#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 72 of 1

obtuse oyster
#

Is this why you're a point, not a pointcache 😐

flint verge
#

why what

#

i changed to point because everyone calls me point

obtuse oyster
#

Makes sense :D

flint verge
#

now we prevent hashing collisions

elfin cedar
#

I have a problem with my PSD asset

#

When I try to import a sprite in PSD format to rig it in my unity file, if I have already all the images (the limbs and other details of my character), I have to select Multiple in the editor, right?
Well... When I do so and then I apply the changes, my sprite suddenly disappears

elfin cedar
#

(Nevermind, I solved ^^^ )

sly dagger
#

Hello.
How do you avoid the texture quality becoming low quality when imported to Unity?

fluid oak
cobalt crest
#

help plz

outer halo
cobalt crest
#

how do i change colour?

outer halo
#
  1. Create a new material
  2. Assign the material to your mesh
  3. Change the colour of the material
#

Your issue is, you can't modify the default material of a mesh.

cobalt crest
#

my player is like this in the prefab folder

#

okay

#

ill try

#

if i add a new material shows this.

outer halo
#

Make it 1 and replace the default material with the one you've made.

sly dagger
sacred bay
#

u can set the compression there

sly dagger
jade turtle
#

how do I make the color appear on both sides?

obtuse oyster
#

Duplicate the faces and reverse them. You should turn on backface culling in your modelling program to see it there too

jade turtle
#

ok, i'll do that

green latch
#

Backface culling off will work best

scenic yarrow
#

is it weird that the textures of the ak47 model i made looks different in unity?

#

substance:

#

unity:

fluid oak
#

Do you have one in specular and one in metallic? Ate you missing any channels?

scenic yarrow
#

well

#

i have a base map, mask map, normal map.

static goblet
#

How do I add a piece of 2D image into the 3D world?

#

It's a png image with transparent background

fluid oak
scenic yarrow
#

does anyone know why is this happening?

static goblet
#

Hi, I'm trying to export a model with its texture into Unity. The model is made with Blenderkit materials. How exactly do I achieve this?

#

I tried exporting the object to a fbx file, but when I drop that fbx into unity, it only has the mesh

#

Ok I see I can take the .jpg images out and wrap them into material in unity

#

But that's very time consuming, for each model I'll need to do the same for albeido, normal, etc

#

Is there any quick way to export them all

fringe frigate
#

how do you import ms

#

models

scenic yarrow
#

you can setup the material in blender

#

and you MUST have the textures in unity

scenic yarrow
misty lantern
scenic yarrow
#

i used the hdrp metallic export

tender frigate
#

This happens when I try to import a sprite this show up

#

And the slicing has some problem

#

And when I open sprite editor again it became this

rancid fable
obtuse jay
#

very new to this but what software should i use for sprites/ ui elements

dire wind
wicked bone
#

So I'm working on a 3D model that used to have multiple materials (now condensed into one png material)
When importing the png, the transparent parts were now turned to black and it causes the model to look like this
Any ideas here on how to fix this?

lime pollen
nimble iris
#

hi, is anyone around?

so I got image files but i've a feeling unity wants me to create a tileset first. I can't seem to find anything about creating a tileset in unity

misty lantern
#

Googling "unity tileset" immediately offers third party tutorials as well
Are those not what you're looking for?

neat trout
#

when I use to draw my fbx files into my scene it would import at 100 for x y z, and would also import with mesh renderer

#

but now when I'm import them it imports at 1 for x y z, and only has transform in the inspector

#

idk what caused it to change but I did to undo it

fluid oak
devout leaf
#

Guys is there anyway to make my 3D or 2D building assets always appear far away?

Kinda like a skybox as I just need a distant city look with a fixed camera

fluid oak
#

Can't you just bake them to a skybox, then?

nimble iris
#

@misty lantern thanks. ya my issue was silly. I did it right but couldn't see the results because the preview window was hidden. I had to click drag it up from the bottom of the unity window.

blissful mason
#

Why is the model inside out

obtuse oyster
blissful mason
#

I fixed it

#

thanks

celest dock
#

Wondering if someone could help me

#

How do I update my prefabs and prefab variants if the model was changed

#

In my case an extra bit of geometry was added

manic coyote
stoic harness
#

hi, how can i export my scene in unity into a png? preferably with transparency? i've been using the program to pose my 3d model and practice lighting/rendering. I'm not sure how to google it

celest dock
#

@manic coyote I didn’t find anything for his video that helped, maybe I missed something

manic coyote
#

Or maybe go into prefab mode and change the prefab there?

celest dock
#

@manic coyote so I have a model update eg a button was added to a shirt. In my project I have a ton of prefab variances with different shaders. Import the new shirt model didn’t propagate the new button to the variants

tiny marten
eager mist
#

Does anybody know a tool I can generate a material out of a set of textures

#

Like highlight all the textures and have them all set on the material properly, instead of having to do it manually

solar arch
#

if you embed those materials into your 3d models, there's a chance the materials will be assigned correctly once extracted from the object

#

like... small chance

#

the common ones, such as mainTex and normal should be properly assigned once extracted from the model

cedar burrow
#

Im new to unity, and I can't find UV mapping, cause i gotta fix the textures on a model; before you say anything yes, I have looked on google and have watched 6 tutorials

spice onyx
#

i added a blender model with cell fracture but it still has the cracks but is just one big cube,cant edit all the smol cracks

eager mist
covert vector
#

best 3d modeling apps?

outer halo
covert vector
#

and is free

outer halo
#

They're not Unity applications, they're third party. Any can export models you can import into Unity.

#

Blender is free.

bitter vine
#

How do I import my .fbx file without it looking like

#

Some parts look like they are glitching out

novel inlet
solar arch
bitter vine
#

i fixed it. the normals were flipped

night palm
#

Having the most annoying issue ever that's been bugging me for months.
How does one make the texture constant even when editing the transform of a 3d object?
The textures tend to stretch and squeeze. I'd like them to stay relevant. I figured unity would have like an option for this but I can't seem to find it.

zinc mesa
#

show examples of what you're seeing..

night palm
#

here.

#

I want the texture pattern to stay constant in size instead of constantly scaling to the object.

oblique stump
night palm
#

what exactly is probuilder?

oblique stump
oblique stump
#

inside unity

night palm
#

like an addon to unity?

#

oh, I see. is it in the package manager?

#

do you have a link or a source to a tutorial on how to use probuilder for textures?

#

ah, I think I found one. thank you so much for your help!

eager mist
#

Yes it's in the package manager they bought it and incorporated it awhile ago, also progrids is good to have

#

@night palm

night palm
#

I see, thank you.

#

I'm assuming probuilder is like a do-it-yourself sort of 3d asset maker?

oblique stump
# eager mist for built in

there might be an asset, but generally you drop the things you have into slots and it all works πŸ™‚

oblique stump
#

Realtime CSG, UModeler, ProBuilder

night palm
#

thank you thank you

oblique stump
oblique stump
#

why doesn't unity write what FBX settings to use for Maya 😦

#

like why not document what their importer does?

#

they obviously made some decisions here

#

like why would a model imported from an .mb file render tessellation differently than an .fbx of the same file?

#

it was a difference in scaling.

misty lantern
oblique stump
#

does anyone have assets to recommend for LOD generation? for example, to create billboards inside unity

oblique stump
#

or any experience exporting instanced geometry in FBXes? it's unusual that autodesk's converter has a checkbox for it, the history looks right in maya, but it's not indeed instanced

static goblet
#

Hi, I downloaded and imported a low-poly asset from the asset store, but I'm unable to drag & drop the prefabs into the scene, any idea why?

#

I can open the prefab to view them but am unable to drag them into the scene

solar arch
eager mist
#

Hi guys, I'm starting to integrate a character from blender to unity. And I run into an issue with the cloak.
So I made a small test with a simple subdivised plane, and the issue is the same.
Any idea why I end up from the first image (blender) to the second one (unity)?
The armature is a simple cross subdivided here with auto weight.

oblique stump
night palm
#

trying to add a PBR shading graph.

