#🔀┃art-asset-workflow

1 messages · Page 71 of 1

high scarab
brisk tartan
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How do I "build assetbundles"

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trying to convert this stl to an asset bundle

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managed to convert to obj

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on bottom right its "lsisted" as an asset bundle but im seeing no option to "build"

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want to export it so the final file is a .unity3d

brisk tartan
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Why do i not have this option?

brisk tartan
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😔

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trying to use these assets in tts for my dnd which im dming

brisk tartan
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I think I can just use the obj with an image map

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but no idea how to do that either ]

gritty narwhal
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Hey so i got an art relatet question but theres no channel for such things so imma just ask here...basically my problem is i got high resolution Art with pretty small details but importet in unity wenn the Objects are to small the details get super pixel-like is this just how it is or is there any solution to get better resolution with the art?

outer halo
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I mean, the channel name is literally art asset workflow, so this would be the right channel.

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Show a screenshot of what you mean?

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You can start by turning off compression on the textures import settings.

gritty narwhal
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so one is a closeup and the other one is in game

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Also the lines of the fruits in my lifebar just look very low

gritty narwhal
gritty narwhal
dull glade
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What’s the scale set at? What’s the original size (dimensions) of the asset

gritty narwhal
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so scale is at 0.6 x 0.6y and 0.6 z and resolution of my original is about 1500x1500 px ig

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zoomed in ingame is even worse

dull glade
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Damn, idk. Try making a test scene with default camera and placing it in there real quick to see if it’s the same. Then check the texture settings for anything weird. Are all textures you’re using like this? If it is, which it looks like, then your camera settings could be wacky

gritty narwhal
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but should i scale it bigger in the new scene?

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or that doesnt matter?

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it aint getting better :(

dull glade
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Do you have another unity project? (Or new) Place it in there see if it’s the same?

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Are you having to scale it larger? It should be huge already… 1500x1500 is huge

outer halo
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You're zooming the game window, which isn't how the game actually "zooms".

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You need to set your aspect ratio, then when you want to zoom in, actually move the camera (perspective), or change the scale (orthographic).

gritty narwhal
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but how do i make clean small objects

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like the key over there on the wodden plattform is really undefined even though he has a clean original graphik

brisk tartan
green panther
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I have a question on blender to unity workflow, when it comes to parenting I can get import a child to parent and that works but if that child has a child it will mess up in unity, is there a fix for this?

glacial vector
green panther
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It just rotates or scales nothing is warping

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I also applied the rotation and scale and transform before parenting too

glacial vector
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Can you show the difference?

eager mist
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Why does my wood texture look like this in Unity? I am using the normal map, diffuse texture and roughness map for the wood material

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This is how it should look like

glacial vector
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This Souter triangulating the gun before you export @eager mist

eager mist
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Sorry I am not english speaking xD

glacial vector
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I'm sorry @eager mist it autocorrected

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TRY triangulating the gun before you export

eager mist
eager mist
glacial vector
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Yes

eager mist
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And what settings would you recommend?

glacial vector
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That I don't know. Just try!

eager mist
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Okay

eager mist
glacial vector
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No, the UVs should be the same

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Unless you don't have UVs? What does your material look like?

glacial vector
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Yeah that won't work in Unity

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You will have to recreate the shader setup in Unity, OR unwrap the gun properly and then bake the textures

eager mist
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Oh man okay...

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But isnt this unwrapped?

glacial vector
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That's not a very good UV map

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You should have as little stretching as possible and avoid overlapping islands

eager mist
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Okay than I will have to watch a tutorial on uv unwrapping again :D

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But thanks for your help!

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I thought you can just bake textures :(

glacial vector
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You can, but that requires proper UVs

eager mist
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Yeah and thats what I dont have lmfao

eager mist
# glacial vector You can, but that requires proper UVs

Can I bake the textures of my model like this? https://www.youtube.com/watch?v=LLQFopN--LY&ab_channel=Olav3DTutorials

Learn how to bake textures in Blender in this quick and easy tutorial.

Cool Add-ons for Blender:

Human Generator:
https://bit.ly/3rBjJXy

Massive Cars And Vehicles Add-On:
https://bit.ly/3cuWF8N

1100 Textures in Blender:
https://bit.ly/2QEJ7yN

Flip Fluids Simulation Addon:
https://bit.ly/2Pbu5QR

HDRI Maker Addon:
https://bit.ly/3stHdPR

Usi...

▶ Play video
dire gust
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is this the right place to ask for help with particle system related things

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wait nvm theres a channel for particles how did i not see it

mental frost
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Its kind of hard to see in the pictures but its very visible in game

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On objects vertices I get this weird step effect where a straight line gets steps if that makes sense

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I can't remember if I had this problem before switching to the URP but I am on the URP if thats helps with diagnosing the problem

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How do you get rid of this stupid effect

obtuse oyster
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You need to use a form of antialiasing

mental frost
obtuse oyster
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aliasing

mental frost
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xD

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Thank you

tulip talon
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ok wasn't sure to ask this, but how do i fix the problem of textures bunching up on the side of an object and instead make it normal like the other object face?

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here's what it looks like:

hallow valve
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anyone

tulip talon
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i haven't tried using blender with unity before, sorry

glacial vector
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If this is made in blender you'll have to apply scale and unwrap again @tulip talon

tulip talon
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no, it's a textured cube made in unity

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i'll probably use blender for characters or smth like that

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@glacial vector

glacial vector
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You can't unwrap the cubes in unity any different

tulip talon
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rip

glacial vector
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So your options are to model the walls in blender/probuilder/something else, or use a world aligned shader that has other tradeoff

tulip talon
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ty tho

eager mist
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hey guys I've been incorporating uma into my project but I get all these werid errors
AddBonesRecursive: Gun_Tigger already exists in the dictionary! Consider renaming those bones. For example, Items under each hand bone can become LeftItems and RightItems.
AddBonesRecursive: Text already exists in the dictionary! Consider renaming those bones. For example, Items under each hand bone can become LeftItems and RightItems.

narrow jay
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I'm having an issue where smaller objects aren't being rendered when far from the camera. My clipping plane is set very high so that's not it and the LOD on the prefabs I'm trying to render have the Culling turned off. Not sure why they aren't being rendered. If I increase their size they render but that doesn't help me.

narrow jay
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Nevermind, I figured it out. Problem was at the shader level crazy84Facepalm

fathom atlas
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is there a tool for turning a bunch of pngs into a spritesheet?

manic coyote
eager mist
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Can anybody help me

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I exported a model from blender, then i imported it into unity then i added the base color material, normal map but the last material is missing

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This is from blender

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These bubbles are missing

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This is how it looks in unity

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And this is the bubbles texture but i dont know where i need to put it

outer halo
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Well, how did you apply that in Blender?

dire gust
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I downloaded an fbx model but when I put it into my scene, it has no textures or colours its just plain white. did i do something wrong

agile vine
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the one with the red background is after i import to unity. Why is messing up the sprites like that?

manic coyote
agile vine
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I think it was the compression?

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i changed it to none and it appears to be better

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so, you don't compress sprites?

manic coyote
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Yeah. Compression is fine until it starts affecting color imo

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It's a balance

fluid oak
fluid oak
# agile vine so, you don't compress sprites?

Compression is good for large, high color textures but if you are using small images where the color of every specific pixel matters(i.e. pixel art sprites) then compression often isn't worth it.

agile vine
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okay, thanks for responding.

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that was my first ever pixel art, so I have NO idea what the heck is happening

tulip talon
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thanks, works great!

eager mist
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The bubbles texture?

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this is how the model came with

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Lemme show you

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that is the bubbles texture

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ik its kinda confusing

outer halo
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So you'll need to recreate that in Unity.

eager mist
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bonnie1 is the base color

eager mist
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and newbump2 is the normal

outer halo
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Shader graph would be the easiest if you don't know how to hand write them.

eager mist
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ummmm okay

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i didnt know that its actually possible

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and do i need to create a new material for that?

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ok maybe you can help me

outer halo
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You need to make a new shader, then set your material to use it.

eager mist
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i never used a shader graph

outer halo
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Something to start finding tutorials for, then.

eager mist
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ok

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do i need to create a unlit shader?

