#๐โart-asset-workflow
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want real fast grass? check out super fast grass. it's kinda pricey but it supposedly works on mobile and looks amazing.
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.
Ah, found the issue. It was URP SSAO run amok.
Set the render to front/back or both might fix this
@eager mist Don't crosspost please. Use #archived-art-asset-showcase in the future.
Does this look friendly?
Friendly you say!? No it's not! .... it looks SUPER AWESOME!
I did this. Since people may think its friendlier
Friendly you say!? No it's not! .... it's SUPER FRIENDLY!
I wish I can draw ๐ฅฒ
@silent pelican Show the face orientations in blender.
when i flip the normals as you said, it looks like this in blender
how?
How are you verifying the faces in the first place then. ๐ค
backface culling enabled
that way i know its facing the right way
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
Anyone know how to paint out a "shine" off window in photoshop without doing additive color?
wdym?
what do you means 'without doing additive color'?
u see the part on the right ?
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
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
huh?
and what u mean baked-in
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.
i think its using the opacity thing
but it was saved as a normal image file and hten i opened to edit it
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
can someone identify what this is or did i screw up that bad
owl? nice drawing!
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?
unity can import the textures and material names but you need to recreate the materials.
A ratโฆ?
Or an owl
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
There are a variety of methods. most common would be the extra geometry like you mentioned, combining the texture maps in the character's shader, or combining the textures into a single texture.
Hi can someone pls suggest me a good workflow for big scenes between unity and blender for achieving photorealism
I dunno if there's a good one.
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!
---------------------------...
Can anyone tell what this is?
Does anyone have a good free pixel art program i can use to make sprites ?
Aespirte
But you can just look online for options:
https://www.megavoxels.com/2021/04/top-free-pixel-art-software.html
We have a list of the Best Free Pixel Art Software for creating pixel art and games including Photoshop, Aseprite, Paint.NET, Gimp and Piskel.
Thank you so much man
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
@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.
Cheat your way, do it with custom shader instead ๐
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)
cool chariot to carry out dead bodies ๐ ... in-game dead bodies ๐
aye yo ! Anyone used Adobe's new 3D modeling program yet?
Back in 2019, Adobe acquired the Oculus Medium VR sculpting tool and made it free.
https://uploadvr.com/adobe-substance-3d-modeler-medium/
Adobe just launched a new 'Substance 3D' creation tools suite, and Medium is evolving to become Substance 3D Modeler.
What that fancy 3d program can do and Blender can't?
yeah... the vr modelling thingy, I can see that failing soon... too gimmicky
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
there's what we called NearClipping plane, it's like a limit how close the camera before capturing objects and viewing it
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
It also might be on a layer that the camera isn't rendering.
yes, that's most probably the case
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
I have it set to 0
Ill check this, but i believe its on the default layer
Also could be a shader problem.
why the gun dont have texture
you may be using URP/HDRP and need to upgrade the texture
Hey @slender bough
urs may say HDRP instead of URP, but same process
np
i ran into another problem the other guns dont have colors
idk how to fix that
Whoa, what the heck is with those bounds on the skinned mesh renderer
no idea xD
im pretty new to unity
it imported that way
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
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๏ธCould anyone please guide me towards the right direction? Thank you
That looks like it is probably spritesheet animation on the face.
@fluid oak this is what I needed. Thanku
anyone know how to properly stack this texture / get rid of this line so I can have a checkerboard type of pattern, please?
can anyone guess what this is?
A cat!? ... JK ๐ .... a castle I think ๐
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
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?
do you have an example of another game that does this? Because that doesn't sound like it makes a lot of sense
this dude reallly be making 4D games out here
I mean, on a technical level it is possible with the right shader. But depends on the exact effect they're attempting.
Here's a picture of my game
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
how to manipulate that
I'm a beginner
you should change the sort order of your character once it touches the water.. that is if I understood your magical question correctly
@solar arch that's right, it is a castle. Is it any good?
Good, you say!? it's marvelous! ๐
can anyone tell what this is?
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.
Does anyone know why rigify in blender dosent create a head bone? cant use in unity without...
Yes, it is. How to do that?