#

Though, it's not showing up when I do create > Shader >

#

where can I find where to add PBR graph

eager mist
oblique stump
oblique stump
night palm
#

I'll just use the lit graph for a triplanar.

eager mist
oblique stump
#

it's not clear why it's so glitchy

eager mist
#

So you think I should be able to have the right result anyway, okay I'll continue to search ^^ Thanks

#

Humm wait, when I upload on creator3d to check the fbx, it's not that broken

#

Something is different with unity rigging, it seems

#

I should ask on the animation channel if the problem is reduced to this

oblique stump
#

is this rigged?

#

does your animation look correct in blender?

eager mist
#

yeah I said there is a simple cross armature ^^

oblique stump
#

if so, bake the animation

eager mist
#

oh, like the bake don't work on the export, let's try

oblique stump
#

i'm not sure if blender will correctly export what you need

#

hmm

#

are you sure you can't just use maya lol

eager mist
#

sure yeah xD but simply baking on the deform bones (because it was a quick test) destroy it
wait, but the animation is ok when I read the fbx, it's really just inside unity πŸ‘€

#

I'll try to share more stuff if people are curious

night palm
#

I put in a texture but it just comes out white.

#

does the texture have to be a certain texture type?

#

trying to make a triplanar shader.

eager mist
# night palm

did you try with a default texture? but you got an error on the uv
try the texture with a simple shader if you think it's broken

fluid oak
#

@eager mistYou might have your maximum bone weights setting too low for an object like that.

fluid oak
night palm
#

got it fixed

eager mist
fluid oak
eager mist
fluid oak
#

Unless you're targeting mobile/web you can usually leave that pretty high, especially if you only have a couple objects that actually use that many bones.

eager mist
#

I'll remember that ! But I would probably reduce it to at least 4 bones if I do the skin myself

fluid oak
#

Well, less is obviously better.

static goblet
#

Why do stuff look great in Blender

#

But much less appealing after importing into Unity

outer halo
#

Because you need to recreate the look development in Unity.

#

That means using equivalent or custom made shaders and of course deal with the lighting to closely match how you have it set up in Blender.

oblique stump
# night palm

are you trying to use shader graph in a non URP or HDRP project? it's weird that it's pink

strong ibex
#

if i have a sprite atlas that contains all my item icons and during runtime i use atlas.GetSprite to get those icon. Is is better to not use sprite atlas and use a prefab or scriptable object to store those sprites instead ?
since atla.GetSprite clones the sprite which breaks batching anyway. so for my case i couldnt think of a reason to use sprite atlas

fluid oak
#

And if you use a prefab or scriptable object for your items, the sprite data can still be packed in an atlas.

strong ibex
#

however for my case, i have a sprite manager which holds all my atlases reference. and im also caching all sprites get from using atlas.GetSprites into a dictionary. as time goes by the memory used by sprite manager will be doubled since most of the item sprite have been cloned

#

and according to my search on the internet it seems there is no way to get a sprite from atlas without cloning, so im thinking have a scriptable object to store those sprite to prevent the doubled memory

fluid oak
#

The 'cloning' is just the rect data; the actual texture remains a reference to the atlas. (at least, according to the docs)

#

from the docs, The clone will use the packed texture of this atlas.

#

Though I think you're starting a bit late into the process and not really explaining what you're trying to achieve so it is hard to make a good recommendation?

strong ibex
#

spriteManager has 2 dictionary, one contains all my sprite atlas and another one contains all sprites get using spriteAtlas.GetSprite (more like a dictionary for sprite cache).

#

so i used to suspect it is atlas.GetSprite's clone design that might "doubled" my memory usage. thus im considering whether to shift my sprite atlas's item sprites into a scriptable object instead

undone lance
#

Hi , quick question. I have this asset that is made of two parts , a bottle and the lid. When exporting to unity should I apply transform to all objects so that all parts are 0,0,0? doing so offsets the lids origin to the same origin as the bottle. I am just unsure what the correcct approach is

oblique stump
tired wedge
#

can probuilder be used to edit the mesh of imported objects? I want to create an environment in Blender, but I may want to make adjustments in Unity

oblique stump
#

you're better off creating the scaffolding directly in unity with probuilder/umodeler/realtimecsg

#

exporting to FBX, then round tripping to an appropriate editor for details and props

#

because level building dedicated tools will follow the right traditions for games, like how UV mapping should work, whereas blender will not

tired wedge
#

UV mapping shouldn't be a concern for me, but I'm curious what the "right traditions" are for games

#

I find probuilder very unintuitive

#

so I just want to use it to make small adjustments to the layout when I playtest

#

but again if you have an article or vid explaining why this would be incorrect I'd appreciate it

fluid oak
fluid oak
#

You can also use polybrush to make small edits that are applied to the mesh filter instead of making a separate mesh.

oblique stump
oblique stump
#

i don't really know how to describe it but it's like it's triplanar before there was triplanar

#

so that you can paint with tiled textures

#

it's like Terrain texturing except for everything

#

unity doesn't really have this because it uses PhysX as the basis for stuff like FPS movement

#

which is also why it's sort of bad for FPSes

#

you can definitely use blender to build an environment

tired wedge
#

I did some research and most say doing terrain (like mountains, hills, trees...) would be better to do in Unity

oblique stump
#

umodeler also has really good fine editing tools

#

oh

#

do you mean you want to build a landscape

#

environment is kind of an abstract word

#

you definitely want to do natural landscapes in Unity

#

using the native terrain tools. gaia pro is good for shortcutting huge environment design

tired wedge
#

otherwise people say it doesn't really matter which program you use to model environments

oblique stump
#

there are a ton of great landscape tools

#

what do you wanna make?

tired wedge
#

I'm making a small town

#

today I shared it with my team and it worked fine in our project

#

by just adding a mesh collider

oblique stump
#

yeah it will all be alright doing it this way

#

i think if you know how to paint it great

#

you can use MeshSync (in pins) for a more interactive experience

tired wedge
#

I'm using trim sheets

fluid oak
#

Whenever you can get away with using primitive colliders(box, sphere, capsule) instead of meshes you will get an improvement in performance, though there are tradeoffs with how convenient mesh colliders are.

tired wedge
#

thanks for the tip
I'm not doing terrain right now, but I'll keep that in mind

fluid oak
#

Basically, the terrain object handles stuff like dynamic tessellation detail and stuff.

#

For small stuff or more fancy stuff, mesh terrain can be useful

shrewd radish
#

Hey guys im confused about something. When i create a sprite in aseprite with the canvas size being 1920x1080 and then put it into unity. Its bigger than the camera, even tho the camera is set to the 1920x1080 option

#

Like if i just painted a big rectangle 1920x1080

oblique stump
#

to make sense for your game

fluid oak
#

Yeah, the only thing in 1:1 pixel scale in unity is ui.

shrewd radish
#

Ohh right

#

Thanks

#

So if I set it to 1 rather than the default β€œ100” it should work?

eager mist
#

hi i dont know anything about art. i do draw sand terrain on 2d sprite

#

sand, grass, dirt, concreate

eager mist
#

need advice on how to search for top down photos of real terrain

fluid oak
#

Have you tried google?

eager mist
#

but the pics im trying to get are topdown photos of terrain

#

desert terrain, soil, field, winter, fall

eager mist
#

OMG either im searching incorrectly because i cant get top down photos, helicopter verticle down photos of terrain

lofty geyser
eager mist
#

i types in "drone" "aerial view""top (+= down)" and "above"

#

nothing good came up. so im now using google images to take snipshots, which isnt technically adhering to policy.

lofty geyser
#

Use the USGS EarthExplorer

#

and these

eager mist
lofty geyser
#

anyway, I was going to ask if Unity is ok with attached models, or if I have to boolean everything together

lofty geyser
#

and add a satellite map layer like ESRI Satellite, then export that

sage stone
#

hi i don't understand why my png looks so bad on object

sage stone
#

but the png is 32x32

fluid oak
#

Turn off compression then, I suppose.

sage stone
#

is that not the case ?

