renderer and some empty game objects. For mostly 2d ones you could use the spriteshape tool that comes in the 2d extras package. You could also use a curve mesh generator- sebastian lague has a really good tutorial for making one of those.

#

@tough vigil for materials you'd need to be a bit more specific about the properties you want and also what rendering pipeline you're using, because each one would do it differently.

rotund hedge
#

Hey all. I'm running into the age-old 2D pixel art issues where things are a bit blurry for some reason. I thought the only things needed to sharpen up the graphics were to set the Filter mode to Point (no filter), and Compression to none, but my sprite (png) still has blurry edges, even though in my image editor it's a crisp, solid line.

pastel prism
#

hi yall im having trouble with the line renderer

#

here's a picture of the default line renderer very definitely supporting alpha

#

here's another picture of my own line renderer just,, breaking?? i guess? when the color gradient gets changed

#

the value on the key is 175

#

which is like

#

definitely not invisible

#

still using the default material

#

anyone know what to do ?

tough vigil
fluid oak
#

@rotund hedge might be mipmaps, might be a blurry alpha channel, might be antialiasing

#

@tough vigil ok, I don't use HDRP but you can ask in #archived-hdrp about suggestions.

#

@pastel prism did you change the material in the line renderer?

pastel prism
#

it's the default line material

#

in both cases

fluid oak
#

And when you bring up the alpha it works again?

pastel prism
#

it completely breaks after the initial change

#

it stays invisible

#

i apply the new color gradient in code and it stops working beyond there

glacial vector
gray briar
#

Hello, do you think it's possible to use 16x16 pixel art with 32x32 also ?

#

or does that makes the game look weird

glacial vector
fluid oak
#

@pastel prism so you add the gradient in code... what about if you change it manually? Does that break it too?

pastel prism
#

no, that works

#

which would suggest that my code is wrong somehow

fluid oak
#

Right.

pastel prism
#

except for the fact that i can see the results in the gradient editor

#

the data's all there

#

the stops are present and in the right places

#

no errors or anythin

fluid oak
#

Yeah... but it doesn't work.

pastel prism
#

so the question is how did it get into a state where all the data exists and i can see it and it's correctly formed but the component broke somehow

fluid oak
#

No idea. Post the code?

#

The code might be breaking something ELSE aside from the gradient, of course.

pastel prism
#
 void Update()
    {
        lineLifetime -= Time.deltaTime;
        health = lineLifetime / startLifetime;
        GradientAlphaKey[] alphaKeys = new GradientAlphaKey[lineColor.alphaKeys.Length];
        GradientAlphaKey[] reference = lineColor.alphaKeys;
        for (int i = 0; i < alphaKeys.Length;  i++) {
            alphaKeys[i] = new GradientAlphaKey(health * reference[i].alpha,reference[i].time);
        }
        Gradient c = new Gradient();
        c.SetKeys(lineColor.colorKeys, alphaKeys);
        lineRenderer.colorGradient = c;
        if (!particleSystem.IsAlive()) { Destroy(gameObject); }
    }```
#

i'm trying to modulate the alpha between the original setting and 0 over health

tough vigil
glacial vector
#

There are some spline modeling tools that might be what you need then

tough vigil
#

I have Curvy if that would work.

glacial vector
#

If it allows you to distribute a mesh along the spline then sure

rotund hedge
#

pixel-perfect 2d

vital thicket
#

can somebody help me to troubleshoot

#

my models on my 3d viewer are white

#

theyre not coloured

fluid oak
#

@pastel prismI wonder if you might be getting values out of range.

mighty estuary
#

why are my uv seams so extremely visible!?!? it occurs to anything I apply a material to

fluid oak
#

@pastel prismYour code works fine for me.

#

Maybe try setting a different gradient in lineColor and see if maybe the one you have has a weird out of range value or something?

thick nebula
#

I'm not sure where the right place to ask this is, but my editor view camera appears to be stuck in orthographic view, not sure how it got that way, google didn't give me answers on how to fix this. The camera widget has the "Field of View" greyed out. Anyone know how to revert this?