Looks like.. possibly some tree stumps at the edge of a deforested area with woods in the background?
it was meant to be a swamp
I could see that, with some more context
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.
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.
is there a way to make Unity not cull backfaces?
never mind, that's a terrible idea now that i think of it
stares at align normals in c4d ๐โโ๏ธ
If you're using the standard lit shader for example, you can turn off culling, but it's not the proper solution.
fine, i'll fix it the non-lazy way
Rockruff should never be culled. No matter how far you run. He is there
how do i flip the inverted faces
Select them in the poly view, then you should be able to right click and choose "flip normals"
Something like that, at least
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
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 :
Hi lovely people โค๏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
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
Looks like that was indeed the problem, thank you for your help!
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?
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
For the most part its compression of the sprite graphic that makes the edges and pixel colors funny. ๐ I recommend saving all images as an uncompressed filetype (like .png) and disabling or reducing compression in the inspector.
The graphics aren't compressed outside the editor, it's only messed up in the scene
Interesting, are you using lightmaps? If they are compressed it causes similar visual artefacts.
Nope! Some of the pixels are just thinning and thickening themselves
Just wondering what settings are optimal for pixel perfect sprites.
This might help - its usually my go to if 2d graphics are acting funny. https://blog.unity.com/technology/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games
Yeah once Iโm back on my computer Iโll take a look! Thanks! (EDIT: Iโll take a look now and use my knowledge on it later)
@acoustic spruce that really depends on the type of environment.
I guess this is what Im looking for then. Could someone be kind to provide a simple example of how I would override this this method and have a project use it for all fbx imports (although preferably all imports)?
I cant really seem to find any info/examples anywhere on how you actually override them
This might help, not sure. I've not done quite what you're attempting. https://forum.unity.com/threads/batch-change-all-fbx-default-materials-help.626341/
How do I make Unity know about my class though (and actually use it)?
Does it find it automatically when I create a child class of AssetProcessor?
I believe you might need to put it in an /editor folder, not sure
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
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
I was indeed triggering convex. I didn't know this is what it does, thought it was just giving me better visual feedback of the collider.
Thank you so much, this saved me a lot of time!
Convex is needed for physics enabled dynamic objects.
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 ๐
You need to setup character controller properly. It doesn't use external collider components. https://docs.unity3d.com/Manual/class-CharacterController.html
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?
I never use Character Controller.
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!
Thats a fair point, here's an example scene:
Well, islands make it easy... just have water all around ๐
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
@slender bough you tested the things suggested last time you asked?
Look up "low poly modelling"
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
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
Yea
I dont believe i mentioned it was a skinned mesh last time tho
Have you adjusted the position and scale of the skinned mesh renderer's bounding box?
no. i just looked at my last post and saw the messages you sent, I must have missed them before. It is not letting me edit the bounding box of the mesh, maybe im trying to do it wrong. When I click edit bounds, all of the movement handles dissapear, and it says im supposed to click on them and hold alt if I want the center to stay in place
@slender boughdo you have update when offscreen enabled?
yea, that was the first thing i tried to fix it
So it doesn't let you edit it, or is it that the bounds are so far off that the handles aren't visible?
i would presume it isnt letting me edit it, because i believe these are the bounds
Yeah, something seems wrong there; it should have some handles on there
Can you adjust it from the inspector?
love handles are fun
It seems fairly correct
got it! they dont show up when update when offscreen is checked
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
You did check the clipping plane right?
yep
What happens if you use a different material?
Tell me how did you check the normals in blender? are you sure the hands part are blue color in Blender?
ill try that
i made sure there was no orange, and that it is all blue
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
tried changing it to use the same material as the pistol
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
cant see the skinned meshes, only the non skinned ones
why do I have this problem
Question regarding modeling level layouts
Iโm working on a project that requires like 2 levels that have specific layouts, so I believe I donโt 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? Iโm assuming it might be better to break it up into sections but I am not sure. Iโm 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
What IS the problem?
Breaking things up is a good idea for performance reasons, since pieces that aren't seen by the camera don't need to be rendered each frame.