#

in compression i pu none and in the filter mode i put point

fluid oak
#

Check your settings for PC build?

sage stone
#

same thing ?

fluid oak
#

hm

#

Are your UVs fucked? What does it look like on a normal unity plane

sage stone
#

i think the png is the problem

#

i found it !
my project settings was eighth res

#

thanks you for your help

dense brook
#

Guys what 3d design software is the best?

#

I'm going to use blender, but is there any better one?

outer halo
dense brook
#

Ok

#

So

#

If I want to make an RPG ALONE should I prefer 2d or 3d? Which will be better (and easier to animate)?

outer halo
#

Up to you. Don't let the internet make that decision for you.

dense brook
#

RightπŸ‘

#

Well I think I'll use 2d to make it classic style

#

And then remaster it to 3d when I can

#

So any good 2d software that can work with unity?

manic coyote
#

paint works

dense brook
#

No. I want something that can animate.

#

Paint is good, but I'll need 200 projects for an animation

outer halo
dense brook
tribal pivot
#

Help!

Textures have a normal map, right? But they ALSO have something called a roughness texture.

The problem is, the normal map can be assigned to a material, but there is nowhere to assign the roughness to.

Where is the roughness field?

outer halo
#

Unity uses a smoothness property instead for their default shaders.

tribal pivot
outer halo
#

Drag it onto the texture box as you would with albedo

tribal pivot
tribal pivot
outer halo
#

Yes, the smoothness controls the Metallic or Specular properties of the shader. Hence why the slider is indented underneath.

tribal pivot
outer halo
#

You make a custom shader that supports the mappings you need

#

But they're kind of the same thing. What parts are smooth.

brave gyro
#

does anyone know if I can somehow assemble my shapes in Aesprite?

#

at the moment i put them together in unity to assemble the full charecter, but those psd imports look cool, is eapsrite work in similar way so I can drag whole charecter in ? (and preview the charecter in aesprite!)

weak nimbus
#

Dont know if this is the right channel but i have a problem with my blender materials

#

If i import materials to my unity project they just turn black, im currently using URP in unity

outer halo
#

Blender materials don't import into Unity. They just come in as basic lambert materials. You need to remake the look in Unity.

hollow crescent
#

how do you even create textures

outer halo
#

You paint them in the modeling program, or you use something like photoshop.

hollow crescent
#

ok

#

ty

proper sandal
#

whats the general feeling on buying assets to make games with? are there ever any issues with that?

fluid oak
#

"Don't use that one spider head thing asset" I guess

proper sandal
#

looool

hollow crescent
#

why can i put a image in the thing below not the console the project

potent wraith
hollow crescent
potent wraith
#

What's the file format?

hollow crescent
#

it just shows that

potent wraith
#

extension?

hollow crescent
#

its croatian

#

sorry

potent wraith
#

It doesn't show the extension

#

Check the file properties

#

I think. I don't know croatian

hollow crescent
#

ok

potent wraith
#

Is it JFIF?

hollow crescent
#

yes

potent wraith
#

I don't think that format is supported by unity

hollow crescent
potent wraith
#

Yeah. You need to convert it to one of the compatible formats.

hollow crescent
hollow crescent
hollow crescent
#

how do i make this text not be vertical

#

@potent wraith

potent wraith
hollow crescent
potent wraith
#

For starters open the scene view tab. How are you even editing the scene without it..?πŸ˜…

potent wraith
#

That's not what I mean

#

You seem to have skipped some of the basics of working with unity.

#

I suggest looking for some tutorials on unity UI/tabs and basic workflow

hollow crescent
potent wraith
hollow crescent
#

didnt write but

potent wraith
#

You can't "open it". You can select it to inspect in the inspector. These are basics of working with unity.

hollow crescent
#

ok

#

ty

potent wraith
#

the text is a component on a gameobject.

#

If you view it in the scene view, you can see the gizmos that allow you to adjust it's size

#

you can also do that via the inspector. The component responsible for ui positioning and sizing is "RectTransform".

#

look at the manual to understand what each of each properties do.

hollow crescent
#

ok

novel garden
#

Just a general question related to modelling. Let's say I have 2 completely different meshes. Completely different vertex counts as well. My goal is to have a way to smoothly morph one mesh into the other (probably through Blender's blendshapes). Is there any suggested way to go about this? I'd assume that a first step would be to equalize the vertex counts between the two meshes. Is there any way to automatically equalize the number of verts on two meshes?

devout leaf
#

I was just thinking this way the cities would appear curved instead dead on

obsidian moon
#

constructive criticism on sci-fi smg?

#

i know light a little grainy my pc isnt good enough to render really lots of samples

#

anything would be apreciated

safe oriole
#

I don't know if I'm asking for help in the right spot, sorry but

#

Anyone know why all of this white stuff is appearing on the side of this model?

#

I don't know how to fix it-

lime pollen
safe oriole
#

Any idea how I can fix that..?

lime pollen
safe oriole
#

...sorry but how do you do that? I'm a little new-

lime pollen
safe oriole
#

Alright, jeez...
I commissioned it

lime pollen
#

you should ask the person that you got it from to fix the shader then

safe oriole
#

Alright, thanks.

orchid dust
#

Having trouble exporting to unity tried exporting as different files types but the mesh is getting distorted. There is some problem with the fbx and being exported. Any help is appreciated.

feral nacelle
#

Is there a way to preserve this hierarchy? Preserve hierarchy setting does nothing.
I'm doing an FBX export / direct import from blender, same thing.

#

For Model files that contain only Animation, you can enable the Preserve Hierarchy option to prevent hierarchy mismatch in your skeleton.
Preserve Hierarchy is for animations hmm

#

It seems like collections are never exported to FBX

#

Does anyone know how to convert them into empties?

barren carbon
#

hey is there someone who can help me with a texturing issue? it involves Substance painter and blender

outer halo
#

Just ask your question

#

Also, there is a blender discord.

barren carbon
#

yea but i need it to work in unity

#

because i use it in unity

outer halo
#

That's a stretch, if the issue is with Substance and Blender.

#

Anyway, just ask your question with details and anyone who knows can help.

barren carbon
#

what is the best way to remove this seam(they are the different objects but they work in a modular way)

#

like this

barren carbon
#

nvm fixed it

obsidian moon
#

Any constructive critisism on sci go emu

barren carbon
oblique stump
barren carbon
#

yea I am now in my testing fase and I was figuring out my textures and then I noticed that I had a seam so I change the UV so it would tile

obsidian moon
oblique stump
#

it's tricky to make game ready UVs

obsidian moon
#

yeah im not making a AAA game to be fair so im sure it will be fine lol

oblique stump
#

does anyone have experience with the heretic asset?

obsidian moon
#

smoothed it a little and added a trigger, any more constructive criticism

peak anvil
#

guys i made a simple house model, and i want to make the texture, how do i do that

vocal otter
#

anybody know what happened

ripe mist
#

how do you generate high poly objects? i tried to import Blenders sculpting sphere, but my shaders still treat it as one big vertex

glad aspen
#

you probably need to apply modifiers though usually they get applied pre export

devout aurora
#

Hey guys, can I get some help on weight painting? I'm having a really rough time trying to keep a limit of 4 bones per vertex on faces.

devout aurora
#

Yeah I found this but it doesn't restrict the limit to 4, it just removes the lower weights and leaves me a lot of clean up work. then I'm left with vertices with more then 4 weights and have to repeat the process and it just seems really tedious.

#

or is that actually restricting? let me read it over. maybe I missed something.

obtuse oyster
#

Maybe it's just a thing you apply afterwards. I've never used it before

#

I've only done weight painting in Maya and Modo πŸ˜„

devout aurora
#

Should I not be using Blender for weight painting? Honestly I'm getting constantly frustrated with the weight painting workflow in Blender and might be worth spending money for something better if it saves me the headache. Is Maya or Modo better?