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ok

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why does it open visual studio

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when i click on it, it opens visual studio

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also im using the standard pipeline

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@outer halo

outer halo
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Standard doesn't have shader graph, that's why.

eager mist
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ah

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then what do i do

sullen plank
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Not yet, anyway. So meanwhile you can use URP instead.

eager mist
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nah

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i dont want URP

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there should be another way of getting that bubbles material thing

outer halo
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Sure, combine the textures yourself in Photoshop or something, so you only have the one base map.

eager mist
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oh yeah

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good ideea

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wait

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but how do i make the texture transparent

outer halo
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Something to look up on Google.

eager mist
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because its black

outer halo
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Specifically with regards to whatever software you're going to use to blend them.

eager mist
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ah

dire flicker
eager mist
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hey dose anyone how to export this tree to unity

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Software is tree it

outer halo
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Is there no option to export to FBX?

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That said, I doubt it'll be as simple as dropping it into Unity.

misty lantern
bleak cargo
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Hey guys I have a problem with my model. I made a floor plan in blender and extruded it up to make walls, then when I bring it into unity it seems that it’s not properly proportional. It’s all made to scale in Blender so why does it seems like on the side-side and front-back directions it’s smaller than it is in blender?

bleak cargo
clear ember
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Currently im making my map out of a sort of tilemap of models for houses. Is there any better way of doing this?

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It feels kind of slow

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And I can imagine gets laggy after you have thousands of meshes

fluid oak
silent river
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how do i put a material from the asset store into my game? i added it to my assets

bleak cargo
tulip talon
fluid oak
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that will affect how things look a lot..

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Also, do you have it as the child of a scaled object?

outer halo
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Like any material, drag it onto a mesh.

silent river
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because its not there

outer halo
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You said you added it your assets, so that's where you would get it.

silent river
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no i mean from the asset store

outer halo
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You download the asset from the My Assets section of the Package Manager.

silent river
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i clicked that

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nvm

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i found out its in package manager

outer halo
silent river
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oh lol

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what is happening

bleak cargo
viscid nacelle
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hello

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anyone

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tell how to animate

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this

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hello

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i got this to coin to somehow aniamte

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anyone know how to loop the aniamtions

fluid oak
outer halo
eager mist
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What do people use for pixel art?

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Ive heard aseprite is supposed to be the best

solar arch
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Aseprite is cool yeah...

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another fancy way to do it is via shader

fluid oak
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That is horrible. I mean, the technique is certainly useful for all sorts of things but that is nothing like 'pixel art.'

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That's like posterizing a photo and calling it a cartoon.

gray briar
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hey, can anyone tell me what is wrong with this stance please ?

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i think that it doesn't look kite good, but can't figure out what's wrong with it

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(i'm new into pixel art tho)

fluid oak
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Proportions are a bit odd. Short front arm, long back arm, very low crotch

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Assuming that's, like, a sword or something in their front arm and not just a really, really long arm

gray briar
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ye the white part is a sword

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i was trying to get something like this

light cloud
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i think you should make the front leg bend a bit more and bring the character lower

iron abyss
gritty narwhal
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can someone teach me how to make art that fits exactly one tile like i got a normal image with 1500x1500 px and it takes about 5 tiles space how can i make it to fit exactly one?

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in the tile inspector its looking like its fitting one tile

misty lantern
gritty narwhal
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thank u bro

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that was fr the issue

marble walrus
# gray briar i was trying to get something like this

Hello @gray briar. The image you are referencing has a dynamic and exciting pose. What's an easy way to compare this? We can look for the lines of action/movement. The easiest way to do this is to draw lines over top of a character/reference, at the hips, shoulders, arms and legs. Putting in the neck is useful too.

Check out attached picture. Just drawing the lines gives you a great reference if are trying to capture the same dynamics of the pose. Overlaying an image and dropping opacity in your image editor of choice is a nice way to compare, but try not to get in to the practice tracing (unless you want to). Learning to draw dynamic poses is challenging in itself - translating that to pixel art is a whole other story.

I would start with rough pose lines and build up your character from there. Have fun! 😁

deep mantle
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How does it work to make a 2D level in Unity without a Tilemap/Tileset
I am trying to remake a Flash game and its levels are not tile based

gray briar
frigid hull
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Best settings for exporting .fbx's from blender to unity without having to rotate or scale?

bleak cargo
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anyone know why my UVs get messed up when importing to unity?

wide wolf
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anyone knows if it's possible to change the uv map of an object without causing unity to change the engine-generated lightmap uv channel?

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note that i'm not adding/removing/moving any vertex nor seam mark, i just wanted to rotate an uv island

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or also: is there any way to extract the generated lightmap uv and import it in blender?

fluid oak
deep mantle
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So I can just put the asset into unity and try to figure out how to add collisions to it?
Thanks

fluid oak
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Well, there isn't one single way. It depends on the sort of assets you're working with.

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If you are importing sprites, you can generate physics shapes in the sprite editor or can manually add polygon or shape colliders to the game objects.

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Or you can have the art completely separate from the level's colliders.

vital thicket
static goblet
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How do I create a 2D card-like object in a 3D space? (should only be visible from one side)

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What I have at hand is a .png image right now

outer halo
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You can use sprites in 3D, so just a sprite renderer.

peak thorn
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hmm im having a bit of trouble connecting these two parts / __ \ ;;

manic coyote
# peak thorn

There is a blender discord that might be better suited for your question

peak thorn
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no problem! thanks for telling me this!

full badger
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heyo, new guy here and wondering how I can import a layered sprite from paint.net

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like I've seen people import a layered sprite from photoshop in tutorials, and was wondering if I could do the same with a paint.net file, since photoshop is expensive lol

outer halo
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This isn't a job/collaboration discord. You can use the forums to find someone.

rigid sparrow
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this is probably a common question but ... does the "bake axis" setting just effectively not work right when importing models directly from .blend files? it just flips the model 180 degrees around X instead of doing the real conversion from Z-up to Y-up

eager mist
jolly timber
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is backface culling checked off in ur 3d modeling prog

glacial vector
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If you use blender, go to Mesh>Normals>Recalculate outside and try again

fluid oak
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It looks, specifically, like you mirrored the top bit of the mesh(which flips the normals)

supple orbit
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I have this issue where there is a blue line going through the tiles

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I tried turning anti-aliasing off but it didnt work

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Anyone know how to fix this?

woven cradle
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Tiles have the right size?

supple orbit
signal ferry
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hi my artists amazing ui is looking really pixelated, what is the best method to make it look as its intended?

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this is what its supposed to look like

dense linden
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Hi folks, apologies in advance if this is not the right place to ask this question, but I had a look through the various channels and this one looks to be the most suitable. I am a Unity / Blender beginner currently trying to make an escape-the-room type game in the style of those old flash games like Crimson Room, Viridian Room. I have the programming framework set up so am now getting busy making all the assets in Blender.

I was wondering if there is any specific material I can make in Unity and attach to my models in order to replicate the style of those old games? I will post a link below to some screenshots of what I am trying to achieve, but effectively, everything in the game is a solid colour with an almost cel-shaded style look, and the models all have a black outline. I know that there are toon shaders and so on available out there but that seems a little overkill for what I am trying to do.

One thing I have tried before is making a material have emission colour lighting and attach that to the object, but the result looks a little odd, so I'm not sure if that will work.

That's the link to some screenshots of what I am trying to replicate: https://www.wikihow.com/Escape-the-Crimson-Room

signal ferry
fluid oak
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@signal ferry how large are your images? (Not the individual sprites, but the actual image file)

signal ferry
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its around 900x700 pixels

sudden coyote
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Anyone can help with finding a way to creating a side view ventilation shaft?

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16 bit style*

eager mist
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is there a way to take multiple images and pack them into one "spritesheet" from within unity or any software you know of that will let me?

eager mist
sudden coyote
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check the docs, its pretty easy and straightforward

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create it, add the textures, done

peak forge
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i have a UV problem, exporting blender fbx to unity works fine for everything, except for a few assets where the textures reset or something. i checked forum posts with similar problems, tried swapping UVs (theres only one on the door) reimporting as obj, nothing seems to work and i dont know why its just happening for a few models :c
figured it out, apparently the image texture size was a problem? actually i'm not sure, i rebaked it to a new uv and remapped, and that worked

eager mist
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Is there a way i can use a spriteatlas for material albedo, or texture sheet so that i can do particle animations with that

brave gyro
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what causes these lines (circles)

fluid oak
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@signal ferry change the compression to high quality, and try power of two textures maybe.

rich narwhal
dense linden
velvet kite
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My models' colors aren't being selected correctly from the color pallete material. The correct material is applied to the mesh and it has the right texture attached to it. What could be the issue here?

misty lantern
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Oh and maybe best to disable mip maps also

thorn bramble
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Hello , how do i export the obj with texture from blender

velvet kite
candid mason
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I have this character, what would be the best way to have cloth physics on the lower half of his coat

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and have it work with any animation

shut halo
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hi, I just wanted to ask if maybe someone has any tips on how to export objects with textures into unity without having to reconnect all textures manually?
also uh maybe any ideas about how to get the cool look I got in blender (light wise) into unity?

wanton hound
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Is there any way to edit an FBX file that lives in my assets folder?