Does Unity auto cull things that canโt be seen? I am aware you can tweak every models LOD and culling distance but does Unity do that automatically?
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)
Yeah, I will probably have around 6 materials for the whole level not including like small props
(Or more specifically, any object whose bounding box is outside the camera view.)
Does Unity auto make bounding boxes?
Yes.
Okay great. So the only models I will have to tweak LODS for is props right
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
Well, the important point is that if it is all one mesh no culling type will work ๐
Is Krita good for making vfx textures?
basically any image editors depend on your skills... not the tools that make your arts/pieces look good
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.
Edit the collider of the sprite asset in the sprite editor?
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.
got any idea where i can get good lookin target (for shootin) for free?
i checked free3d.com and unity asset store
shooting target
wait
Find high-quality images, photos, and animated GIFS with Bing Images
more like this
i could slap that image onto a block for you :p
i dont know what silhoutne is
you dont want a rectangle but a model in the shape of the dudes outline?
yes
pff gimme a few minutes
you have whole half a houer xd
so whacha working on?
neato
?
cool :p
nice pfp tho
lmao thx
i have bread xd
ookay I seem to have forgotten how the UV editor works
this is what youre after though, right?
yeah like thta
๐ ๐ ๐
pre-existing material in substance painter lol
sheesh
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
um
just regular wood. not sure if you want like target circles or anything
like if u can get the target texture there
sure, one moment
thx
what canvas size should i use for a player and enemy
Hey this is my current game logo, Iโm not to happy with it. If anyone could give me your opinion on it
Iโm not too fond of the colors, Iโm not sure what to change them to
I think it would look better if you rotated the text diagonally and added some shading in the corners
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
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
wdym? you can get the material based on it's name and not by index number
idk if this the right sub but... here it is
When assigning mats in the inspector, materials seem to be listed in a random order that was defined at import time. That order can change with subsequent re-imports. Iโm looking for a way to ensure consistency across reimports so that mats assigned in the inspector will always point to the proper slot
how can i make these lines faster without having to draw them myself (photoshop)
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
If yes dm me pls
what can i do to troubleshoot lightmap seams
it looks good xd
thx but i dont want the seam
Oh sry
@quartz yew No offtopic media here please.
What?
Does anyone have any suggestions for creating optimized models.
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.
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.
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
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
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
you wanna ask the blender discord?
I thought it was appropriate to ask here
oh no i'm just saying I can get you the blender discord as well so you can hit both sides! :)
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
?
@peak vessel you can add an edge loop and merge them, together
No, and this isn't a #๐โart-asset-workflow question.
Oh crap just woke up didnt check the channel sorry
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
Make sure the texture is set to be transparent in the import settings.
I did, I also tested all other settings like cutout and fade, none of them changed anything
Are you sure it's exported with transparency then?
Yeah, the png itself is transparent when I open it, in unity the parts that are completely transparent are black
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?
Because I thought "Metallic Alpha" is meant for metal textures only, is it not?
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.
Make a layout of all your items in a grid form a heightened viewing angle, browsing other assets screenshots similar to yours may help
Unity uses .obj files right?
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?
@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.
anyone know where i can get good fps character for free
like i need to hold the wepon
yea for prefabs
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
@versed nestOne of those is the prefab and one is the mesh data itself(which is used in any prefab you make from it)
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.
I would use real world sizes unless there was a reason not to.
Everything but the sphere will be, itโs he size of the player sphere that Iโm trying to decide.
@tough vigil 13mm. thats the most common marble size, maybe?
Currently it's 10mm
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?
Yeah, I think maybe you will need to adjust something, but i dont know for sure. Also you going up against Nvidia demos.
Wouldn't there be camera clipping issues that small?