#

I've only used Blender so that's where my experience is

obtuse oyster
#

Blender should fine fine, switching to a whole other tool for weight painting seems pretty insane to me πŸ˜›

#

How are you managing to make it such a problem? Once you get something down you should lock it so you're not fiddling and adding new values

devout aurora
#

ahh. Yeah I guess it's really only my character's face that's giving me trouble. I have the rest of the body not exceeding 4 groups and it works fine, but her face is giving me a lot of trouble.

#

probably just cause I'm an amature and don't know what I'm doing πŸ˜…

obtuse oyster
#

If you're doing complex things with the face perhaps you are looking for blendshapes

devout aurora
#

That was what I was thinking about doing if I couldn't get weight painting down. I do wanna stick to good practices though and I don't know much about the performance impact of blend shapes.

#

I haven't been locking my groups though. Maybe that's my problem. I've been keeping them unlocked cause I always go back to them and make changes.

#

I guess I'll give it a few more attempts while locking groups and if I can't manage that then I'll use blend shapes hahah.

celest cosmos
#

Guys I am a begginer and I am facing this issue where I cant see my object?

#

Please let me know the issue Thank you

solar arch
#

you're in wireframe mode

#

see those globes (for of them) on the right corner, then choose solid

celest cosmos
#

Oh ok thanks

gray moat
#

Hey; I'm having a weird issue where I have a blender file w/ 4 objects: CharacterRig, TopMesh, BottomMesh, Helmet1

Top mesh and helmet 1 are similar, but they're all at the same level, so when the get imported into unity, I get an fbx prefab like

MyCharacter
| CharacterRig
| TopMesh
| BottomMesh
| Helmet1

When I drag my fbx prefab into the scene, I can unpack the prefab, and all my meshes are still visible. However, when I try to make a new prefab out of Helmet1, and delete it, I can no longer see the mesh when I drag it back into the scene. Even if I set the root bone to the correct instance of the character rig.

Any ideas? Using 2021.2.14f1 for unity and blender 3.0.0, I just have no idea why the skinned mesh component would cease to function when it works absolutely fine in the fbx prefab

Also if I toggle these objects in the hierarchy they show up just fine when I re-enable them, but I can't make or instance a prefab of them

proper laurel
#

UnityChanHuh Hey everyone!
for our current project, I want to use normal maps I generated in Substance Painter. I use OpenGL maps as a preset, but still at least one channel seems to be flipped. The shadows on the bricks are up, while the light comes from above. Does anyone have a right workflow for getting normal maps right in Unity? UnityChanBugged

glacial vector
#

Which export preset are you using @proper laurel? Painter can export both types regardless of your project settings

misty lantern
proper laurel
proper laurel
glacial vector
#

Then make sure you drag the correct output normal into the export output

proper laurel
flint sentinel
#

Hi, I imported my sword from blender to unity:

#

the problem is, I am not sure why I am getting that black little hole in my sword and how to make it look like it does in blender because lightning or something is completely different

outer halo
#

You have inverted normals on some faces of that sword. There's a link pinned in this channel that covers how to fix it.

flint sentinel
outer halo
#

Light your scene?

#

If you don't want to use any lights on your sword, use an unlit shader on it.

flint sentinel
#

this is with completely white light:

#

as you can see it's way different in blender

outer halo
#

Of course it's different than blender. You didn't match the lighting and look between the two programs.

flint sentinel
#

so I need to play with values to get it right?

outer halo
#

Sure, among other things.

#

Like exporting your texture from blender to use as the albedo in Unity

flint sentinel
outer halo
#

I don't use Blender so I don't know.

mossy garnet
#

How do you folks handle 2D Sprite Animations? Do you use the Animator? Any import scripts? Etc.

#

Specifically from Asepsrite

fluid oak
#

The black triangle looks like a baking error, likely caused by overlapping triangles

celest cosmos
#

Alt z lol

cobalt lake
#
  1. How to manage the art resource project of large-scale games
  2. Google Play forcing 64-bit App related issues
  3. Questions about repackaging scattered AssetBundle resources
  4. The difference between API Compatibility Level .net 4.x and .NET Standard 2.0 in Unity
  5. SRP Batcher fails in Unity 2020 version OpenGL ES3
    How to Manage the Art Resource Project of Large-scale Games
    https://blog.en.uwa4d.com/2021/12/16/how-to-manage-the-art-resource-project-of-large-scale-games/

How to manage the art resource project of large-scale games? Google Play forcing 64-bit App related issues; Questions about repackaging scattered AssetBundle resources; The difference between API Compatibility Level .net 4.x and .NET Standard 2.0 in Unity; SRP Batcher fails in Unity 2020 version OpenGL ES3

#

This management process will be better for you to manage your art at the beginning of you projects

high nest
#

Hi, can someone help me πŸ™‚ I have a strange problem. I import multiple objects and their instances into unity from Blender. All objects are using one texture palette and are UV mapped. But for some reason 1 object and its instances are black. And 1 object is ok but their instance is black.

fluid oak
storm bobcat
#

Does anyone know why my model looks (fairly) decent in unity's standard render pipeline but like crap in HDRP?

high nest
fluid oak
fluid oak
high nest
high nest
#

my material is setup as basic as it can be set up

fluid oak
#

That second one was replying to Majestijn πŸ˜›

#

But I do see that you have instancing disabled?

high nest
#

when I'm saying instancing I mean my other objects are using the same mesh but for some reason couple of them are black while others are working correctly.

pine copper
#

So i have a bit of an art problem - I have a multi layered isometric y as z tilemap. but the top and bottom layers bleed together when a top edge meets a similar tile thats lower layer (like sand meeting sand). ill show a SS to show what i mean. My thought is to put a script on the camera that tweaks the lower layer opacity or something depending upon what layer your on, allowing you to iterate thru the layers and also simulating atmospherric perspective. thoughts?

#

its not as pronounced here, but when its a bunch of the same tiles its hard to differentiate between the layers, visually.

mossy garnet
pine copper
#

ahhhh good point

#

hadnt even considered it lmao, but its obvious now

outer halo
#

@eager mist Don't spam

oblique stump
#

do you want to make a clean isometric pixel art tile map?

oblique stump
#

see pins

pine copper
#

its an adventure to say the least

#

Its going well ish tho

static goblet
#

Hey is there any quick way exporting a Unity scene into Blender?

high nest
# oblique stump the normals are wrong

If the normals were wrong the objects would be transparent. It was the first thing I checked. I just needed to scale up all of my objects by like 900x XD. The person who worked on those objects prior to me made them on a microscopic scale.

fluid oak
supple fable
#

I have a model which has tentacles with cool animation. I would like to cut down just one tentacle but keep the animation but the model is not splitted into several parts so I need to cut down it in an external modeling software. How can I do that but I can keep the animation?

smoky steeple
#

quick question, i have a 2d game with 3d elements sometimes, i usually just bake the lighting but here i'd like it to be dynamic however the light here doesnt work, the model is completely flat, why is it? very new to 3d in unity

fluid oak
#

@supple fable that depends on your external software...

supple fable
gusty folio
#

Hi guys, I just want to know what's the workflow for making a 3D model and then adding collision to it that will automatically work with the character collider?

Eg. I want to make kit peices, eg. a hallway segment, an interior room corner, etc. etc. and I want to add collision to them.

#

Last time I did this was in UDK (Unreal Engine 3) and you exported an FBX which had 2 separate meshes inside it, with a specific naming convention, eg. the one starting with the letters "COL_" was to be used as the collision mesh, the other was the visual mesh

#

Maybe I just make a prefab with 2 meshes, and set one of them to a layer that I'm using for collision?

burnt dune
#

What is the best free app for making art things in games

#

I heard krita is good

oblique stump
burnt dune
#

2d

burnt dune
pine copper
#

depends on the style. i personally like aseprite for pixel art and affinity designer for higher fidelity 2d design

oblique stump
burnt dune
#

Ill just try diffrent ones

oblique stump
#

nobody trains on ipads so it's not like there's a program that is what everyone uses

#

does that make sense?