#

oh, it's the button under the viewcube

#

sorry, got it!

fair pollen
#

Does unity support multiple UV maps if yes how to use them?

fluid oak
#

@fair pollenIt supports four float4 UVs, I believe. It defaults to uv0 being the texture maps and uv1 being lightmapping.

#

How are you trying to use them? In a shader?

#

If you are using shader graph it is super easy

fair pollen
jolly bloom
#

I've been having an issue with some of my meshes - when I import them to unity, some of the faces (seemingly at random) disappear. Those faces are displayed well in Blender and other software, and changing the format (fbx, obj...) doesn't seem to help

#

I believe I have found the issue, seems to have something to do with normals... Some of my faces in blender show up black when I press ctrl shift N

#

How do I actually fix that though?

#

Recalculating normals doesn't seem to fix the issue

fluid oak
#

Node are just the easiest way to access them

#

TEXCOORD0-TEXCOORD3 are what you'd use in the shadercode

fluid oak
#

No problem

#

Hey, are you the same GregDevStuff as on youtube?

eager mist
#

Question: What is the right approach to animate texture of an object? For example, often in games, I see static objects such as computer screens with changing metrics, loading bars and such. How do you effectively achieve this with Unity?

My Example: I'm trying out something simple, I have a trashbin that has a glowing recycle sign, but I want this to change to a glowing X once the bin is full. Am I right to assume that the best, cheapest way to do this is to have the part of the model that has this recycle/X logo as separate object. Then, create a shader with normal and emission textures with 4x sections (only 2/4 will be used, for this particular object) and offset via code from one section to another for both the normal and emission texture.

Is there a better way to achieve this?

solar arch
#

only blender version 2.8x

manic coyote
#

I should just go through unity learn first๐Ÿ˜…

obtuse jay
#

(i think im supposed to ask this here) im very new to blender an am trying to make a set of stairs but the point went away

remote path
#

Encountering a new challenge. I've got a super low poly mesh and I would like to split it up into 1x1x1 chunks so I can drop it onto my tilemap, but I'm not sure how, other than using a shit ton of planes and booleans. Any thoughts?

#

I mean, that or a bunch of cube intersects

fluid oak
#

That sounds like the perfect job for geometry nodes

remote path
#

Good point.

red socket
#

Im trying to export a skinned mesh from a unity project, modify the mesh in blender, and then reimport the skinned mesh into unity

#

but im running into a lot of problems

#

im just wondering if anyone has any experience doing this kind of thing

#

This is the game object in unity, and these are the export settings im using

vital thicket
#

my treasure box only comes out whitwe

red socket
#

But when imported into blender, the armature is improperly rotated relative to the origin, and the mesh is improperly rotated relative to the armature

#

changing the forward and up directions on import to blender does not solve this problem, since that rotates the entire import. Relative to the origin, everything is still incorrectly rotated

vital thicket
#

idk your problem

#

but ik its annoying

red socket
#

is there any way using the FBX exporter to export nothing but the mesh itself from the skinned mesh renderer?

#

i do have the mesh as an OBJ file, but when importing it from blender back to unity it doesnt support skinning or whatever

red socket
#

?

vital thicket
#

add weight

#

with automatic weight

#

TRY IT

#

CAPS

red socket
#

i dont have that option in fbx exporter, unless you're talking about something else

vital thicket
#

no

#

wait

#

select all

#

right click

#

go to parent

#

armature

#

with automatic weight

#

try it @red socket

red socket
#

Loop in parents error

vital thicket
#

oof

#

try a tutorial

#

might work

#

they will tell you how to fix it

#

i am new sooo

red socket
#

I can manually reposition the armature and mesh in blender but the same issue happens in unity when importing the FBX

#

this is what it should look like

vital thicket
#

well talking about that

#

my treasure chest comes out only white

#

the rim is gray

#

just like i wanted to

#

but the wooden part

#

is white

#

and the keyhole

red socket
#

Nobody has any idea? Even when everything is positioned perfectly in blender such that the exported mesh lines up perfectly with the existing mesh in unity in position, scale and rotation the model is horribly deformed when i apply the exported mesh to the skinned mesh renderer

#

i just need a process for exporting a skinned mesh from unity into blender, and then exporting the skinned mesh from blender back into unity

fluid oak
red socket
#

this problem specifically, or the pipeline between blender and unity in general?