That makes sense why my marble has been so floaty
maybe make it 1m
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
set your rendering mode to transparent
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
why not just install the package and import the hdri you want
the HDRP package
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
again, you can just use a regular 3d project and install the HDRP package in it
if there are specific assets in the template you want, export them out into a package and import them into that project
thanks, I'll try to figure it out
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
post your material
would you like to see the shader graph or the inspector settings?
inspector
nothing sticks out to me, might be an issue with your shader then
I was able to get everything working properly on Sketchfab -- I don't understand why Unity is having issues
sketchfab uses a different rendering pipeline, many things could go wrong ๐
but is there any documentation on what all of these do?
searching in the manual gives no results
you'd want the shader graph manual https://docs.unity3d.com/Packages/com.unity.shadergraph@10.8/manual/
packages have their own manuals
actually this is probably what you want https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Alpha-Clipping.html
treat google as your documentation search instead of the actual site, it gives better results ๐
I tried, but it usually leads to forums/sites that has outdated information
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
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.
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 .
that is a parallax background thats why im asking what to do to make it more visible
should i add some kind of fog?
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.
can someone tell me why is this thing happening?
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 !
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
try cut the room walls with blender
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
I think if you want to reuse the defferent elements in different ways , then you would have to split the meshs. Same for materials. You can do everyhting with 1 mesh and 1 material, but later on you might want to change an element of the mesh to be a different material.
Thank you for your answer, yea in this way it's useful to split for modulary / reutilization .
Are there other reasons ? I try to find example let me a second ..
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
The pro is that you have less stuff to organise and think about I guess
The fact is that i realy have strange artifacts when using multiple meshes, like this
I want to make a character sketch of a 2d pixel art character but i dont have the hardware to do properly. Any ideas?
Hey guys how I can make animation rigging multi aim constraint in photon pun 2?
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?
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?
Hi ๐
I'm new to unity and I bought an asset pack https://thomas-lean.itch.io/assets3
the tiles are different sizes some tiles are 26x29 and others are 26x35, 25x35, 17x29, and so on...
any idea on how I can use them with a tilemap?
ty โค๏ธ
Check if the units in this menu is set to inches, it should be meters
@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.
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) :
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.
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 ?
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 ๐ (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
Correct
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 ..
Well, that would explain why it wouldn't affect real time lighting
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
The image you posted really does look like a normals/tangents problem
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
My hdri just gave me a heart attack
@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 ?
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
If you are using unity 2022.1 you can use material variants instead
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?
I should join a blender channel really lol
How would I make the pipe walls thicker (ideally without losing the interior radius?
Add a solidify modifier
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
Thanks. I understood some of that ๐
Think I found the solidify modifier setting and this looks fine for me I think
k cool
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
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?
As far as I know the latter, Unity exports an fbx behind the scenes
@glacial vector That's great news, thank you
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
I assume you just edited the default cube for this?
The blender default cube is actually 2 meters by 2 meters by 2 meters.
So it was actually correct in size, it's just physically larger. The unity cube primitive is 1 meter on all axis.
@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
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.
Well idk what to do
So they have to find out what to do
You can even use less polygons if you mark things smooth.
You probably used an edge split modifier?
We used a curve
Ah.
I honestly donโt remember
I don't get time to experiment much at work, I just kind of have to know everything.
That was hours ago and Iโm at school tryna remember stuff so idk
And I cannot experiment either so
hello i would like ask for help regarding the transparent/see-through fbx in unity after exporting from blender
I even already try the "flip" normal method but still failed after importing the model too
Try 'recalculate outside' under the normals menu @manic turtle
Oh finally it worked.... TvT
I wish I asked here earlier
I am importing an image but it has this weird line
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?
@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
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
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
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
Thank you! Glad I put this on hold, you just saved me a lot of trouble
Any way I could add more detail to these?
Base texture and a normal map are enough, it looks very good! ^ ^
Thanks ๐
I added a height map with an edge wear generator, so there are a few splinters on the edges
nice ^ ^
How do you change the default material on an object?
In fact, how do you stop every object being in a prefab?
?
When i drag an obj into the level, it's an object called "default" in a prefab with the object name.
And each obj has the object, material and collider in it, but I'm not sure how to change them.
What software do you use for 3d modeling?
That just renames the main prefab
Not in my case,lol
You're probably doing something different to me, unfortunately I can't help you :<
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?
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
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)
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
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
No idea. ๐คทโโ๏ธ
Sad, thanks anyways! :D
hello, I purchase this asset pack - https://assetstore.unity.com/packages/3d/props/ball-sports-pack-35122#reviews mainly for the snooker balls. I figured each ball would be its own material but instead it comes like this
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.