#

it sounds like you have mangaka style if you use krita

burnt dune
#

Ok

oblique stump
#

that's it.

oblique stump
pine copper
#

So im using perlin noise to generate the below ground layers, and then trying to use rule tiles to place surface anatomy

#

but my rule tiles seem to be affecting all layers, regardless of sprites used in the generator

#

do rule tiles override similar tiles? its just a generic isometric rule tile

pine copper
#

nvm i think it was how i had some folders set up

gusty folio
gusty folio
oblique stump
untold edge
#

Does anyone know the workflow for making an FPS gun these days? More specifically the materials/textures. Basically I see people uv/texture painting their weapons, and it creates these complex textures for albedo/ao/normals etc...but then you can only use those textures for that one gun.
So what I wanna know is, is that the normal thing? Have an albedo texture per gun. And then let's say you wanna add camos to your guns, you now need an extra albedo texture per gun per camo.
So 5 guns, 5 camos = 25 albedo textures??
As oppose to having great uvs on your model, and then you can just use any camo texture on any model and it would work fine

misty lantern
#

@untold edge usually yes, one albedo/whatever per weapon
Camos and skins on the other hand tend to use generic repeating textures overlaid on the gun by a shader

untold edge
misty lantern
#

Still, modern triple-A games relatively speaking don't give a damn about their disk size or asset load times so it wouldn't be surprising to find games with 25 albedos per weapon

misty lantern
#

There are many ways to optimize this stuff, depending on what kind of weapons and skins you need to have

#

Planetside 2 had guns that were almost entirely composed of shared generic textures and parts

#

I'm sure someone does

untold edge
shy fox
#

DM me if you can

outer halo
#

@shy fox You've been told already to just ask your question.

shy fox
#

the question is how to make this art style

#

just simple

outer halo
#

Great, you can share your example and ask that very question. If anyone here can help, they'll reply.

hasty hazel
#

hey everyone, sorry if this isnt the right channel, but is environment building better in tiles or hand drawn as a whole? I was never sure of how to create environments for games.

fluid oak
#

Define 'better.'

gusty folio
gusty folio
# hasty hazel hey everyone, sorry if this isnt the right channel, but is environment building ...

Sounds like you're talking about 2D games specifically? If you keep learning about how it all works under the hood, you can marry that with your goals and get a performant game that looks good.

Talking about 2D games specifically, using tiles is one of those things that will save you development time and also be more efficient for the computer to manage, at the expense of flexibility and everything being on a grid.

Also a lot of the 2D games you're thinking of probably don't use "hand drawn" graphics directly but polygonal geometry with enough points to make curved terrain and textured to give it outlines etc. Graphics cards are focused on drawing polygons with textures on them so this can be very efficient too. Unity has level editing tools for creating your levels out of curved shapes like this (though I haven't used it yet)

Games that do use actual hand drawing look will have to manage the large textures required so as not to blow out the video memory on the video card and make everything run slow.

#

Actually if you post screenshots of what you're talking about that will help people answer.

pine copper
#

I used a perlin noise generator (check resources for the code) and a tileset to generate tilemaps

#

it looks like this

hasty hazel
#

ive considered perlin noise

#

and thats random?

pine copper
#

basically yeah

hasty hazel
#

very nice

pine copper
#

i used multiple generators and multiple tilemaps for multiple layers

#

but if you mess with the settings, particularly scale, you'll get nice distributions like that

hasty hazel
#

i like how its like a natural topography there

pine copper
#

ye eh

#

also you can throw in blank tiles into the tilelist that the generator pulls from

#

and keep scale near zero for plant like distibution

#

i also used an z as y tile map, and offset z by 0.125 for a slight height variation

hasty hazel
#

do you have a reference to the project you're working on?

pine copper
#

nah im just kinda building things as i go

hasty hazel
#

oh nice

pine copper
#

using different tutorials

#

the perlin noise generator code is in the resources channel tho

#

i posted it yesterday

#

it works perfectly

#

you just need 3 scripts

#

and all i had to do was change the one script to use monobehaviour, attach them all to a empty game object named generator, and plug in the variables

#

the editor generator script in the dev blog didn't work on my end

#

but its for seeing the heightmaps and is kinda useless anyway

hasty hazel
#

still a cool demonstration nonetheless

pine copper
#

πŸ‘

#

UI is really easy to do too

#

and its easy to implement lol

#

code and design wise

hasty hazel
#

Im working on a dialogue heavy game, ui for that using dialogue systems by pixel crushers right now actually

pine copper
#

noice

#

sounds hype

hasty hazel
#

everyone loves a stardew valley clone

pine copper
#

straight up

hasty hazel
#

except with no farming

#

lol

pine copper
#

I'm trying to make a boom town simulator

#

western genre

#

your the mayor

#

try to survive the various perils of the desert and of mayor life

#

but its very early still

hasty hazel
#

like a tycoon style game?

pine copper
#

yeah

#

leaning more management tho, less building

#

like simcity

#

you build infrastrucutre

#

allocate lots

#

etc

hasty hazel
#

i cant imagine the amount of scripting needed for that

pine copper
#

its gonna be insane

#

tbh

hasty hazel
#

i just buy the frameworks from the asset store

pine copper
#

im probably gonna do a deep dive on ai soon enough

#

i want a simulator ya know?

#

but i can code a little

#

and i went to art school so i can do the assets

#

or buy them from itch.ios asset store (tons of 16 bit stuff)

hasty hazel
#

yeah its full of stuff

pine copper
#

ye eh

hasty hazel
#

you can always kitbash assets

pine copper
#

true

hasty hazel
#

combine them and make your own

pine copper
#

im animating everything by hand rn 😭

#

this is the base for a character

#

not even the full directional anims and idle

#

plus whatever else lol

hasty hazel
#

i actually finished 2 idles and walks for my game today, other than that and a dialogue test im not making much progress eithert

#

im so bad at walk cycles

pine copper
#

does he have a duck hat hahaha? rad

hasty hazel
#

yupppp

#

gotta animate him smoking a cigarette

minor fern
#

How could I make this less claw like?

pine copper
#

hmm

#

i think its the L shape in the fingers

#

if you straighten them out or extend them a bit i think itll look a bit less claw like

#

hard call tho

gusty folio
gusty folio
#

It's good to look at examples of actual pixel art from the 90's to see how they dealt with this stuff

#

@minor fern you have something like what's on the left and you want something more like what's on the right

minor fern
gusty folio
# minor fern ah ok, I will try that

Yeah - what I did is not exactly what you want, but you actually have more to play with than you realise when you add or leave out "outline" pixels on the corners to suggest how sharp or gentle the curve is

minor fern
gusty folio
#

Oh ok that changes things. So you still need the fingers curled then, just not so sharp

gusty folio
#

I mean it doesn't change things entirely, the point still stands, but I was just focusing on straightening them entirely

#

These pixels make it look really angular, try replacing them with the outline colour, or a shading colour

#

and then you'll have to adjust the outline

#

maybe devote some more pixels to the tops of the fingers wrapping around

minor fern
gusty folio
#

Also changes things if you're doing a piece of sprite art or an icon, I assume an icon with those heavy lines. If it's art you can do a lot more with shading colours to suggest things

#

With practice you can get a feel for adding slightly darker / transitory versions of the adjacent colour to suggest an edge that's halfway between pixels

minor fern
gusty folio
#

If you want it for an icon you want more "readable" over "aesthetic" anyway
You probably were ok sticking with 3 fingers for an icon too

#

But yeah it looks more like a natural hand than the claw for sure

minor fern
gusty folio
#

You're definitely getting the hang of it, far cry from the claw πŸ˜„

vast matrix
#

@uneven surge can u show me the hierachy of the model?