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instead of just replacing it when i export it from blender

outer halo
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Don't crosspost this all across the discord.

tropic dagger
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No

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Sorry

tropic dagger
outer halo
sonic slate
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Hi i have a question, do you know if i can change the material color of blender object in Unity ?

sullen plank
sonic slate
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Ok thanks you Fogsight 🙂

sullen plank
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@fallen canopy Ripping assets is not something to be discussed here.

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If you want this font, find the original and consult the license

fallen canopy
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aight imma dip

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peace

gloomy furnace
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Not sure if this is the correct place to ask, but i want to know what is the best why to import huge scenes from blender to unity. I am busy working on a project where i am creating an open world, and the towns and areas is going to be in the file, is there a way to bring in the assets with unity reconising the difrent blender instanses as prefabs, or blender exporting everything in correct prefabs, or other automated solutions

rich narwhal
crimson dust
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Hey, i have a pmx model and a vmd animation, i was wondering how i can use this in unity? Thanks

eager mist
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Hi guys iam creating an asset does anyone have any ideas of what to add?

Ultimate Game Jam kit:

  • Platformer controller with many customizable features.

  • Ability to drag and drop mutliple gun types

  • Top down controller with ability to enable shooting bullets or arrows

  • Enemy ai

  • Obstacles

  • Traps

  • Gravity Swapping

  • Grapple hook

  • Wall jump ability

  • Moving Platforms(2D and 3D)

  • Wave System(2D and 3D)

  • 2.5D character controller

  • 1st person kinemtaic controller

  • 1st person rigidbody controller

  • 1st person shoot ability

  • 1st person grapple hook(Rigidbody only)

  • 3D wall run ability

  • 2d Level Generator

  • Bullet hell option

  • Beautiful particle effects

  • 3D enemy ai

  • Main Menu

  • Credits screen

  • Menu system in unity edtior to create these options with one click

  • Sound effects

tribal ravine
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Hey guys Ive ran into this issue where i just cant decide what textures i should be using for my maps, i usually get my texture from sites such as ambientCG but no matter what textures i decide something about the map never looks right or "good"

Heres an example:
This is a textured version of this part of this map

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This is an untextured version of the same shot

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Why does the untextured version look more interesting than the textured one lol

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Am i not choosing the right textures? Am i not choosing the right Colors?

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if so how could i improve on that

low flax
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I've somehow set scale factor for all my assets to 2. Anyone know how that can be done so I can avoid doing it in the future?

outer halo
fluid oak
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I'm not really sure what the red is supposed to mean, either.

tribal ravine
tribal ravine
fluid oak
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I will say that that one unaligned piece is driving me nuts

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That doesn't really look like concrete to me. More like stone.

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Poured concrete walls usually are pretty smooth, with occasional small sharp features.

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For the steel, maybe add rivets and panel separations to show that it is a constructed fame rather than just a chunk of marble

tribal ravine
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Makes sense thanks for the feedback

fluid oak
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I think yellow instead of red would make more sense for the railings; that is the usual color scheme for that sorta thing

tribal ravine
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@fluid oak What program should i use for Texturing, Currently i use Substance Painter for Texturing Objects such as guns or decorations and such

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But i dont know what to use when texturing a map

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im currently just slapping these materials in Unity and then putting up the tiling thing

tribal ravine
stark oracle
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i have two things i wanted to ask
first of all i wanted help making a decent looking murky ground tile for tileable background, its a top down game im making and im sorta bad with drawing

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and second, i have a placeholder currently and i wanted to ask if it is possible to add a slight rotation to a tiled background to make it look non repeating

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as a placeholder i have this pile of garbage

misty lantern
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Parts of the environment very rarely look good if they don't "react" to their surroundings

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So repeating material patters don't look great on objects that have variety in their shape

tribal ravine
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could you elaborate further on this?

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Im starting to notice how bad the colors are looking and really realizing why thanks to your guy's advice
Like why did i make the railings, wall and the Steel anchors all black?

misty lantern
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Baked lighting usually makes prettier and more real looking enviroments as the light can bounce around and lit objects in more interesting ways

tribal ravine
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ive gotten better at it but wow it just looks so bad for me

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ive heard usually its the other way around, Baked > Realtime but for me thats not really working

tribal ravine
misty lantern
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Rather an environment consists of objects and shapes, and what the textures do is represent those objects and shapes

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The shapes are in contact, and there is almost always some kind of detail where the shapes connect, or are in prolonged proximity

tribal ravine
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What i dont understand is what the workflow of texturing should be, Like obviously for objects you have to texture the objects individually but what about an entire Map?

misty lantern
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Here you can probably spot how the wall textures repeat obviously, yet they work well to make it look coherent and give the impression of different materials and building techniques used

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here's an example from the natural world how everything has a kind of 1. variance 2. relationship or reaction to nearby shapes and materials 3. marks of manufacture or passage of time

tribal ravine
tribal ravine
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and then combined them so nicely

misty lantern
# tribal ravine and then combined them so nicely

Most textures from that era are a combination of digital drawing and photo manipulation
The stone wall textures for example are likely a photograph of concrete grain with drawn tiles or ridges blended as an overlay
With modern resolutions that can easily look fake, but texture artists have more tools to work with

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Like scanning real surfaces or creating procedural PBR materials

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In this example the textures aren't super photorealistic by any means, or even terribly high quality, but what sells the effect is the amount of detail

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There's staining on the wall that follows the edge of the ceiling and the floor, making it feel that it "reacts" to its surrounding shapes and materials

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The planks have grain and ridges, giving them a visual direction
The floor boards would be quite repetitive if they were not covered up with stains and debris

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All the sharp edges of the sewing machine table have scratches and wear

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The important thing isn't that there's a lot of noise and wear, but that all of it serves a purpose of creating or breaking patterns

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Even the shadows on the wall play a part in breaking up its visual monotony, even if they're not a part of the texturing

tribal ravine
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What i dont get is how i could apply these stains and such, is it like a brush?

misty lantern
tribal ravine
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do i do that in Substance Painter? Blender?

fluid oak
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Or with decals

tribal ravine
misty lantern
tribal ravine
#

Damn

#

it feels like i learned alot of things and nothing at the same time lol

#

so i basically need to
Have more variety and less repetitiveness in the colors of my scene
Add more Environmental Story telling with Decals

misty lantern
tribal ravine
#

When your texturing something do you literally look at the object and say "This is wood" and then proceed to find a random wood texture that looks good and slap it in there?

tribal ravine
#

or a better question would be, Does it look like what you envisioned?

misty lantern
#

Rarely right away
If I use photo textures I often end up tweaking the brightness, contrast, hue and saturation

tribal ravine
#

Like ive seen many large scale maps be "Art Passed" and then be fully textured like the next day or so

#

doesnt really make sense to me

misty lantern
#

I guess the reason is because texture banks are so popular

tribal ravine
#

like ambient cg and such?

misty lantern
#

Yes

#

Professional studios can afford to paid texture banks that have basically everything they need in full PBR format

tribal ravine
#

Alright so the next step for me is to boot up that map again and retexture it i suppose?

misty lantern
#

I think it'll be worth the effort

tribal ravine
#

Also i think you can make a duplicate of your object and put a bunch of unnecessary detail on it and then bake it as a normal map?

#

and then use that to add fake details?

misty lantern
#

That's very common
Normal maps can be used as trim maps as well

tribal ravine
# misty lantern I think it'll be worth the effort

Yeah for sure, Thanks man i think i asked about 3D Modelling about 7 months ago here in this discord server and i had no idea how to do any 3D work but i remember you encouraging me to try and it turned out well

#

i was really confused about Texturing but this conversation has cleared up things alot, Thanks again i really appreciate it

misty lantern
#

Here's one scene I used normal trims gratituously on
I don't think it's a super great piece because it's all a solid hunk of steel with no wear or anything, but the trims go a long way

#

and here's the normal map used for almost everything and mesh used to generate it

tribal ravine
#

Do you have any advice on how i could be more efficient at picking the right textures?