#

i have run into a lot of problems working with unity and blender in conjunction but usually i can just change the forward and up directions to orient things correctly

#

if i can just export the skinned mesh itself without the rest of the game object i think i could get around this

#

but in doing so it isnt skinned when imported

#

One thing Iโ€™m just noticing now is that when I import the fbx from blender, the root bone is changing from the hip to the spine

#

If this is an issue thatโ€™s specific to blender, is there a different software anyone would recommend I use to edit skinned meshes from unity?

proven wasp
#

is there a way to export materials from blender to unity? (along with the mesh I mean)

red socket
#

exporting in FBX format should package it with the textures

drowsy silo
fluid oak
#

@red socketI know someone mentioned using mixamo as an intermediate between blender and unity but haven't tried it myself

fluid oak
misty lantern
#

If a normal map is incorrectly made of configured, there will be visual discontinuities

mighty estuary
misty lantern
mighty estuary
#

thanks so much, it work now!

misty lantern
mighty estuary
misty lantern
drowsy silo
#

Thanks all! Iโ€™ll check that out

#

Itโ€™s a store asset and looks like Iโ€™ll need to edit geometry

glass halo
#

Is there any good site for getting 2d sprites/icons? Like a flat animal etc

trail imp
# glass halo Is there any good site for getting 2d sprites/icons? Like a flat animal etc
outer halo
glass halo
#

thanks!

vital thicket
#

My treasure chest comes.out grey while the colours of it in render mode is showing

#

Help me

vital thicket
#

i had this problem for a long time

fiery bison
#

Not to sure if this goes in here.

But anyways, whenever i try to add a colider capsule to my model, it appears SUPER big compared to when i add it to other models. Any help?

fiery bison
#

nvm

eager mist
#

i was following a vid on how to make water and it needed a shader called PRB graph which i dont find, how do i fix it

glacial vector
eager mist
#

Yet same thing

proud flint
#

Hi Everyone : )
Someone knows if it is possible to export fbx from Unity to Blender? I try with the package fbx exporter but it looks that it is not fbx files compatible with Blender.
Any clue?

obtuse jay
#

why dose this happen and how do i fix it(first image is unity second is blender

glacial vector
obtuse jay
#

i fixed it i just need to join it before export

vital thicket
#

Can somebody help me

#

please

#

nobody helped me

#

i need to export my model but it comes out white

#

while it shows its colours in render clearly

outer halo
#

You need to recreate the materials in Unity and apply them to the model.

vital thicket
#

in general

#

i reopen it in blender

#

and its white

outer halo
#

This is the Unity discord, not Blender. They have their own discord.

vital thicket
#

o uh

#

do you still know how to help me?

#

...

outer halo
#

You're exporting your model as an FBX, then reimporting it into Blender and it's white?

vital thicket
#

i also open my 3d viewer and its white and black

outer halo
#

No idea, it doesn't make sense that putting it back into Blender would be incorrect to me. If it was happening in another program like Unity or something, then it would be because you always have to recreate the look.

fluid oak
#

@fiery bison your object is at scale 50 =p

#

@vital thicket are you not including the textures in the file?

vital thicket
#

no because my 3d viewer

#

is in another language

#

so its messed up

fluid oak
#

Your posts here are practically in another language too, so it is a bit hard to tell quite what your problem is.

fluid oak
#

Yes.

vital thicket
#

so i am speaking the appropiate language for this server

#

well anyways

#

how can i fix this problem?

fluid oak
#

Try to rephrase it so we understand it?

vital thicket
#

i will try to change my 3d viewer language

outer halo
#

What is your 3D viewer?