@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.
How would I make a material like this in unity? (Half glass half normal)
Is there an easy way to make cables/wires in unity?
Not physics ones, just in general, without them being pre-made models
@subtle rain Job and collaboration posts belong on the forums. #๐โcode-of-conduct for links.
@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.
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.
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 ?
I'm using hdrp. I'm making a clear ruler, so it would be mostly glass, with opaque markings
@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?
And when you bring up the alpha it works again?
it completely breaks after the initial change
it stays invisible
i apply the new color gradient in code and it stops working beyond there
You add an opacity map to your albedo's alpha channel and set the shader to transparent
Hello, do you think it's possible to use 16x16 pixel art with 32x32 also ?
or does that makes the game look weird
I'd consider getting an addon for blender instead https://blendermarket.com/products/cbl
@pastel prism so you add the gradient in code... what about if you change it manually? Does that break it too?
Right.
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
Yeah... but it doesn't work.
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
No idea. Post the code?
The code might be breaking something ELSE aside from the gradient, of course.
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
No no, I meant, I can make cables like that, but I'd rather be able to make them in unity, to fit the level design
There are some spline modeling tools that might be what you need then
I have Curvy if that would work.
If it allows you to distribute a mesh along the spline then sure
pixel-perfect 2d
can somebody help me to troubleshoot
my models on my 3d viewer are white
theyre not coloured
@pastel prismI wonder if you might be getting values out of range.
why are my uv seams so extremely visible!?!? it occurs to anything I apply a material to
@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?
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 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
So i need to dive into nodes to use them?
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
No, you don't, but you didn't say what you were trying to do ๐
Node are just the easiest way to access them
TEXCOORD0-TEXCOORD3 are what you'd use in the shadercode
Thank you
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?
only blender version 2.8x
Is there a resource out there where I can learn all the ways one can optimize art assets particularly for mobile? I found https://learn.unity.com/course/3d-art-optimization-for-mobile-gaming-5474
Is it sufficient? I noticed it's for 3d though. What about 2d stuff, like.. sprite atlases?
I should just go through unity learn first๐
(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
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
That sounds like the perfect job for geometry nodes
Good point.
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
my treasure box only comes out whitwe
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
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
use what it says
?
i dont have that option in fbx exporter, unless you're talking about something else
no
wait
select all
right click
go to parent
armature
with automatic weight
try it @red socket
Loop in parents error
oof
try a tutorial
might work
they will tell you how to fix it
i am new sooo
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
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
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
This is one of the big problems unity has, so if you solve it please let everyone know how ๐
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 Iโm 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 thatโs specific to blender, is there a different software anyone would recommend I use to edit skinned meshes from unity?
is there a way to export materials from blender to unity? (along with the mesh I mean)
exporting in FBX format should package it with the textures
I added Cloth to an object converting it to a skinned mesh and am now seeing z flickering. Anyone know how to fix that?
@red socketI know someone mentioned using mixamo as an intermediate between blender and unity but haven't tried it myself
It looks like there might be overlapping polygons(maybe front and back) that share vertex positions?
This looks like an issue with the normal map your material uses
If a normal map is incorrectly made of configured, there will be visual discontinuities
importing the textures to unreal gave me 0 issues whatsoever
Assuming you have a normal map texture, is it marked as a "normal map" in import settings first and foremost?
WOW are you serious!? Why doesn't unity do that automatically this was so frustrating
thanks so much, it work now!
Normal maps use a different color space from other textures, and in most engines this needs to be specified for each texture
I don't know how UE infers this, but it's more of an exception
Good to know. Are there other maps that also require selecting the type to make them render correctly?
"Sprite (2D and UI)" for sprites and UI, but other than that not something you commonly run into
Cookies maybe if you're using light cookies
Okay thanks.
