#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 73 of 1

scenic yarrow
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flip the faces in blender

fierce quarry
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Idky in blender and even in the 3D viewer, both eyes are visible, yet in unity, even after exporting the model (path mode copy, and embed textures, as the hair wasnโ€™t being colored at first)
His eye still wonโ€™t show

scenic yarrow
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thats odd

fierce quarry
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Not sure how to fix it

carmine scarab
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Im having troubles with an old proyect that i have, and error shows:

ProceduralMaterial' is obsolete: 'Built-in support for Substance Designer materials has been removed from Unity. To continue using Substance Designer materials, you will need to install Allegorithmic's external importer from the Asset Store.'

i checked but apparently the importer has been also deprecated, is there any way that i can fix this error?

fluid oak
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Not unless you are capable of updating the substance importer yourself ๐Ÿ˜›

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You can save out the textures from the substance and then use those without the substance importer though.

deep imp
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well yeah, but that terrain is for the whole map, i was comparing one building, a 8km x 8km city can have like 50000 buildings in the end. so it's important to me to simplify how i will design the buildings.

warped flicker
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hello everyone could I get some help, super new to unity, how do I do this

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I got my facial features as albedo + alpha textures

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you know how in blender you can just do this, what's the unity version of it?

solar arch
warped flicker
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I just want to combine 2 materials that's all

fluid oak
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@warped flicker it depends on your render pipeline, how complicated a blend you need, and whether you want to code a shader or use shader graph. You can't actually blend two materials in quite that way but you can pretty easily combine multiple textures. If you are using the default lit shaders and only need to combine two textures, you can just put the second texture into the 'detail texture' albedo slot of the material.

warped flicker
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I don't get it

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sorry

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I got this

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the white space is for the facemask

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in blender i'd just do what I mentioned, match the underlying material to the material for the rest of the body

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and then just "slap" the features on top like a decal

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through a texture + alpha

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adding the texture to the albedo slot gives me this

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I add a second texture to the "detail" slot like you said and I see no changes

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if I alter the albedo manually it changes the whole color of the texture

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@fluid oak thanks for the answer btw

glacial vector
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@warped flicker with your current setup, you would need the background colour in the main albedo map, the mask in the detail mask, and the eye texture in the detail albedo

glacial vector
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Right cause it's in overlay blend mode... Yeah you'll have to make your own shader

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You don't need anything complex but there's no built-in graph editor on the old render pipeline

wise narwhal
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Hi everyone someone have any idea how can i achieve this ambient occlusion effect on the trees so we can't get much that look of a plane texture

glacial vector
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Some solutions like speedtree bake AO to vertex colour based on distance from trunk/branch

wise narwhal
wispy vessel
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does anyone know why fbx anim files don't work? they usually get stuck in the "bike" pose when trying to get them to work on my character

glacial vector
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You would use a lerp with your eyes in A, colour in B, and the mask in alpha @warped flicker

flint juniper
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Does anyone know how to move the position of the whole lens flare itself?

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I'd like to move it to where the sun is at the bottom left so that the flares originate from there

flint juniper
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Ahh nevermind I figured it out, however the lens flare is not showing up in play mode!

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Are they able to show up in play mode at all?

misty lantern
flint juniper
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Yeah, I am in URP

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I've already made one that works fine, it just doesn't show up at all in game mode for some reason

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Where can I find these importable examples?

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@misty lantern

misty lantern
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Game mode uses the scene's camera so if I had to guess the lens flare needs to be enabled on the camera in some way

flint juniper
misty lantern
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Flare layer is for BiRP, not URP

flint juniper
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Oh, didn't know that (I am still relatively new at using unity)

misty lantern
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URP's lens flare is a type of post processing
If post processing is disabled on the camera it would only show up in scene view

flint juniper
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Oh! How do I check to see if it is enabled or not?

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Is this something I look for in the inspector of the camera?

misty lantern
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Yes, "Post Processing"

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Under Rendering

flint juniper
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That worked!