#

I thought you said you were opening the same exported FBX from blender back to blender?

brisk tartan
#

Hello guys, I have a question and it might sound really basic but forgive me this is my first time loading unity as all I want to do is edit Models for online dnd

#

When I have a game object and I render it how do I save the rendered version of it?

#

For example

#

un rendered game object

#

vs

outer halo
#

What do you mean by save?

#

You want to export it?

vital thicket
brisk tartan
#

Export it so I can use it in Blender

#

with the colours

outer halo
#

Shaders (and thus materials) are not compatible across software, you'll have to remake the look in blender anyway. Your best bet would just be to open the FBX there and do the colours.

#

But even then, what program are you using these for ultimately for online DND, because they might have a specific format it needs to be in to be compatible.

fluid oak
#

Also make sure the license allows for that if you got it from a mini company.

brisk tartan
brisk tartan
#

Can I do that on unity

outer halo
#

Then you definitely want to do it in blender. Unity isn't a modeling program.

brisk tartan
#

Yes but as it stands heroforge (where the mini is from) only exports as a unity asset bund;e

#

*bundle

#

so im wondering if there is any way to open that in blender/ export it on unity as a compatible file

#

Hopefully whilst maintaining colour

#

Like i can do this

#

but idk if that means anything

outer halo
#

It doesn't give you an FBX, anywhere? If it's a single mesh, you can't break it apart in Unity, it's not a modeling program.

brisk tartan
#

Yes

#

i know how to import them

#

but i was hoping to do a feature that isnt included in Heroforge

#

as the minis need to be print compatible you cant have any flying characters

outer halo
#

Well, either way, that sounds like a job for a modeling program, not Unity.

drowsy silo
fiery bison
#

Anyway to fix this?

#

i've noticed that the big green circle around him is effecting his colider. anyway to get rid of it?

#

i just want this small capsule collider on him. not the circle one

#

Nvm. figured it out ๐Ÿ‘

fluid oak
fiery bison
#

yep. that was problem lol

fiery bison
#

Me back with more stupid question...

How do i get the collider to actually cover me character and not be floating in space?

#

nvm fixed

#

New problem found. Imported from Blender. Characters body is like semi-transparent? Like u can see the stuff on the inside

#

like his body is missing a layer or something

fluid oak
fiery bison
#

Oh. Ahh.. how do i fix this?

fluid oak
#

Just google it; it is a very common problem(actually, if you scroll back in this very channel you'll see how to fix it about five times in the past two days)

fiery bison
#

ah. thx. ill have a look!

#

@fluid oak is it possible to flip the normals in Unity or will i have to go back and do it in my modeling software?

fluid oak
#

You can but it's easier to do in your modeling software

#

Especially since you don't want to flip all the pieces.

fiery bison
#

pain

#

fuck. thought i did it. spent 10 minutes flipping each face that was incorrect, then exported as fbx, improted to unity and it's still the same..

#

is there some way i can just select all the meshes at once and them correct them all at once?

fluid oak
#

I don't use blender so not really sure

fiery bison
fluid oak
#

You'd have to write a script to do it

#

It isn't trivial, and I'm not offhand sure of a good way to specify which pieces you want to flip

sullen plank
#

@fiery bison Yes, in blender you can normalize faces with a single command, unless meshes are malformed. Don't remember the shortcut right now, you should look it up.

fiery bison
#

figured it out ๐Ÿ‘

misty lantern
#

@fiery bison Blender has an operation called "recalculate outside" in normals menu
Unity has an option called "normals: calculate" in fbx import settings

#

You can enable "backface culling" in blender to make make backfaces invisible, like they are in unity, or "face orientation" to highlight flipped normals

crisp adder
#

how you manage materials in unity?
i would have specific material order for all armors, like : 1)metallic tint1, 2)metallic tint2, 3)rubber tint1, 4)rubber tint2, 5)cloth tint1 etc, so i can assign one of presets of my materials array to any armor. I can assign all materials in right order to meshes in blender, but when i export fbx(or import it to unity) it deletes materials assigned to mesh if mesh has no polygons assigned to material.