#

or will i just get better at that with time

misty lantern
#

I feel that picking the right textures is one of my weaknesses, as evidenced by the use of steel on steel with steel in the above scene!
But what I would do to try to improve is to reference more photos and works of others

#

Over time I guess you'll build a "palette" of details that work well in many places, and a kind of internal logic how materials and shapes behave together

oblique stump
#

is anyone aware of a
(1) scanner
(2) that can save directly to google drive or dropbox
(3) that supports a lossless format like PNG?

tribal ravine
rapid echo
glacial vector
#

Really solid trim work @misty lantern 👌

keen pasture
#

n00b question (apologies if this is the wrong channel, seemed most appropriate): what have I done wrong with importing to Unity that Unity is now insisting my FBX is all one model (with 10 submeshes) when Blender is explicit that it's 10 separate models, each with one mesh? Is it still impossible (in Unity 2020) to have a single model file that contains multiple objects?

misty lantern
tight patio
#

Hey! I have a quick question and was wondering if someone can help me out. I cant seem to work out why some areas of my model are black when the material is a plain white material. its exported from 3ds max, and I dont think its a flipped normals issue. Thanks!

keen pasture
misty lantern
#

What you can do is drag the mesh into a scene, right click on it and choose prefab>Unpack

#

Then you can move the individual meshes as you wish and make prefabs out of them

#

You can also make entirely new gameobjects with Mesh Filter component that refers to the 'mesh' assets inside of the FBX

#

Or if you want to detach the mesh assets from the FBX, you can duplicate them inside of the asset and they'll pop right out
For whatever reason you may need

misty lantern
tribal ravine
#

Hey @misty lantern ive got a question, usually when i make a level i like to make all the objects in Blender and put them all together in Blender

#

but ive noticed that most people seem to make all the objects and then import them to unity and then put them all together in unity

#

When the texturing part comes should i be exporting all the objects that make up my level individually, texture them and then manually put them back in the scene or is there a better approach?

misty lantern
tribal ravine
#

Yeahh but i just find it so much more convenient to make an object and then actually see if it fits in the enviroment first before exporing to Unity

#

usually when i export to Unity by that time i have the whole map without textures but ive heard thats not a good approach

#

i dont know how other people do it tho

misty lantern
#

Building it first in blender is not effort spent well if it will be rebuilt in engine

#

But it can be helpful to have a kind of a test room where you build all the level pieces which has lighting similar to the game's world

#

But it's an easy trap to get caught in trying to make it look good in blender, only for it to look entirely different in engine

#

Most people make the levels entirely in engine, usually first with greyboxing, then make assets separately to those levels

#

If the meshes are separate, Unity can cull them when they're not being looked at, 50 barrels in a room only needs to be 1 barrel in the files
and most importantly modifying the level doesn't require you to export the whole thing again

tribal ravine
tribal ravine
tribal ravine
misty lantern
tribal ravine
#

Oh yeah it defo works with frustum and occlusion

#

im not worried about the optimization part but i understand how the level could look cool in blender but awful in Unity

#

but what if you wanted to add a table to your level, You Model the Table in Blender and when you put it in unity you realize it doesnt match the rest of the enviroment at all because you didnt have 3D reference of the level in there as you were making the table

#

But making the table in Blender while also being in the level in Blender your modelling it to the rest of the enviroment in real time if that makes sense

#

Thats why i like doing it this way but Unity Lighting is just not good to work with so the Enviroment literally looks better in Blender at all white than actually textured and lit up in Unity

misty lantern
#

Being able to make the best of unity's rendering comes with study and experience

#

Blender's "studio" rendering does decisively more than simply put a white material on the meshes

tribal ravine
misty lantern
#

Yes

tribal ravine
# misty lantern Yes

Oh i thought you meant i should make each asset individually and then make up the level with them in unity

misty lantern
#

Well I did mean that, but there are many ways to the same result

#

If you need a forest, you could have one blend scene with one of each tree and bush next to each other, so you can make sure they fit together when modeling

#

Then assemble the forest itself in Unity

tribal ravine
misty lantern
tribal ravine
#

the problem for me is that i find the Unity object moving/scaling/rotation system as intuitive as the blender one

fluid oak
#

You can design your scene in blender, convert all the objects to empties/nulls, and export that to unity. Then replace all the nulls with the appropriate prefabs

barren moss
#

Hey guys, I don't understand why but for some reason my project suddenly is missing the "build assetbundles" option, does anyone know what the issue is?

fallow thorn
#

Hey, I want to make a change/addition to a tile map I've previously made... if I reimport the png, I have to set up the physics shapes again, which is a time consuming process... is there a way to just replace the image, but keep the current cell and physics shapes

low flax
#

Hey! When I import from blender my animations become really janky if I change the scale factor from anything but 1. Anyone know about this?

fluid oak
verbal reef
#

Hello is it ok to ask questions here?
I am taking a course in VR development and am currently learning unity + blender for the practical parts.
I am having trouble importing my FBX file from blender to unity. When I Extract materials the material names all get extracted and created as new materials. However they are all just grey/white not the actual textures I used in blender

fluid oak
#

If not, you'll need to import them.

verbal reef
#

I tried to follow the course instructions when exporting the FBX file from blender, my understanding was that created/assigned materials in blender would be included in the .fbx file?

fluid oak
#

They are- I can see them right there in your screenshot

verbal reef
#

I used textures like these when creating the materials, do I need to include them in some way?

fluid oak
#

It creates unity materials that match the names of your blender ones, but it won't actually replicate the blender materials

#

There should be some option to include the textures, but that depends on your software. You can also import them to unity separately.

#

And then add them to your materials in unity

verbal reef
#

hmm, so if I have the materials now imported in unity, and I have the "texture jpgs" can I assign them manually to circumvent whatever happened here

#

I have all of these materials in blender

radiant pendant
#

left is unity, right is blender. Why does unity cut out certain faces?

woven cradle
#

my guess is inverted normals

radiant pendant
woven cradle
#

invert normals

#

or just to test it you can go to the material and enable backface

outer halo
cursive socket
#

hey guys, not really sure where to ask this but heres the issue: Im using rigify in blender to export a rigged model, but the model has facial bones rigged and weighted, but humanoid rigs dont have a place to put this stuff, so as a result the entire face region doesnt animate or move. does anyone know the solution?

late badge
#

hey so i'm trying to import my city model inside my game, but whenever i try to do so, unity crashes. 2020.3.12f1

#

the model

#

idk if it's a problem with the model itself or unity, how can i fix this

eager mist
late badge
#

too many

#

fixed it though

#

just upgraded my unity version

#

to 2021

eager mist
#

oh that's nice to hear!

late badge
#

smh that worked

obtuse summit
#

ello guize!

so basically i have a robot model, whose eyes are a bit behind on the model, but visible in unity idk how

#

But in exporting to blender

#

Its behind

#

But not visible

#

Images:

#

how can i fix

long dragon
#

I guess those eyes aren't meshes, it seems they are showing up on Unity due to an Emission texture attached on the material

#

On blender, in the texture files attached to the material I can see a small rounded yellow here. Maybe looking at the material in Unity you can confirm that.

ember walrus
#

I'm not sure that's the right channel to ask about help on how to edit images more generally but since there are experimented people, here I go

#

For those who don't recognize, it is one of Geometry Dash's backgrounds

#

What I want to do is that the lighter it is on the image, the more transparent it becomes

#

E.g: perfectly white = invisible, perfectly black = completely opaque, #808080 = 50% transparent

#

I couldn't find what I needed despite my researches

#

Ideas?

long dragon
# ember walrus Ideas?

Hi, there are someways to do is to:
1 - Edit it on Photoshop, by exporting as a .TIF you can use this pattern in the alpha channel.
2 - When importing to unity, in the Texture Import Setting, set the Alpha Source to "From Grayscale".
3 - Create a simple transparent shader that reads this texture and applies its color as the color.a in the fragment output.

#

The second option seems the easier approach to use that as an alpha mask on a sprite renderer or a standard transparent material (to be used on a quad mesh)

ember walrus
#

I already have Unity (logic) so 2nd option seems about optimal, thanks

#

Update: it rather removed the black, but I think I can arrange it my way if I invert the shades first, then do the method, then reinvert the colors

#

How do I save the modified version then?