#

it looks like ur waifu is sparated to parts by cutting half lol

uneven surge
vast matrix
#

lol its the most basic

#

wait

uneven surge
#

wait i fixed it

#

thanku anyways tho ^.^

strong wasp
#

The red one is the original

#

The coloured is the variant

#

When I deleted the red one the variant gets deletef as well

solar arch
#

proly bcos the coloured was parented to the original?

strong wasp
strong wasp
#

Ah not like that

strong wasp
#

How do i make it like .fbx

solar arch
solar arch
#

you can export it if you want with fbx exporter

#

i think what you're looking for is to make a new prefab instead

strong wasp
dry locust
#

sorry if I am on the wrong channel but I have ripped some textures from a game but I wanted to know what they are all about. I am start to learn modeling and wanted to know if somebody can tell what are these

#

base

#

this one

#

which is probably for the npr properties

#

like from here

#

PLAY THE PROTOTOYPE: https://raymondafcripps.itch.io/feline
Support on Patreon: http://patreon.com/raymondafcripps
Join the Community Discord: https://projectfeline.com/discord

In this indie game dev log episode, we will be continuing the development of Gabriella's in-game character model for Project: Feline! We will be learning how to create a...

β–Ά Play video
#

and this one

#

which I don't know

#

I am here only because the game is in Unity

#

and maybe you guys know what it is

outer halo
#

They just look like specific colour channels of the main texture.

#

However, we don't allow discussing how to use ripped assets in this discord.

#

And really, without knowing how the asset was put together, it's impossible to say what those textures were used for.

dry locust
#

I am only ripping to study how the game textures work

#

I am not using to sell or things like that

#

but yeah ok thanks bye

wild quest
#

How to edit atlas?
For example i draw new enemy and i added that to atlas, how to change old atlas with new one?

grizzled magnet
#

Hey guys, I'm currently creating color palettes for my application and was wondering what would be the best approach to put them into unity so I can assign them in the inspector?
I know there is the possibility to add a color library, but that's a rather ugly solution as it can get quite confusing when adding multiple versions for a single color

silent slate
#

Hiya, does anyone know how toscale a pixel art character properly? This skeleton here becomes all blurry as I try to enlarge him.

fluid oak
#

Set the filtering of the image to point.

silent slate
#

that worked like a charm, thx ❀️

feral mason
#

I'm trying to put these f%&$in' eyebrows onto this guys stupid head, and the alpha transparency is being annoying.

This is what it's supposed to look like, of course, without the white.

#

This is what happens when the actual texture is applied. With Alpha Transparency on, for some reason, instead of being transparent, it just fills in everything else with black? Am I missing something? Is there some obscure box that's un-checked?

oblique stump
#

is there a way to have the photoshop importer create a UGUI layout instead of a sprite layout for the prefab output mode?

#

can i just replace the sprite renderers with a ugui image and the transforms with a recttransform somehow?

oblique stump
#

nah i can't

lime pollen
feral mason
#

@lime pollen The entire face is a single mesh : ^(

#

It's even all weird in the preview on the bottom right

lime pollen
feral mason
lime pollen
feral mason
#

I tried that before, but it just makes the entire thing black.

lime pollen
feral mason
#

Tweak the transparency setting?

lime pollen
#

actually you should probably turn off alpha clipping

feral mason
#

Alpha Clipping ticked / unticked doesnt make a difference

lime pollen
#

tweak the transparency then, might be a blending issue

feral mason
#

Where can the transparency even be adjusted? I don't see a value anywhere

lime pollen
#

should be under blending mode

compact summit
#

how do i get the lines to travel along the length of the pole and not in circles like this? using substance painter

feral mason
#

Do you mean, under a shader graph?

lime pollen
#

no it should be there if you set surface type to transparency

feral mason
#

@lime pollen None of that did anything, but, I did realize, the texture was set to Detail Inputs only. It was missing the surface input. Now that the Base Map for both inputs is provided, it works accordingly. Thanks anyway, for your help

fluid oak
feral mason
#

It just happened to be that high when I took the screen shot. I was sliding it around, testing things out

#

Like I said, though, the primary issue was that the Surface Input had no Base Map. Only the Detail Input had one

fluid oak
#

Ah, yeah, that would do it too.

sage talon
#

If I open 2 unity editors, and just drag things from to the other. Is that a bad way to do things?

fluid oak
#

Depends on the context.

sage talon
#

prefabs and scenes

fluid oak
#

You are probably better off exporting a package and importing that into the new scene. Less chance of breaking things.

misty lantern
#

Exporting and and importing them as a package will consider these references

sage talon
thorny flint
# compact summit how do i get the lines to travel along the length of the pole and not in circles...

Seems to be a UV or texture issue.
If the texture only has circular grain, you could minipulate the UVS to make the rings appear straight, but they may not line up, and you will also lose a lot of other detail (because you would have to squish the UVS alot to make a curved edge appear straight)

If your texture has both Circle grain AND straight grain, you just need to adjust the placement of the UV's for the pole.

junior current
#

Hey guys, I have problem with my heightmaps when i'm looking my object with a specific angle (when i align my view with my model surface tangent). The borders appears very strangely, just like if another part of the texture (black here) was applied to my border
When i reduce the height map intensity, it lower this artifact (intensity of 0 make this problem disapear), and if my view is aligned with the normal of a face, i can't see this artifact neither.

#

Thanks a lot in advance !

hot epoch
#

hi guys, just made an object and place the bones on it them in object mode i moved the bones and the object to the centre but when i press to select all objects (double a) i have what it seems 2 dot thing where the object was before ... what is that thing and what is that for ? how can i move it as well to the middle ?

fluid oak
#

@junior current that is a common problem with parallax mapping.

#

It depends on the shader you're using.

eager mist
#

ello! brand new to all of this so please bare with me. I'm trying to render/convert assets I have for a game called conan exiles and for hair, I'm stuck on what to do. if there's any tutorials on unity instead of blender that would be great, everytime I try to open my asset on blender it wont open.

lime pollen
eager mist
#

ripping assets?

eager mist
outer halo
#

As above, you'll have to look elsewhere to find help on how to take assets from other games (also known as ripping).

eager mist
#

oh no! sorry I didn't mean taking or ripping assets from the game! I meant being able to make this game ready, but quite frankly I just need to learn how to make the asset in unity before importing it into the game. sorry should have clarified

fluid oak
#

That's well and good, but we also don't know anything about the game format here either >.>

silent slate
#

Is there a way to automically generate 2D animation (and animation controller) based on sprite sheets with identical layouts?
I just rigged one character, and don't want to have to rerig the entirety of the next character

compact summit
junior current
junior current
misty lantern
#

Can't say I recognize the issue
That material is probably fine without parallax height maps though

junior current
#

yea when i remove the height map everything is perfect except that there is not height simulation D:

#

I reproduced it on a new object.
On substance painter everything is okay (1) but on Unity, it's just like if the texture was bleeding (2)

#

I have put some padding between my UV shells but it doesn't change anything

misty lantern
#

It's not normally worth it to use height maps for ordinarily grainy surfaces, a normal map would be fine
You'll want it for stuff like deep cracks or grooves, or uniform surface patterns like scales or coins or something

#

It's very easy to run into distortion and visual artifacts with heightmaps, though it shouldn't be that significant
Can't say if there's a problem with the export process or if unity's height shading is just that different

junior current
#

Okay thanks for the info, my last screenshots were just for tests

#

Oh just found the problem ! It's coming from substance, during the exporting process i check "using dilation" so it was filling the blank spaces in my output textures with a combinaison of the color of the neightbout shells, so it killed my padding. I used no dillation to have my blank padding back and now everything is okay πŸ˜„

#

Thanks for your help anyway πŸ˜‰

sage talon
#

SHould I use Unity cloth on my chracter, or something else?