#

how to make it not delete materials?

misty lantern
crisp adder
#

it ruins material order for meshes.
i need it to be constant and same for all meshes so i can just do: materials = newMaterials

trail imp
#

I think I see your problem.

If you've got Sword A - and it uses Wood in Slot 1, Metal in Slot 2, and Gem in Slot 3, you're fine.

But if, instead, you're using Staff B, which only uses Slot 1 - Wood, and Slot 3 - Gem, when you export the item to Unity, it re-writes it as "Slots 1 and 2" and then you can't reliabley assign your mats and expect them to hit the right space?

trail imp
crisp adder
#

yes

trail imp
#

There's two ways to skin this particular cat

#

Option 1, which I prefer, is to do what Synty Packs do - "Atlas mat"

#

You have ONE material, it has multiple texture tiles on it, and you layout your UVs on the area chosen and since it's set manually in your program, Unity should reliably assign it. Everytime

#

Option 2 - I know this works in 3DS max, so should work in Blender.

Dump your 3D objects into the same blender scene. Assign them all the same "Multimat material" - Taking care to assign proper Mat ID to the appropriate spaces.

#

Make sure that same Multimat material is in unity too

#

or same "material instance #"

#

When you go to export to Unity, click the Model itself and you should be able to point them to appropriate materials in unity

#

or at least override them, should you find the exports not cooperating

#

I remember having this kind of a problem at my last job, where we had some vehicles - most were using the same materials over and over again. And Unity was derping the import.

#

In this screen, I was able to override the materials to do my bidding

#

Once you have settings applied here, they should carry out everytime you instantiate a mesh in Runtime

crisp adder
#

is adding fake polygons bad?

trail imp
#

Especially if you're baking Lightmap UVs

#

you have an "empty" poly in there and try to tell unityt o bake Lightmap UVs, Unity will shit the bed, confused.

crisp adder
#

i mean if i add few faces in hidden places and assign mats to them, then i can hide those polygons by attaching them to some bone and then scale this bone to 0 or hide it

trail imp
#

You're wasting data and verts.
You're going to confuse the lightmap UV system

#

etc

#

Are you unable to control the Material IDs from Blender?

crisp adder
#

i don't know) i think multimat will add more problems in future because atm i don't know what exactly i will do.
my idea was to have array of mats so i can assign them to anything easily while i still can tweak/replace mats in array

trail imp
crisp adder
trail imp
crisp adder
#

i can write a script that will put right mat in right slot for all meshes, but... it's for all meshes

trail imp
# crisp adder 10 i think

Hmm let me brain storm.... Because as a Technical Artist and a Prototyper, I really really discourage people making hidden UVs

trail imp
# crisp adder 10 i think

Try making a "Base Material" in blender with all 10 of the IDs.

On every model, assign the same mat everytime, and attempt to use ALL ten materials. On every model.

Once it arrives Unity side, it should have all ten slots in the array. You can then assign the mats you want at RunTime

#

There is only one caveat to this: Technically it's considered a "performance hit" to use more than two materials on any given model.

But in your case, considering what you're doing, and since you don't want to do an Atlas Map like Synty does, then the performance hit may not be a tradeoff you're willing to accept

crisp adder
#

i don't quite get it.

#

it will result in using mats i don't want to use(if i don't add hidden faces) or it will result in mats on wrong faces

#

oh do you mean this?