#

I seem to have some version which is transparent but I can't export it

ember walrus
#

Update: I found an alternate method by downloading a plugin for paint.net, though any help would still be welcome so I don't have to search again in the future ^^

livid wagon
#

Does anyone here use the FBXExporter Package and Maya Integration workflow? I'm trying to understand what problem it solves as opposed to just...resaving an FBX file ontop of my old one.

#

It feels to me like all it does is create a prefab for me, so that I'm not "Accidentally working with the asset prefab" instead

#

but if I just create my own normal prefab, doing normal Maya->Export FBX workflow feels identical to the Maya integrations FBXExporter can install to Maya

#

the integration scripts give you a little extra Menu in Maya that looks like this

#

According to discord searching, I think I am the only person who has ever mentioned FBXExporter in this channel since the dawn of time

#

And it's only been mentioned 8 times in the entire server (3 by me)

outer halo
#

Most people here are beginners, and less using Maya.

obtuse oyster
#

There's lots of results for "FBX Exporter".

outer halo
#

From what I remember when we tested it, the benefit was being able to do the setup of the hierarchy in Unity, export that and then have the artist make changes which will auto update in Unity.

obtuse oyster
obtuse summit
#

it comes with it separated

livid wagon
#

Another question. If I work at a studio that always has Maya licenses and always will, is there really any good reason to export to FBX? Wouldn't it just be easier to work purely in Maya files? (since Unity imports those just fine as long as you have a license).

#

In my case, the programmers don't actually have or need the art (and therefore don't need a Maya license). They load them via asset bundles later.

livid wagon
eager mist
#

Hi guys someone can send me rocket 2d with fly animation

sullen plank
#

@eager mist Not a place for requests, don't spam multiple channels.

eager mist
#

ok

lime pollen
livid wagon
#

Right, the fbx is commonly binary and the raw Maya is commonly ASCII

#

That's a good point

fluid oak
#

I thought that the built game would use the same unity generated meshes whether you imported ascii or binary?

sullen plank
#

The mesh is stored in the assets, and when they are used in the project they only point to that original mesh.

fluid oak
#

Even after building? Huh.

#

I know that textures are all internally converted no matter what format they come in as

#

I don't see direct confirmation but the documentation does imply that the mesh that is saved to a build isn't just the fbx file

sullen plank
#

Yea, when project is built it could be stored more optimally (also likely stored more optimally in the Library cache). But in the editor if you want to have something persistent it has to be an asset.
A good example is ProBuilder. It stores its meshed as dynamic data in the scene itself in its objects, and if you lose the scene you lose everything. So it's a good practice after you create something in ProBuilder is to use its .obj exported to make it a persistent mesh in the asset so it can be used across scenes etc.

fluid oak
#

That's what I mean, though; ASCII or binary will be the same in the build, right?

fluid oak
sullen plank
#

Inside the prefab? And it persisted on restart?

fluid oak
#

I've not used probuilder

#

But you just put this script into an /editor directory ```using UnityEditor;

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public static class MeshSaverEditor {

[MenuItem("CONTEXT/MeshFilter/Save Mesh...")]
public static void SaveMeshInPlace (MenuCommand menuCommand) {
    MeshFilter mf = menuCommand.context as MeshFilter;
    Mesh m = mf.sharedMesh;
    SaveMesh(m, m.name, false, true);
}

[MenuItem("CONTEXT/MeshFilter/Save Mesh As New Instance...")]
public static void SaveMeshNewInstanceItem (MenuCommand menuCommand) {
    MeshFilter mf = menuCommand.context as MeshFilter;
    Mesh m = mf.sharedMesh;
    SaveMesh(m, m.name, true, true);
}

public static void SaveMesh (Mesh mesh, string name, bool makeNewInstance, bool optimizeMesh) {
    string path = EditorUtility.SaveFilePanel("Save Separate Mesh Asset", "Assets/", name, "asset");
    if (string.IsNullOrEmpty(path)) return;
    
    path = FileUtil.GetProjectRelativePath(path);

    Mesh meshToSave = (makeNewInstance) ? Object.Instantiate(mesh) as Mesh : mesh;
    
    if (optimizeMesh)
         MeshUtility.Optimize(meshToSave);
    
    AssetDatabase.CreateAsset(meshToSave, path);
    AssetDatabase.SaveAssets();
}

}

#

And it pops out a mesh you can pop into any mesh filter.

#

Saved as an asset

fallow cedar
#

Does anyone know how to create this kind of effect in unity?

sullen plank
# fluid oak Saved as an asset

Oh, that's pretty cool. I never tried to save meshes as separate assets through utility tools.
Otherwise without creating assets through asset tools it will hold the mesh created only during session, even if you reference it to the prefab.
But this works.

fallow cedar
#

I will give that a look!

fluid oak
#

@sullen plank yeah, I needed to make meshes with a script, but I needed multiple ones and the script could only have one instance without breaking all the others, so I just copied out the generated meshes into assets.

#

And it had the added benefit of not needing any live scripts in the scene which helped performance.

#

Back before the burst compiler made 2d animation faster

misty lantern
fallow cedar
misty lantern
vocal solar
#

anyone know if it's possible with ProBuilder to keep the changes you make when the game is running?

fluid oak
#

In editor or in a build?

#

In editor you can directly save the mesh like we've been discussing. In build... I have no idea whether the probuilder exporter function can save an external file.

eager mist
#

So I have a custom texture that I want to put in my model, I can figure out how to put it on the model though

#

The package of my model has this material

#

and I have my custom material for the model already made

#

*I exported this from blender as a FBX file btw

#

Im guessing I have to unpack the prefab

obtuse oyster
#

Prefabs will not update to those changes, just the model. So you will have to apply the material to the prefab too if you have made one already

eager mist
#

C?

#

im looking for C?

obtuse oyster
#

Scroll down to the image

eager mist
#

on the project tab?

#

this?

#

or this

obtuse oyster
#

In the link I linked in the very same post that sentence was in

obtuse oyster
eager mist
#

yeah

#

but Im trying to figure out what you meant with the prefabs texture wont update

obtuse oyster
#

if you have made a prefab out of this asset before you replaced the material then you will need to open it and update the material there too

eager mist
#

cause the model didnt change textures

obtuse oyster
#

Is that material in the slot even this one?

#

It should be the one with the texture on it

eager mist
#

well, it has a gray background so im guessing its part of the prefab

#

but it isnt connected

#

like the others

obtuse oyster
#

Replace the material via the model's material tab
It should be the one with the texture on it

#

if that material is some random grey material then you have not done that

eager mist
#

that material is my custom texture

obtuse oyster
#

select that material and show it

eager mist
obtuse oyster
#

cool, so if you drag the model into your scene is not not textured?

eager mist
#

let me try

#

no

obtuse oyster
#

It's untextured? That doesn't make sense, what material does it have on the renderers?

eager mist
#

on the renders?

obtuse oyster
#

yes

eager mist
#

wdym with that

obtuse oyster
#

The materials on the objects in the scene

eager mist
#

it just has one material

obtuse oyster
#

And it's the material you expect?

eager mist
#

and its that custom one I made

#

no it isnt textured

#

ok so I have this material

#

thats connected to the model

#

is that it?

obtuse oyster
#

can you screenshot the model in the scene with the inspector open showing its material

eager mist
obtuse oyster
#

the inspector of the renderer used by the object in the scene

eager mist
#

what renderer

obtuse oyster
#

select the object in the scene

eager mist
#

this?

obtuse oyster
#

click it again until you select the renderer, or look deeper in the hierarchy

eager mist
#

the body is selected

#

not the entire thing

obtuse oyster
#

That's what I wanted to see. The UVs must be wrong somehow, and it's just being textured with the corner of the material, that's all I can think of

#

Perhaps you've missed a setting in the blender export that exports UVs properly

#

though I'm not sure how you manage that 😄

eager mist
#

so its a blender problem?

obtuse oyster
#

It may also be that the texture used is not set to repeat, and the UVs are not in 0->1 UV space

#

It's easiest to check the texture's repeat mode first

eager mist
#

I dont see a repeat mode

obtuse oyster
#

It's the Wrap Mode

#

make sure it's set to Repeat

eager mist
#

I also dont see a wrap mode?