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Thank you so much for your help!

misty lantern
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@flint juniper Oh, I should warn you that running the URP sample scenes silently overwrites URP pipeline assets with its own, which may cause confusion later
which I just noticed

flint juniper
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The project I used was URP but without the sample scene~ I ran it and it doesn't look like anything has been overwritten so I hope I am safe haha

oblique stump
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is anyone familiar with vray scatter?

misty lantern
# flint juniper

That's a different sample scene
Only the extras which you would download from the package manager will override your settings

flint juniper
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Ohhhhh gotcha

misty lantern
deep imp
warped flicker
fluid oak
copper pelican
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idk if i came to the right place, but what did i do wrong here, i tried parenting the gas mask to the models rig(used automatic weights) but the mask starts acting funny, other stuff work

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it is connected to spine 006(highlighted one)

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nvm, imma just parent it to a bone in unity

jade furnace
copper pelican
eager mist
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Hey, ta posebn.

jade furnace
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So, if you check the weight paint section of blender, you can see how the mesh is influenced by the bone

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Even if it's assigned to Spine 006, it's possible that there is some influence from Spine 005

copper pelican
copper pelican
eager mist
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how can i disable backface culling on a model imported as a .blend file?

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can't find anything in the import settings that helps

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never mind - for some reason my normals are weird..

misty lantern
shy fox
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how I change this pose to the T pose

copper pelican
misty lantern
eager mist
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Hello, I hope that's the right channel for this - I've run into this problem while exporting a character from blender, the clothes shrink beneath the skin. The clothes are joined to the body, and both the body and the clothes were made in mirrored mode, so they should be striclty identical. I've hunted for all ngons, triged the faces, set the origin to geometry, cleaned vertex, applied tranformations, used CATS instead of the standart join Blender join mode, but the problem persist.

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(screened without texture, hope it's enought SFW)

misty lantern
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@eager mist Are there blend shapes or armature bones used to control the area? If so, it's possible to be related to applying transforms
If the clothes seem flicker against the skin, it could be that the geometries are too close

eager mist
misty lantern
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There used to be a warning there that it can cause problems

fluid oak
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The girls just wanna be free.

silver crown
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Hey guys, sorry to pop in and bother- I'm running into a problem that I feel like I've solved before but Im having issues with it a year later.

I have a model I'm importing into Unity (from Blender, problem occurs with obj and fbx) where the texture UV mapping is just slightly incorrect. For context, here is the model and its texture's uv mapping in blender:

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but here is the imported model, with a material for the texture applied to the model

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where you can see the UVs for the texture mapping are just slightly incorrect. Most of the model is fine, but there are these places, most notably on the edges of a face, where there just seems to be problems

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I've fixed this in the past, at least I thought, by disabling 'Optimize Mesh' (and likewise, I can fix it in Godot by doing something similar) but that doesn't seem to fix the problem this time around.

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It seems like its almost blending the area of the texture around the edge of the UV mapping which is causing some of the color bleeding

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Actually, so as a follow up- I immediately figured out the "bleeding" issue which was to disable compression on the texture itself. However, I still have this problem where a texture UV is still slightly off:

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I've double checked the UVs, and they are just fine in Blender which you can see here:

shy fox
shy fox
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How I fix that

silver crown
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Can you elaborate since Im not familiar

fluid oak
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Obviously you don't need to use that software but it gives a good explanation of the problem

silver crown
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Ahh, I see

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Now Im not opposed to this solution- its a good work around and I do appreciate the suggestion

silver crown
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But these are textures that are supposed to be pixel perfect, in my case. The texture padding becomes apparent in some cases, and becomes a sort of stain on the visual

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Like Godot handles this situation just fine, I just have to disable mesh optimization. I just don't see why Unity is having an issue with this

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Not to bring up Godot and claim its better or anything, just as an example of fixes/handling in another engine

fluid oak
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Do you have mipmapping and texture filtering disabled as well?