#

nah it doesn't work. It appears to assign faces to mats, not to slots.
i added same mat to few slots in blender and assigned some faces to each of them. In unity all those faces still use mat from slot#1

#

@trail imp anyway Thanks for your time!
I think assigning mat through unique scripts is fine, because inside that script i also can do things like putting metal1 mat in metal2 slot and metal2 mat to metal1 slot

trail imp
misty lantern
#

It's also the most efficient

crisp adder
misty lantern
#

It might be

trail imp
crisp adder
#

i believe i can only swap one whole atlas for another whole atlas

misty lantern
#

You could make a broad selection of preset colour materials that you assign items' bits to, so you don't have to modify the material assets themselves

#

And go with the hidden face route, I'm pretty sure it won't practically cause issues but I could be wrong

#

If I were to do such a system, I'd use the palette texture method and a shader that can replace the palette's individual colors at will

#

But whether I recommend that kinda depends on how accessible custom shaders are to you

crisp adder
#

i'm bad at shaders

misty lantern
#

If your project is using URP it'll be relatively easy

trail imp
misty lantern
#

But without it you'd have to delve into shader code or go looking for shaders on the net which may or may not include the PBR parts that you'd expect materials to have

trail imp
misty lantern
#

hehe

trail imp
#

I've got sooo many YouTube videos to go through at this point

misty lantern
#

Funny how we're now emulating through many hoops something hardware back then used to just by juggling a few bits around

trail imp
misty lantern
trail imp
#

Question to professional 3D modelers, ro those who work with 3D modelers- how long does it take one of your artist staff to create a fully textured, pbr, 3D avatar character? Non-rigged. With clothes. 3-4 weeks? A month?

No wrong answers. I'm just trying to get an idea

mossy flame
sullen plank
#

@mossy flame If they don't have uniformal size, they are not TileMap tileable. Doesn't mean you can't use them. Separate sprites can be connected with composite colliders in addition to tileable tiles.

golden sigil
#

So, I'm using a combination of render texture, video clip and raw image. The cutscene should start with the start of the scene, but I get a millisecond of video clip preview before the video. What can I do to fix it?

sullen plank
#

Haven't used video streaming, but if you have anomalies during clip start you can try several things, like making sure that the clip was fully loaded plying and stopping in the same frame before actual playback, or skipping anomalous frames and starting clip at later time stamp, etc.

mossy flame
#

@sullen plank ty so much, do u know where can I find a tutorial/article that can help me to solve my problem?

sullen plank
mossy flame
#

ty ๐Ÿ˜„

spice pilot
#

is piskel a good program for making sprites

light beacon
# spice pilot is piskel a good program for making sprites

there is a lot of good pixel art program, like libresprite (like aseprite but free (and legal)), pixilart (who is not that bad), and piskel, who's working pretty well for sprite, like the others, maybe test some of them and make your choice), oh and there is a lot more, like krita but it is a more global art software.

#

(and all free of course)

fiery bison
#

anyone know how to make him not lying facedown?

#

i belive it is stuffing with my animations

eager mist
#

Not sure exactly where to put this because absolute beginner and also not code, but here it goes:
I generated the Platformer Minigame and was Editing the PlayeIdle sprite sheet. Everything seems to reflect the idle state of the player. I accidentally deleted the underlying sprite sheet for PlayerIdle. As it was still open in gimp I just "overwrote" the file to replace it. Initially the sprite sheet was not sliced but I've figured that out. and unity appears to understand that it is multiple frames in the sheet(pic 1), but now i have a missing sprite for my player when in idle state(pic 2). The sprite was the only thing i was changing in the project and I could easily regenerate it, but I seem to be missing something fundamental about unity's sprite handling. Any ideas?

golden sigil
golden sigil
#

anyone know how to fix this: First video frame not zero: 2 (0.066733s). Result may be out of sync. ?

past geyser
#

For 2d art for games, is procreate or affinity designer better?

lime pollen
#

affinity designer is for vector art though, you'd probably want affinity photo

past geyser
#

Thanks man. It was hard to find information about just the game design elements of the@

fluid oak
hallow valve
#

for some reason the fbx exporter doesn't export images but it does export materials

#

i've looked at the unity documentation on the addon and it says textures are supported

#

but i can't get them to export

#

fyi i'm trying to export from unity to blender

#

can't find anything suitable that exports all meshes, textures materials

#

forgive me if i'm making a noob mistake, i am a noob yes

strong field
#

Any houdini users here? I got some questions for exporting stuff to unity.