obtuse oyster
#

On the texture? It's directly below the Advanced dropdown

eager mist
#

where are you seeing this?

obtuse oyster
#

that is the material, not the texture

eager mist
#

it already is on repeat

obtuse oyster
#

Cool, then the issue is probably that the model hasn't had UVs exported from blender

eager mist
#

wow this is confusing

obtuse oyster
#

I am not sure how it manages to happen though so... that's a new one for me

obtuse oyster
#

I have no idea though, I've never seen this issue before

eager mist
#

maybe

#

ok so

#

I have it textures in blender in texture paint

#

but not in uv editing

#

do I need it in uv editing for it to work?

obtuse oyster
#

I'm not familiar enough with blender to know where the issue could be at this point or how to fix it, sorry

eager mist
#

ok

#

I can join the blender discord then lol

shut halo
#

hi, I need some help in fixing an asset that is not importing properly

#

like the materials just broken honestly

long dragon
shut halo
#

in blender (uv unwrapped and whatevs)

#

in unity

shut halo
long dragon
#

Hmm, it seems ok. So it is weird it now showing the via lactea there. Could you inspect the model on a new empty scene in Unity?
Some things that might be affecting:

  • It might displaying the emissive on the upper side on Unity (could you check the top side of the ceiling?)
  • The emissive might be with a low intensity (could you increase its intensity on the HDR Color Input there to check?)

Those are my initial guesses. The UV seems ok on blender.

flint hollow
#

Hi, I'm having issues with an animation I made in blender involving transformations (rotation and translation) - I transformed an object in the collection, but once I export as an FBX to Unity, it applies the translation to the whole model/collection?

Animations I do to the armature export correctly, but transformations on the object - or part of it - appear on their own timeline when I switch between Pose Mode and Object Mode. My workflow is to to do the animations on the main timeline and cut them in Unity.

I did try messing with the Z-forward transforms and the global/local checkbox on export, but not sure if I'm missing something or doing somethin wrong to begin with.

tribal ravine
#

@misty lantern is it a good idea to use Those unity Material assets that come with like 300+ materials that are easier to drag and drop

#

or is it better to find textures yourself

#

for learning experience i suppose

glacial hound
#

how do u make a object become a solid and not make the player go throught it

#

and also add texture and colours to it

sullen plank
# glacial hound how do u make a object become a solid and not make the player go throught it
Unity Learn

In this official course from Unity, you will learn to Create with Code as you program your own exciting projects from scratch in C#. As you iterate with prototypes, tackle programming challenges, complete quizzes, and develop your own personal project, you will transform from an absolute beginner to a capable Unity developer. By the end of the c...

sullen plank
# glacial hound :/

You are asking a very basic thing, this course will teach you how to use the engine.

turbid haven
#

you could just point him in the right direction and mention a collider.

#

also, how Do I change a light's fall off point

#

like how do I extend the range of the effect seen above

#

Im very new to lighting in hdrp

#

When I increase the "Volumetric fog distance" of the global volume, it makes the quality of the light go to shit. How do I keep the quality of the fog good and increase the range?

#

🥲

#

@glacial hound add a collider to the object, then readjust. IF your importing something from blender, look under "generate colliders" in import settings

#

although the resource provided by the other dude is a good one, you could also try reading the docs on colliders!

#

gl!

#

figured it out for anyone with the same issue. You need to click the settings in the top of global fog volume, increase distance of volumetric fog, and manually adjust the quality to a higher settings. Or use balanced. with higher settings Either way, it works.

glacial hound
deep imp
#

human vision is so weird. i am looking at colors i could use for a tech tree with a lot of stages and it always surprises me how colors between red and green are very distinct from each other but colors between green and blue just seems to flow into each other, and that's probably different from person to person as well.

fluid oak
#

Though I think that the perceived brightness contrast is important too

deep imp
#

yeah

#

i will have roman numerals as well though and the color is mostly just for background of the tech images, might also just be a border.

fluid oak
#

Look at your icons in black and white

deep imp
#

i will keep that in mind thanks

misty lantern
#

@deep imp https://colorbrewer2.org/ this tool is made for maps but if you click "qualitative" it can generate distinct color selections for any purpose

#

Even has a colorblind safe option

#

"Number of data classes" would be the number of colors in the palette

reef grotto
#

wow that's really useful! thanks for sharing!

soft ruin
#

have a someone a model for a gun ?

outer halo
fluid oak
#

All I have are hilarious gifs of people failing to properly shoot guns.

deep imp
#

that's really cool

past kestrel
#

Any tutorials on how to balance pixel art sprites PPU with image reference PPU, canvas reference PPU and lastly image size?

solar arch
#

tons of this topic on internet...

pine laurel
#

Can someone help me with these , the black Spots kind of thing on the walls they appeared on wall after I compressed the textures but the wall didn't had textures

misty lantern
#

@pine laurel Looks like a baked lightmap which is a texture and can suffer from compression artifacts like any other

fluid oak
#

I mean, you could probably do it with probuilder. It would just be harder.

solar arch
#

You can do this in blender with custom brush in like 1 minute 😃

eager mist
#

Why are my prefabs colourless in the assets folder?

timber hinge
#

HELP REQUEST: I've imported an asset in Unity. Everything looks fine, except for these two parts.
The normals are on the right side of the meshes, I've checked in Blender, but, no matter what, they always look reversed, in the engine.
Any idea why?
This piece has about 30k triangles, one single object, and only these two parts look wrong. =p
And only inside Unity HDRP!!
In Blender it's perfect.
Help! -.-

royal cobalt
#

What pizel/inch do u guys use when creating assets/sprites?

timber hinge
#

#🔀┃art-asset-workflow message

FIXED IT!!
Even though I had fixed the normals in Blender, and clicked on "Reimport", Unity didn't reimport s**t.
I had to delete the mesh in the assets library and manually import it again.
Same for all the textures as I tweaked them.... =p

misty lantern
timber hinge
misty lantern
timber hinge
misty lantern
balmy quail
#

I'm new to Unity and I've been trying to add a texture to a .fbx file I imported from Blender, I know the textures are there (at least in Blender) but even with all my googling the option to add texture is not in Inspector, unless I'm doing something wrong.

rough geyser
#

So I'm having some issues with textures and stretching. The image shows 3 different 3d objects and I Want the texture to be the same size for all three. Is there a way to fix this in the inspector or do I have to make a script for this?

#

Tiling is set 1 to 1. I'd like it to not change scaling depending on the size or dimensions of the object though.

#

whyyyy This has been haunting me for days.

ruby turret
#

Been having the same issue 😿

rough geyser
#

fr. almost like we're doing the same project or something

rough geyser
#

also does anyone know any free assets that include office ceiling LED lights?

misty lantern
# rough geyser So I'm having some issues with textures and stretching. The image shows 3 differ...

Texture size on a wall is in most cases based on UV maps of the surface, so if you scale the mesh, its UVs get scaled also
"Tiling" is a per-material multiplier of this scale
Normally you'd make the wall using a mesh editor like ProBuilder or Blender and ensure there that the UV maps are of correct size, and not scale the mesh in engine
Another option is to use a shader that controls the texture tiling using some method such as triplanar mapping

rough geyser
#

Tried blender and it was absolute hell. I'll try probuilder out- thank you.

glad aspen
#

Any of you kind folks setup custom import processes/scripts for bringing models? I'm attempting to customize the material that gets applied to fbxs and have had some luck doing it but have a few more questions about the process that the docs aren't clear about

fluid oak
#

Can't hurt to ask those questions and see if they trigger any neurons..

sonic slate
#

Anyone know why the property of scale and rotation in Unity is different to the blender property ?

solar arch
#

you must apply transform when exporting

sonic slate
solar arch
#

Don't forget to apply it first in blender by hitting ctrl+a then select scale @sonic slate

boreal vault
#

Can anyone help me come up with the layout for my social deception game's map plz?

outer halo
boreal vault
outer halo
#

Yes, that would be a collaboration. As in someone would help you, for free ( I assume you're not paying ).

boreal vault
#

i cant access the forums cuz of personal reasons.

#

i am literally just trying to get some ideas.