Thanks all! Iโll check that out
Itโs a store asset and looks like Iโll need to edit geometry
Is there any good site for getting 2d sprites/icons? Like a flat animal etc
- https://freeicons.io/ (icons and sometimes animals)
- https://www.kenney.nl/assets (Lots of good stuff)
- https://www.spriters-resource.com/ (all the NES rips. Use with care since these are IP)
A free platform for download vector icons in SVG, PNG, EPS, AI & PSD format. All of our icon packs are completely free for commercial & personal use under iconshock license. Download today!
We've created over 40,000 images, audio files and 3D models for you to use in your projects. Thanks to our public domain license you're even allowed to use them in commercial projects!
The #1 source for video game sprites on the internet!
For an enormous selection of icons, there is also
https://www.flaticon.com/
thanks!
My treasure chest comes.out grey while the colours of it in render mode is showing
Help me
i had this problem for a long time
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?
nvm
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
It looks like you did not set up your project to use URP when you created it. Either update your project packages or create a new project
I created a new project (universal render pipe line)
Yet same thing
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?
why dose this happen and how do i fix it(first image is unity second is blender
Try applying transforms before exporting
i fixed it i just need to join it before export
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
You need to recreate the materials in Unity and apply them to the model.
not in unity
in general
i reopen it in blender
and its white
This is the Unity discord, not Blender. They have their own discord.
You're exporting your model as an FBX, then reimporting it into Blender and it's white?
yes
i also open my 3d viewer and its white and black
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.
@fiery bison your object is at scale 50 =p
@vital thicket are you not including the textures in the file?
well uh
no because my 3d viewer
is in another language
so its messed up
Your posts here are practically in another language too, so it is a bit hard to tell quite what your problem is.
this is an english server
Yes.
so i am speaking the appropiate language for this server
well anyways
how can i fix this problem?
Try to rephrase it so we understand it?
i will try to change my 3d viewer language
What is your 3D viewer?
I thought you said you were opening the same exported FBX from blender back to blender?
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
its the free window store 3d view
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.
Also make sure the license allows for that if you got it from a mini company.
As is it is not being used commercially I doubt there would be any issue ๐
Im literally looking only to separate the model from the base
Can I do that on unity
Then you definitely want to do it in blender. Unity isn't a modeling program.
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
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.
Looks like you would open the stl file in Blender and deal with it there.
29 votes and 8 comments so far on Reddit
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
Well, either way, that sounds like a job for a modeling program, not Unity.
Thats alright
Circling back around bc thanks for the help! And the winner is... recalced outside normals and all is well.
When it is set to 1, he becomes microscopic.
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 ๐
Set the scale in the importer, not on the game object. Remove any other colliders that might be on the child objects.
yep. that was problem lol
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
You have inverted normals on those pieces of the body
Oh. Ahh.. how do i fix this?
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)
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?
You can but it's easier to do in your modeling software
Especially since you don't want to flip all the pieces.
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?
I don't use blender so not really sure
ah. Can u explain how to do it in Unity then by chance? Will be easier since i can see if it works without having to constantly export and import
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
@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.
figured it out ๐
@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
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?
Why do you need to export material slots if the slot has no polygons associated with it?
Or am I misinterpreting
it ruins material order for meshes.
i need it to be constant and same for all meshes so i can just do: materials = newMaterials
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?
exactly
And you're using Blender?
yes
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
is adding fake polygons bad?
Yes
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.
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
in general, it's regarded as a terrible idea to have a hidden poly or poly's that are facing "nowhere"
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?
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
I see. yeah this is part of the nuances of solving art flow pipelines.
Are you making a game where a player might customize a weapon? Bit a Red hilt with a silvery sword? or a Blue hilt with a dark metal sword style thing?
characters with armor parts that consist of various materials(wood+metal1 or metal1+metal2 and no wood etc)
Do you have an idea of how many materials total you might have? 9. 10?
i can write a script that will put right mat in right slot for all meshes, but... it's for all meshes
10 i think
Hmm let me brain storm.... Because as a Technical Artist and a Prototyper, I really really discourage people making hidden UVs
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
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
alright will if you think you've got it then by all means
@crisp adder this solution would be the best, by far
It's also the most efficient
it will be hard to tweak color of one specific mat, no?