brittle rapids
#

Anyone know why these lines keep appearing on my game display?

glad aspen
#

probably from neighboring tiles spilling over

misty lantern
#

@brittle rapids Add margins for the tiles on the tilemap texture, or pack them into a texture atlas which does that automatically

novel garden
#

If I have two meshes with equal vertex counts, what's the best way to have 1 morph into the other? Shrinkwrap + Shape keys in Blender? Is there a way to guarantee that each vertex on Mesh 1 gets matched with a vertex on Mesh 2?

wooden wigeon
#

Hello, one question, is there a way to select the texture maps and based on that create a material to make everything easier?

pulsar nebula
#

How do I fix this ? looks ok under shaded option in Blender

woven cradle
pulsar nebula
woven cradle
#

\o/

fluid oak
fluid oak
silent slate
#

Is there an easy way to import a sprite like this into a Unity animation? I having to drag each frame into the animator is pretty annoying, especially if I have several of these

fluid oak
wild dirge
#

Hello there , I have a spritesheet consisting of 8 8by8 pixels

The first raw is the water surface and the second is water itself

Top raw has the topmost pixel line missing but apart from that all other pixels are the same blue

Alpha is at 75%

Problem: I can set a custom physics shape for the top row but not the bottom. Any help or ideas is appreciated ❀️

outer halo
lime pollen
shut halo
#

alright fair I'll delete this then and repost there^^

devout leaf
#

so uh something has clearly gone very wrong,

#

help?

#

blender fbx files are not have a very good time..

misty lantern
# devout leaf help?

There's something wrong with the geometry and/or topology of the mesh
Modeling programs are more tolerant to those errors than game engines

devout leaf
#

another thing is the whole model is very smoothed? its very low poly in reality

misty lantern
#

If you can figure out what's wrong with it exactly then sure it's fixable

lime pollen
#

check your import settings

carmine wagon
#

Can someone help me in unity

#

I created a movement system for my capsule (first person movement ) I’ve set the speed and everything. It can jump and perform actions e.t.c

#

But now I want to replace the capsule

#

With a model how do I do that

jaunty gorge
# carmine wagon With a model how do I do that

if you made the character controller in an empty object
you should find the capsule module in the children objects
then you can go to mesh renderer component and replace the capsule with any module you want

paper nacelle
#

I'm having trouble importing animations from Mixamo. I create an avatar from the Mixamo model and I create avatars and configure the other animations as humanoid using the avatar I mentioned before as a reference, but the feet of my character do not seem to follow the path they should, however the animation is displayed correctly with the Mixamo model. What I can do?

#

In addition, the model is rotated and lifted off the ground

eager mist
#

Why does my material get distorted?

#

It's expected to look like this

#

But in Unity, it just looks slightly off (ignore the metallic thing)

boreal mango
#

what are your poles looking like? (compared to the expectation)

eager mist
#

What do you mean by poles?

boreal mango
#

the very top/bottom

eager mist
#

Oh, got it

boreal mango
#

ah, i guess your texture is just missing part of the poles

eager mist
#

So why does it show up in blender normally but in unity unusually?

#

This is the texture.

boreal mango
#

you could try using a different one (in case that works for you)

eager mist
#

...

#

So there's absolutely no way of fixing it.

#

(and yet blender renders it fine)

boreal mango
#

ah, so it does work with the sphere in blender... give me a sec

eager mist
#

Alright

boreal mango
#

so, i think this is just a problem with unitys texture mapping, this is gonna be a bit annoying, but you will probably have to do the wrapping with a custom shader

#

i mean there is always another option ^^

glacial vector
#

Are you exporting the sphere out of blender @boreal mango?

boreal mango
glacial vector
#

Try triangulating the sphere in blender before you export it

boreal mango
#

@eager mist ^ might work

glacial vector
#

My gosh I keep mistagging, my bad

iron flame
#

hi Δ± was trying to import the map into unity from blender and even if my map is perfectly connected in blender, there are problems in unity

#

do you have any idea how to fix it

boreal mango
#

try recalculating normals

boreal mango
misty lantern
#

@eager mist Is it the same mesh? Blender's and Unity's default spheres have different UV maps

#

(Or rather you can't expect them to have the same UV mapping without veryifing it)

empty inlet
#

Does anyone know any program to layout my application, before passing it to unity?

brazen bluff
#

When I bake high poly details onto a low poly mesh, is there some way to use the normal map from that bake in a generic way? Like I have multiple generic tiling materials (think wood/metal/etc.) with their own base and normal maps and such. I know you can add multiple materials to a mesh renderer... can I like make a material that is just the normal map from the model bake and put that "under" the generic tiling material and have that actually work?

fluid oak
empty inlet
brazen bluff
#

That's certainly good enough πŸ˜›

#

Thanks Okayge

fluid oak
#

To use one material

solar arch
eager mist
solar arch
#

I used to forget to apply scale when unwrapping in Blender thus messy textures... try that too

solar arch
#

ctrl+a

#

or google it real quick

eager mist
#

I clicked Scale and it made no difference.

solar arch
#

then I've no idea, sorry πŸ₯²

eager mist
#

Oh, managed to fix it now.

#

I just needed to import Blender's sphere into Unity.

misty lantern
wary frost
#

Hey could someone help me with exporting blender assets to unity?

solar arch
#

why not just export it as fbx?

wary frost
#

I did\

#

And this pops up

solar arch
#

that just a log? did you encounter any errors?

#

I mean, did blender export successfully or?

compact summit
#

anyone know how i can get rid of these lines on this SFM velociraptor i imported into blender?

kindred zealot
#

I have created a model in blender and rigged it using Auto Rig Pro. I have downloaded free animation packs from unity store and they all come in .FBX files. How do i take their animations and apply it to my model in blender ?

eager mist
#

Can you put photoshops overlay blending effect into 2D Unity?

delicate plover
#

Hey everyone! Happy Saturday!! A quick question my team couldn't figure out last night anywhere. We were trying to construct our collision boxes in blender, then use that mesh in unity as a mesh collision. Since we are building for Oculus (android), expensive processing is a big concern. We know that mesh collisions can be expensive but if those meshes are simple boxes, would be using the 'mesh collision' option still be more expensive than using unity's collision boxes?

lime pollen
lime pollen
delicate plover
lime pollen
delicate plover
#

Mainly because we have a lot ahead of us and the blender workspace is preferable for this sort of thing.

#

Also, just curious if using the mesh primitive option actually changes how the data is handled.

lime pollen
#

I assume unity treats mesh colliders differently, yes

delicate plover
#

Well shucks, we can stress-test it to see if it truly matters but all signs point to: use unity boxes.

round crow
#

must a base sprite color not be black so that i could easily recolor it on editor?

#

welp

apparently i have to make sure they're no black colors

jolly wraith
#

hi, not sure where to ask this, but is there a software that can turn part of a video into gif easily?

fluid oak
fluid oak
fluid oak
delicate plover
#

Yeah there will be a lot. Not the end of the world by any means, was just hoping to save a bit of time by doing them in blender.

round crow
#

for simplicity reason i'd rather recolor all the sprite parts to white…

#

my sprite's a mere stick figure though

#

like, a simple stick figure?

fluid oak
#

So?

round crow
#

so?

compact summit
patent tusk
#

nice

crystal swift
misty lantern
minor flicker
#

Im totally fine if you have tutorial or something, but i really didnt find anything

fallow thorn
#

Hey I am having a surprisingly difficult time doing something that should really simple:

I am trying to make something like this... a perfectly tiling texture made of just soft brush dots.... photoshop does not have a tiling mode, and aseprite doesnt have a soft brush, so I am really struggling in figuring out how to do this

frigid widget
open oak
#

not sure if im right here but im gonna ask my question

how do you manage your repo/s if you want to include unity, documentation and artifacts/raw files of other programs(3dmodeling, Audiomixer etc.)

do you create one monolithic repo that includes it all or one per topic?
lets take blender for example..
the unityproject works with fbx files so i will include these in the unityproject itself, but i want to keep my blendfiles. should i create a new repo for these or just create a subfolder in the unityrepo?

crystal swift
#

sorry for the late answer-

misty lantern
# crystal swift yes!