#

not collabing with someone?

outer halo
#

If you have an art integration question, feel free to ask in this channel.

eager mist
#

Help, whenever I try importing anything into my assets in Unity, it makes an error saying it cannot find the file specified and crashes.

eager mist
#

is creating your own 2d assets difficult if you have no experience in art?

outer halo
#

Isn't any skill difficult if you have no experience in it?

split terrace
#

lol

eager mist
#

video games

#

coloring books

#

lifting

unkempt bluff
#

Do all assets work in linux? I didn't see it listed anywhere as to what platforms they work on.

rose wagon
#

Can someone hop in a call with me and help me with adding a this sprite to my game.

steep tulip
rose wagon
#

Well not so much adding, more setting it up.

#

I'm learning as I go, but having some guidance would help tremendously.

steep tulip
#

oop are you starting out on unity?

rose wagon
#

Yes I am, haha.

#

Currently majoring in Computer Science, trying to make a small game for a project due soon and starting on unity.

steep tulip
#

oop

#

you should search a youtube vid first yk

rose wagon
#

I have watched so many YouTube videos haha and still doing so.

#

But theres nothing like having someone there to help guide you through whatever problems you may encounter.

eager mist
#

anyone know if its possible to export a maya scene using arnold shaders and proxy geo into unity?

glad aspen
#

Fbxs have some sort of Arnold shader functionality. Not sure about ma/mbs though

eager mist
#

what about proxy's back to mesh?

glad aspen
#

Not sure what you mean by proxy in this case

eager mist
#

ive converted the geo in maya to arnold proxy geo so that it only is visible and gets used once you start a render

glad aspen
#

Ah k. So some Arnold specific functionality? That I have no knowledge of, sorry!

eager mist
#

yes. okay no problem. thought ill try my luck since people here are more responsive than in the arnold discord 😉

high vault
#

Can anyone point me to a good stylized character modeling course? Preferably under 20eu

red yacht
#

anyone know how to cut an object in blender?

#

I want to separate a magazine from a weapon that is modeled as 1 complete object

outer halo
#

Select the faces, press P and seperate by selection.

copper solstice
#

I got some sbsar files and when I import it to substance it comes out blank. I'm not sure how to fix jt

neat trout
#

which road looks better

viscid stream
neat trout
eager mist
#

How can i get tiling adequate to size of 3D object?

dull glade
#

im a regular user of git and I have a partner who wants to use Collaborate. Can we both do our own thing without stepping on each others toes or is there a workflow we need to adhere to?

lime pollen
dull glade
#

Oh. 😦

magic grotto
#

why is the model facing forwards when imported but the rig makes it face backwards?

solar arch
#

Blender? Apply transform when exporting.. you may as well hit ctrl+a and select position or just all

glad aspen
#

Is there anyway to export models with materials & textures in Maya that they get imported into Unity with correct hooks to said textures? Like perhaps a particular shader material to use in maya for it to be setup correctly to come into unity with the least amount of manual work

#

(into URP btw)

grizzled garnet
#

Putting together a 16 colour palette for a pixel game, using the 6-bit method (each channel can only have 0, 85, 170, or 255 for values)
I ditched purple in order to get more earthy tones, as I don't expect to need purple for anything.
Thoughts?

outer halo
#

Looks a bit vibrant, but if it works for the game, then run with it.

#

Have you checked out this website before? It's a great resource for pixel palettes:
https://lospec.com/palette-list

grizzled garnet
#

The vibrancy mostly comes from the 6bit restriction, it's difficult to make truly unsaturated colours

misty lantern
grizzled garnet
red yacht
#

sometimes I have to close unity to get my animation controller to play the updates, despite saving 😦 anyone else run into this

misty lantern
grizzled garnet
#

Well, I wanted to use the 6bit method, were each channel can only have 4 levels, and those levels are evenly distributed (i.e. EGA colours, SEGA master system, etc.)
Mostly for fun, to see what I could come up with within those restrictions.
Rather than using a hardware-defined palette like some other machines had

misty lantern
#

Ah, even distribution does restrict you pretty much

grizzled garnet
#

There are some unsaturated colours I could swap in. Possibly swapping out the dark yellow/brown, or one of the bottom blue shades

#

Now I got a more tan shade, probably more useful than the dark yellow/brown

misty lantern
#

Personally I'm all for bending the rules if it means better results

fluid oak
candid badger
#

I modified the mesh of a downloaded asset in Blender and brought it back to Unity, but I'm getting this weird triangle whenever I reapply the normal map

#

I suspect I screwed up something related to the UV mapping but where is that stored within unity?

#

Never mind, that's a thing you fix in Blender not Unity

neon dock
#

Why is my exprorted fbx completely different from the one in blender? Obj works fine but I need bones to aniamte it

lime pollen
flat mortar
#

oh damn i misread

flat mortar
#

im not sure what you mean by completely different

neon dock
flat mortar
#

i think you'd have to export animations to do that

#

why not just pose it in unity?

neon dock
#

oh i just happened to pose it in blender, maybe yeah ill pose it in unity

neon dock
#

i just undid all the poses and it still has problems, but every other 3d viewer sees it fine

loud cradle
#

Is there a way to set the layer of an object in unity, e.g. I only want to set the layer for the top platform to "ground" of the stool since I want the player to only jump on that area.

honest coral
#

plz

fluid oak
grizzled garnet
honest coral
lone leaf
#

What is the best way to represent a card in a 3D game? The card will have a front and a back. I thought of just using a quad for the actual card, but not sure how id handle the card flipping as I dont think its possible to add a texture to the back of the quad as well

Whats the best way of going about this?

wraith willow
#

I am trying to edit the textures of the track in the karting Mini project. I am using an image material and it totally works on the straight track. But the curved track just displays a solid color. If i change the offset, the color changes to another color within the image. Believe me. I have tried everything I can think of. Other people's solutions don't help. I've even made a new identical material and set it to that instead. Thanks for any help, it is all appreciated. I don't know what kind of things I should include so let me know if you need a screenshot of something.

silent quartz
#

Hi!

If I have a blender model in my game, and I then open the model in blender - from Unity -, and I edit it, will it then edit the model in the game, or do I have to export it again?

Thanks

misty lantern
silent quartz
#

Awesome, thanks!

misty lantern
#

If you import the mesh from elsewhere in your file system, Unity will make a copy in the assets folder and use that

astral sleet
#

Does anyone know how I can parent objects like in Unity for blender? Ok that was really vague but you know when you make an empty GameObject and put stuff under it to make it sorta like cleaner and easier to work with? How can I do that in blender and have it transfer the "empty GameObjects" into Unity? Is there something specific I need to use?

#

This is my first time trying to be actually clean in Blender because I never made big stuff so this is kinda new to me lol

glad aspen
#

You can parent stuff in blender. The (new as of >2.8) does show this by default in the outline view. Ctl P I think parents and the view setting I can't remember atm. I can get back to you later when I'm at the cpu though

#

Sorry, doesn't show parental relationship by default

#

(not "does show this..." )

astral sleet
#

Alr thank you

glad aspen
#

Here's the run down. You can just drag and drop to rearrange the hierachy or do the whole ctrl+P route, picking the object that will be the parent last (it'll have the lighter orange border) @astral sleet

fathom kraken
#

Hi, I've imported Unity's Particle Pack which has annihilated my entire project, what can I do to revert or fix this?

fathom kraken
#

usual update of materials to URP doesn't work

fathom kraken
#

one problem solved, that pack set this to None

#

compile errors are still ongoing

brittle falcon
#

Why does my imported fbx model show this info instead of just the normal things?

#

Every object has it now

glad aspen
#

What did you import from (what dcc made the fbx?)

brittle falcon
#

exported it from blender

glad aspen
#

Oh weird, everything?

brittle falcon
#

yep

#

If I just create a cube it has it too

glad aspen
#

You in local mode? (just a stab in the dark)

digital kestrel
#

@brittle falcon Apply scale and rotation with ctrl + a

glad aspen
#

The button beside the snap magnet in unity

brittle falcon
#

Doesn't matter, both local and global space

#

shows the same information

brittle falcon
glad aspen
#

Yeah, thought so. I debug mode?

brittle falcon
#

but also newly created cube's in unity have it

digital kestrel
#

Thats.. pretty weird. And in a clean scene?

glad aspen
#

Indeed weird

brittle falcon
#

in a new scene it has it too

digital kestrel
#

Use the normal mode instead of the debug

#

It shows the same?

brittle falcon
#

oooooh

#

🤦‍♂️

glad aspen
#

Yeah, wondering the same.