  1. RBD in Houdini. I assume exporting as FBX and bones could work? But I would like to know more specific workflow.
  2. Volume in Houdini. I have no idea how to import that in Unity. ๐Ÿ˜
    This is what I got in Houdini and I wanted to export in Unity...
tropic gorge
#

Can someone teach my how to port Keyshot textured objects into Unity (Willing to pay) I know it's possible as someone I used to go to university with did it for one of his assignments but I have no contact with him now

coarse mauve
#

I was just looking for some of the building displays for a Pokรฉmon spinoff and was wondering if anyone knows where I can find them

cursive dock
#

any idea why this might happen once compiled? does not show in the editor (the weird blocks) compiled to run on quest 2

#

just this new texture doing it, just a 512x512 png

woven cradle
#

what does it look like in editor?

cursive dock
#

just normal

#

might just try saving it a new, maybe some weird issue with the file - never had this happen with any before

#

lol same issue

#

ok interesting, I think something has gone wonky to do with shadows, replaced the texture same thing. was not doing this before

toxic steeple
#

And how do I export Metaballs from Blender to Unity?

toxic steeple
#

Are you trying to export from Unity to Blender?

#

There is an updated tutorial on the other way round -
https://www.youtube.com/watch?v=tcBRHadaMqI

Learn how to export a 3d scene from Blender 3.0 to Unity with all the textures and materials.(Updated Workflow)

โœ… Unity New Year Sale
https://prf.hn/l/rva9Mlv
โœ… Project Y Free 3D model
https://bit.ly/322Tcve
โ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌ
๐Ÿ’Ž Watch advanced tutorial on Patreon ๐Ÿ’Ž
http://patreon.com/uguruz/
โ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌโ–ฌ
โœ…PC Configuration
INT...

โ–ถ Play video
spring pike
#

Hey I'm not sure if this is the right place to ask, but does anyone know if there is a way to quickly duplicate Rule Tiles? I have quite a few rules defined for a tile, lets say Grass which comes from a grass texture. I want the mapping to be the exact same for a tile Stone but the only difference to be that it references the stone texture instead, that way I don't have to go through and set 36 rules per tile that I add to the game.

Is this possible?

tribal pivot
#

Help! Why do materials have a shine on the edges? All default settings, disabling specular highlights and reflections doesn't fix it

tribal pivot
#

Apparently the shine is caused by the skybox

#

How do I turn it off without disabling the skybox?

#

Google says the solution is to switch from the standard shader to some sort of legacy shader, is that true?

languid osprey
#

how i get this stuff outta here

trail stag
#

would anybody happen to know why my models sometimes get these small weird lines on the texture / material?

mental frost
#

Armature looks good in blender but is all fucked up in unity

loud dawn
#

does anyone know what the plus means ?

outer halo
#

It means that it's a new asset/change in the project that will need to be added/committed to Unity collaborate.

solar arch
trail stag
glacial vector
gritty narwhal
#

maybe 3 hours sounds much but this guy is looking sick af my guy

toxic steeple
#

Dude you reached here with just 3 hours? Thats amazing!

solid valve
#

why it happens like this? normally theres only blue pixels but when i import it to unity it becomes like this

surreal basin
#

in the sprite settings(when click on the sprite)/advanced

#

Hi! For some reason my pixel art is inconsistent in the game. like some pixel are thicker than others

#

(eyes are not square)

solid valve
surreal basin
solid valve
#

okay i'll check it out later thx

solar arch
cursive star
#

hi

#

i have an problem

#

when i asign my material to the gameobject is streched bcz the go have like scale 50

#

heres the material

sand quiver
#

I want to make a skybox for my game, should I go about making a traditional skybox or a sky dome? Which one would be higher quality?

solar arch
#

For generic skybox such as 6-sided, you can see in there how to make one

high scarab
#

I modelled a block out of the scene im working on in blender but when i export it into unity it seems to be missing faces.

This is how it supposed to look

#

this is how it ends up