The bounding box for frustum culling is being incorrectly calculated for whatever reason
The setting Update When Offscreen can stop the culling which should be okay for first person arms

#

Not recommend for objects you don't want rendered 100% of the time

static goblet
#

I'm using the color picker feature in the Unity inspector

#

How do I copy the color exactly?

#

Say I have obj A and obj B in the scene, and obj A has some material attached to it

#

I'm trying to copy a part of objA's color (exactly) over to obj B

#

Not being able to do that with the color picker because the rendered color in scene also has ligthing info encoded in it

flint sentinel
#

Hi, I was wondering how can I fix my textures something like Blender UV but I can't find anything:

flint sentinel
# lime pollen <https://www.youtube.com/watch?v=Y7M-B6xnaEM>

I know how to do it in blender I was wondering if there was a way to do it in unity and there is:
https://www.youtube.com/watch?v=7XSPwH7dOIw

In this part of the Unity ProBuilder tutorial series, I'll show how to use the "UV Editor" tool in the ProBuilder interface. This tool allows you to edit your UVs as well as unwrap the UV! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU.

Contents:
0:00 Intro
0:33 What is the UV editor?
1:53 Adding a material to a face
2...

β–Ά Play video
prisma fulcrum
#

Exported my blender project, found out how to attach the texture files, but now the UVs are all wrong

#

They were correct in blender

#

But they're wrong in unity

#

Anyone know what the issue could be?

#

Some of the things that should cast shadows also aren't casting shadows, like planes

#

Fixed the issue with planes

wise parrot
#

Hey can someone help me why is my model doing this it is and FBX, I've tried alot of suggestions online and couldn't find anything, all help would be appreciated

obtuse oyster
#

It's hard to tell what it's doing. Is it just skewing? If so, remove the non-uniform scaling in the object by applying scale in your modelling program

#

@wise parrot

compact summit
solar arch
#

google or youtube would proly the best for you

compact summit
eager mist
#

the big circle is the eye i assume

safe prairie
#

Hey guys, is there like a best practice for "cross-project" asset managment? Like for organizing and sharing 3D asset libraries and plugins and code utilities across projects and physical locations through the wire?

I am looking things like https://assetstore.unity.com/packages/tools/utilities/smart-library-200724 combined with something like https://assetstore.unity.com/packages/tools/utilities/symbolic-links-tool-179941 but it seems very ad-hoc and with a lot of gaps in the workflow and possible issues. I guess this is a common problem, there must be something I am missing.

Use the Smart Library from Bewildered Studios on your next project. Find this utility tool & more on the Unity Asset Store.

Use the Symbolic links tool from UsernameHed on your next project. Find this utility tool & more on the Unity Asset Store.

fluid oak
nova fox
#

I'm trying to get textures on a model that I downloaded but I don't know why its not working. I have dragged in all of the png files and the fbx file, but the model is just white. Anyone know what I have done wrong?

misty lantern
#

But that's just for the embedded materials
Usually you'll want to recreate all those materials in unity and assign the textures to those new materials

#

As the material assets that are packed in the .fbx cannot be modified by the editor

compact summit
eager mist
#

Shrink it and put it on the eye I’m triggered XD

compact summit
#

maybe that's why the UV looks so weird

eager mist
#

Oh okay

crystal swift
#

i couldn't have found it without you

random garden
random garden
#

dm me the result, thanks!

#

(no pay btw)

deep imp
#

when i have a flat wall with windows, should i create two textures, eg one with concrete/brick texture and one with the window/glass texture and section them off in sketchup before importing, or should i create one texture that features everything already in it. i assume the first way might decrease performance, but might make it easier to apply different shaders for the glass material etc?

#

note that i am quite worried about performance, this is not about modeling a few houses, but modeling thousands of skyscrapers in late game, so i want to keep the buildings itself rather low poly.

fluid oak
#

For thousands, you'll probably want to not be using transparent windows at all except for the very closest ones.

slow warren
#

hi is there a way to paint in polybrus vertex colors like on pic
i tried to select faces with pro builder but it's not compatible with polibrush

slow warren
#

and why polybrush select two faces floor and wall from pro builder?

toxic steeple
#

I have a very basic question -
I have a robot with a spinning saw wheel as a weapon made in Blender. The blade rotation animation is made in Blender.
The saw wheel is blunt so instead of cutting, it should kind of hit off objects tangentially.

How do I set collider for this? so that if it hits a cube, the cube gets force applied on the point of contact.
Also, should I animate this in Unity instead of Blender?

#

Like for eg. If I create this flipping bot, the flip animation in Blender, how do I apply force at the contact point of the other bot to make it "flip" from that particular point and not any axis

misty lantern
# toxic steeple I have a very basic question - I have a robot with a spinning saw wheel as a we...

Either you do the whole thing with physically spinning rigidbody using constraints, or you can use a non-spinning collider which upon contact detects the point and adds a force vector to hit object at that point https://docs.unity3d.com/ScriptReference/Rigidbody.AddForceAtPosition.html
But that's physics, not art asset stuff
Spinning animations are usually much cleaner to do with code, rather than keyframes in either unity or blender

toxic steeple
#

I read about ForceAtPosition, can it kind of define a particular point on the other object?

#

Say a corner point of a cube's face?

misty lantern
#

If you know what point it is, you can convert it to world space units for this method

toxic steeple
#

I also would like to spin it in Unity only, because speed of spinning should affect the hit force...

misty lantern
#

Sure

toxic steeple
misty lantern
#

It does

toxic steeple
#

Maybe I am overthinking this. I should try this, the basic physics might be handling it right? :/ If you drop a cube it kind of falls like a ragdoll only..

toxic steeple
toxic steeple
#

Great, so I can use a mesh collider, get contact point, convert to world points and apply force?

#

Will that affect the object?

#

Thanks, I will try this out.

junior current
#

Hey, is anybody using substance Painter here ? I have problems when exporting my height datas from substance into an heightmap for my material, i don't have the same "depth effect" than in substance and I have many strange artifacts, i think i've missed something.
(at the moment i simply export my height channel inside substance as my heightmap for unity)

torpid mica
#

Why is the wheel collider incorrectly rotated? All the objects have a rotation of 0 and their local axis are facing the global unity axis

deep imp
fluid oak
#

Then just a texture is probably more than fine

#

If you use separate meshes LODs will be trickier after all

deep imp
#

i have windows just flat on the facade, that was basically the question, if splitting a flat surface into several textures is bad

#

performance wise

#

i could probably test it by importing one building a few thousand times and see

deep imp
#

yeah, it's showing the same face with different materials as a lot of meshes:

torpid mica
fluid oak
deep imp
#

using an image of windows on a wall instead reduces the mesh from 25000 triangles to 120 triangles. quality does suffer, but that's gotta be the better way to go. It's most likely also less work in the long term

#

actually it's not too bad, i increased the size of the image and it looks fine now

fluid oak
#

Also doesn't need nearly as much antialiasing

pine copper
#

looks at 300k tris and 400k verts from terrain nervously

quaint raft
#

why on unity some faces are invisible

eager mist
#

hey guys, I'm trying to equip this robe on my character, the robe is from an asset store model. my character is custom (I modeled him in blender) and is using a mixamo rig. any tips?

#

I tried getting the asset store model to use the same mixamo rig, but no luck. goal is to apply that model's clothes and items to my model.
*How do I get the rig and bones to work with the skinned mesh renderer from one model to the other model?

subtle mortar
#

hey guys, Does ArtEngine allow Camera Projection/Mapping? (I.E. it has tools?)

jade furnace
#

if so, then reverse them again in Blender

#

Then again, it could also be your texture

scenic yarrow