#

Was that it?

brittle falcon
#

Yes finally

#

thank you so much

digital kestrel
#

Hahahhahaha n.n

glad aspen
#

Noice

brittle falcon
#

I was already wondering since when did the animator controller change

#

because last time I used unity it was easy and now I couldn't add normal conditions or change the name of the states

#

Thank you guys!

digital kestrel
#

No problem

ornate mesa
#

I need help with this mmd model. This looks like this in blender but then I put it in unity it looks like this . I tried added the material but I never seen material like this .This is how the model looks like when I tried to add the material (I am trying to make it into a vrchat avatar. )

misty lantern
ornate mesa
glad aspen
#

So eyes, bag & Jewish side hair? 😉

#

How many material slots does the model have?

misty lantern
#

Hair has the wrong material and the bones are a offset a bit, but that shouldn't be unfixable

#

The eyes probably use some kind of UV animation for changing expressions which doesn't work in Unity one-to-one, but you should still get some kind of eyes when you assign the eye material to the eye material slot

ornate mesa
ornate mesa
misty lantern
#

I'm not sure what would I check
Seems like you're on the right track, just having some challenges getting the textures, materials and material slots to match

ornate mesa
#

What I meant by cheacking it is to see if it has any other problems that I don't know about

#

The first time I made a mmd to avatar one someone told me it had a problem and they fixed it for me

royal blaze
#

Is there a specific pixel art style this is called, as I am relatively new to pixel art and would like to replicate something like this

eager mist
#

Question what is a good resolution for a UI button and resolution for a small icon ?

smoky spindle
#

and is small

rose wagon
#

Can somebody help me fix my health bar scaling?

untold cloak
#

Hiya all, Im pretty new to unity and have never imported anything there before, I tried importing this house I made in blender to test it out but the colors are all wrong

#

This is how it is meant to look btw

royal blaze
misty lantern
hoary pawn
untold cloak
misty lantern
tender frigate
#

Why does this happens to my sprite?

misty lantern
tender frigate
misty lantern
tender frigate
#

And everytime when I open up the sprite editor the previous slicing is lost

trail stag
#

how come unity isn't able to correctly figure out my little bat model? exported in fbx and tried adjusting normals and other things but it never quite gets it right

proper carbon
#

How can i export a Scene so i can import it into Blender?

glad aspen
#

Fbx exporter asset in the u ity registry prolly

eager mist
#

I have a weird problem with my model

#

When I orbit this part sticking out of the helmet, the front goes transparent

#

its fine in blender

#

and thats the only thing part of the model that does that

outer halo
#

Flip the normals of those faces.

eager mist
#

ok

#

Ill try

#

It worked thanks!

solar arch
#

I think you have an overlapping faces, judging by the screenshot

jade solar
#

👆 these are animations, any idea if i have a switch i can turn on, that these animations automatically play in the assets window?
(currently, i have to drag each prefab/animation into the game world to see how they look, which is no ideal solution).

jade solar
#

EDIT: solved (me idiot..), i can just double click them, this open prefabs view and i an then switch through each.

north wolf
#

or see through effect

#

whatever this is

solar arch
north wolf
#

i need to click multiple times on the same pixel to make it more opaque ig

fallow cedar
#

When using global illumination, is having both realtime GI and baked GI enabled redundant? Should i just use one or the other?

split garnet
#

I'm very new to Unity so I hope this makes sense.

Let's say I wanted to create some basic geometric flat coloured shapes in my game like this:
https://theme.zdassets.com/theme_assets/9969920/333349b307ed7d53924cb798f551f4cbd310c097.png

Maybe I'm making a game like Thomas Was Alone, or Thoth, and I just want a bunch of flat colourful objects that I can reshape by dragging vertices.

Would it be better optimised if I used Sprite Textures designed in Photoshop, and used the Sprite Renderer to tweak the exact cropping of them, or used Mesh objects where the actual colour itself is coming from within Unity (let's assume for argument's sake that I'll never want to change the colours or shapes dynamically after initially importing them into the scene).

Sorry if this is badly worded, or if I just plain don't understand the dichotomy between the two options. Just experimenting with Unity and don't want to make the game way harder to run than it needs to be,

regal nexus
#

when i import my 2d block into unity which is 8x8 pixels how can i make it look better and not that blurry?

misty lantern
#

best to disable mip mapping and compression as well

faint bone
#

when attempting to configure my model's rig, it does this to the hands. apparently this is how they look in their t-pose

#

this is how they should look

#

(if this is in the wrong channel i havent been here in a while srry)

regal nexus
#

how do i make my 2d block the same size as the tilemap grid because its 8x8 pixels so its really small

misty lantern
buoyant swallow
#

So in my game, im planing to make it so that you can purchase decals for your spaceship. eg racing stripes while still being able to change the color of your ship? what would be the best way of doing this? A game i took inspiration from basically has a plain texture of the vehicle and then layers e.g racing stripes on top of it. from the looks of it, the plain texture is just an AO (that is also colorable). How could i replicate this in unity?

distant coral
#

Hello I'm Having an issue with material skin colors. Frankly I don't even know what's happening anymore.

She has two skin colors: One of which I'm changing it to have a corset piercing instead.

  • original skin color (I plan to use with/without harness)
  • skin color with corset piercing (I plan to use without harness)

For some reason on the original avatar (which I purchased with a scene including the avatar ready for vrchat upload) both materials appear causing the black to look faded (brown color) When I drag the fbx into the scene it fixes this problem but I'm stuck trying to figure out exactly how and what to add for toggles/dynamic bones/colliders to work again

Is there any way to fix this and avoid all the trouble?

candid badger
#

Hi, what is the best workflow/format to use to send somebody a completed scene file?

#

They want to take all the assets within the scene and port them to a different scene as-is

#

So what I am thinking of doing is putting everything in the scene into an empty gameobject with 0 transforms, making that a prefab, and sending them that prefab

#

Will this break anything?

celest mist
#

Why exactly cant I drag more sprites into the tilemap?

sullen plank
sullen plank
flint verge
#

i have a mesh with 3 submeshes and 3 materials

#

problem is that reordering materials (which are all the same standard shader), for some reason forces a material use on several submeshes

#

meaning, sub 1 and 2 will use single material

#

how is that even possible

obtuse oyster
#

Shouldn't happen afaik. Are you doing this in the inspector?

flint verge
#

code and inspector, same result

flint verge
#

it only works in one configuration

#

i have no clue, i cant find any info online, nothing in docs

flint verge
#

fixed, was problem with my code

obtuse oyster
#

Why did it not work in the inspector then 🤔

tribal pivot
#

@sweet mauve click on the sprite asset in your project (on the bottom of the screen), then on the right inspector set filter mode > point (no filter)

dry geyser
#

if I make a model in Blender, animate it with a rig, and then after I try to make a LOD1 LOD2, how do i get the animations to work on all 3 LOD's Do i just export for first LOD and unity will make the others work? or is that 3 armatures? or is that what the avatar is for? my animations are done with bones and vertex groups on a single mesh. can 1 set of bones work on all 3 meshes LOD1 /2/3 ? or is there something I can go research for LOD models + animations export from blender to unity?

#

im exporting animations in the Non linear action editor

karmic beacon
#

How do you deal with merge conflicts in unity, specifically for the scene? I'm using Github Desktop and every time we have a merge conflict, it seems like we're forced to lose tons of progress from one user

obtuse oyster
#

It does an alright job of handling basic merging of scenes and prefabs. Though you should still avoid modifying the same files through proper project management.

karmic beacon
#

thanks for the tips

distant coral
fair pollen
#

Model in Blender

#

Same model in Unity. Is this... Okay?

#

Same model without light.

obtuse oyster
#

Blender's view on vertices is different to Unity.
Different applications store vertex attributes in different ways, Unity needs separate verts for different attributes. Which can be colours, normal information for smoothness/hard edges, UVs, etc

fair pollen
obtuse oyster
#

🤷 sure

fair pollen
#

Thank you very much, so i just tested it, and in editor around 4mil tris i feel to 40fps, so i guess i should aim for around 2-3mil verts budget?

#

Any links you can give me to read on optimization for models specifically for unity/blender?

#

Sorry if questions are stupid, not a 3d modeler myself 🙂

dire sparrow
#

This armature won't import to unity, only Armature.001 imports successfully. What is this armature and how do I import this one?

flint verge
#

basically didnt clear the buffer as a result first the whole mesh was put in 0, then part 2/3 were put in 2, and then 3 in 3