It might be
keep in mind when you tweak Mat A, everything else using Mat A will ALSO be tweaked
i believe i can only swap one whole atlas for another whole atlas
This might be a problem as well
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
i'm bad at shaders
If your project is using URP it'll be relatively easy
Is this something you'd accomplish in shader graph?
With SG it'd be a no-brainer to copy something like this https://youtu.be/SQjeNhTp_Xg
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
Very ironic you sent me this. I was just researching how Earthbound used to do it's funky backgrounds, and the first mechanic I was going over was "Palette Swapping"
hehe
I've got sooo many YouTube videos to go through at this point
Funny how we're now emulating through many hoops something hardware back then used to just by juggling a few bits around
there's power in those bits.
You ever see the documentary for how Crash Bandicoot basically hacked the playstation by stealing bits that Sony swore was "off limites" ?
Not that one, but I know there's been many tricks like those in the old consoles!
necessity breeds innovation.
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
Hi ๐
I'm new to unity and I bought an asset pack https://thomas-lean.itch.io/assets3
the tiles are different sizes some tiles are 26x29 and others are 26x35, 25x35, 17x29, and so on...
any idea on how I can use them with a tilemap?
ty โค๏ธ
@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.
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?
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.
@sullen plank ty so much, do u know where can I find a tutorial/article that can help me to solve my problem?
https://learn.unity.com/ Learn about different 2d colliders and physics, learn how to use TileMaps.
ty ๐
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)
anyone know how to make him not lying facedown?
i belive it is stuffing with my animations
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?
it seems that the preview is the previous play's stopping point. may it be that the preview is true only for editor tries?
anyone know how to fix this: First video frame not zero: 2 (0.066733s). Result may be out of sync. ?
For 2d art for games, is procreate or affinity designer better?
doesnt matter as long as it exports images
affinity designer is for vector art though, you'd probably want affinity photo
Thanks man. It was hard to find information about just the game design elements of the@
Unity finds resources based on uuid in the .meta file, so just creating a new file with the same name won't have the same UUID and you need to re-assign the resource to anywhere where it is now missing.
thanks
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
Any houdini users here? I got some questions for exporting stuff to unity.
- RBD in Houdini. I assume exporting as FBX and bones could work? But I would like to know more specific workflow.
- Volume in Houdini. I have no idea how to import that in Unity. ๐
This is what I got in Houdini and I wanted to export in Unity...
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
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
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
what does it look like in editor?
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
And how do I export Metaballs from Blender to Unity?
anyone?
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)
โ
Unity New Year Sale
https://prf.hn/l/rva9Mlv
โ
Project Y Free 3D model
https://bit.ly/322Tcve
โฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌ
๐ Watch advanced tutorial on Patreon ๐
http://patreon.com/uguruz/
โฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌโฌ
โ
PC Configuration
INT...
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?
Help! Why do materials have a shine on the edges? All default settings, disabling specular highlights and reflections doesn't fix it
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?
how i get this stuff outta here
would anybody happen to know why my models sometimes get these small weird lines on the texture / material?
It means that it's a new asset/change in the project that will need to be added/committed to Unity collaborate.
If you're using Blender, this is usually caused by the island margin not being tight enough when unwrapping
oh okay thanks I'll try adjusting my Island margins
If you have a UV seam there then it means it might be due to colour bleeding. The fix is to add padding to your texture
maybe 3 hours sounds much but this guy is looking sick af my guy
Dude you reached here with just 3 hours? Thats amazing!
why it happens like this? normally theres only blue pixels but when i import it to unity it becomes like this
enable generate mip maps
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)
that actually worked thank you! can you tell me why that happens? if you dont mind
i actually dont know, i just had the same issue and found solution in some video
okay i'll check it out later thx
If you're changing the scale of the sprite out of it's standard value which is (1, 1, 1) then you should enable mipmap
thank you
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
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?
How about make your prototype work 1st? Either way here https://docs.unity3d.com/ru/2019.4/Manual/skybox-shaders.html
Unity provides multiple Skybox Shaders for you to use. Each Shader uses a different set of properties and generation techniques. Each Shader falls into one of the following two categories:
For generic skybox such as 6-sided, you can see in there how to make one