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Those links explain why mipmaps will bleed if there's no padding

silver crown
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100%

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I feel like Ive exhausted my options

honest lion
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just a question is there a way to create enemy models for my FPS in Unity or would i have to use a 3D modeling software if so how do import the files from said software over to Unity TYIA

barren stump
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not sure if this is the right channel to ask but which sites are generally considerable when it comes to CC0 or similar 2D art to use in open source stuff?

barren stump
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oh kenney was CC0 or similar? neat

manic coyote
barren stump
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public domain, it says, so i would assume so

shy fox
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someone Know about Mixamo?

keen tapir
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hey all, i'm using a 3d model for my player character that i've bought online.
ideally i'd want to make the entire character transparent (stealthed) for some parts of the game but the model is made up of 15-20 separate materials & setting them to transparency mode and reducing their opacity doesn't give me the results i want (some materials disappear completely or lose lots of detail, etc)
is there anything else i could try?

lime pollen
keen tapir
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@lime pollen would i need to apply this shader to every material i have?

lime pollen
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yes

keen tapir
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cheers

native inlet
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hello i made this model in blender its a mesh i brought it to unity but whatever texture i add to it it stays shaded as a color

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same problem with another model

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here's the model in blender

sullen plank
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Make sure you've setup UVs properly and applied texture to the material in Unity.
You can also achieve similar effect procedurally with triplanar shader.

misty lantern
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@native inlet Blender shaders don't work in Unity, nor do Unity's default shaders support vertex colors in case you use those

native inlet
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it was the UVs

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thanks for the help guys

eager mist
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unity fbx import

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blender

glacial vector
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Set apply scalings to FBX Units Scale and check apply transforms @eager mist

eager mist
glacial vector
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Where it says all local

eager mist
glacial vector
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Yes

eager mist
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it is disabled for improts

solar arch
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you need to extract the materials first

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in the import serttings

eager mist
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do not see anything to do with amterials

glacial vector
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Or just make a new material

eager mist
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fdor some reason now it imports backwards

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i think because of Z forward setting

minor flicker
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Hi, is there a chance i can edit materials in unity, which packed in fbx from blender?

urban delta
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(Not sure where to ask but) why is my cylinder see-through? There's always a slice open where the camera points. Not just a editing thing, it happens in-game too

fluid oak
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Yup

gaunt meteor
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My first time working with Unity. Trying to export a VRM model but it says this error line as the only issue. What does it mean, how do I fix it?

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well i did export it, but then i tried smacking it back in like my tutorial said

fluid oak
gaunt meteor
fluid oak
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It looks like the problem is in uniGLTF from the error

gaunt meteor
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But it specifically asked me to switch the hair material to uniGLFT?

flint sentinel
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Hi, not sure if this is the right channel to ask this but I made an image in photoshop that's 512x512px size and I was wondering if I should set max size to 512 in unity too and if that will make any difference?

abstract bobcat
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hey guys, so im exporting a model from blender to unity, but the materials from blender arent exported

flint sentinel
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I am not 100% sure but I think you'll either need to export your materials to unity(if you are using quixel bridge you'll have an option for direct export to unity) or you'll need to bake them in blender and then add them to unity

abstract bobcat
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can you help me with that?

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im new to blender, im a programmer ๐Ÿ˜„

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@flint sentinel

flint sentinel
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I honestly don't know how to do it I gave up after 5 attempts

lime pollen
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alternatively you can bake some of them down to textures but they aren't going to look the same

abstract bobcat
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how can i bake them

abstract bobcat
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can anyone help, this is my model in blender

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and this is what i get in unity

misty lantern
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@abstract bobcat What's the problem exactly? There's a lot of tuning you need to do after importing a mesh to get it look the same

abstract bobcat
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The textures arent applied at all

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They are procedural

fluid oak
hoary kindle
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or alternatively recreate the shader in unity but that can be quite tricky

silver crown
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as a recap, I have a pixel perfect texture mapped to a model (in blender originally), but upon import into Unity - the texture UV mapping seems to have some imperfections

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I thought this was originally an issue with unity's mesh optimization, but I haven't had any luck with that

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Heres the UV mapping in Blender, where you can see its just fine

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Someone recommended "Texture Padding" as a work around to this issue, but
A) I've solved this on an older version of unity before - I just forget what did it
B) Texture padding defeats the purpose of the art style

glacial vector
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How does padding impact the visual style?

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Also my gut instinct would be to try to triangulate in blender before you export

silver crown
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Well the art style is pixel perfect

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Padding, when there is a UV issue like above, leads to pixels being warped

misty lantern
silver crown
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Its maybe similar to Pribambase, I use Texel Density Checker for the pixel-perfect texture mapping, re https://mrven.gumroad.com/l/CEIOR

Gumroad

with Texel Density Checker you can: Calculate Texel Density for model for different texture size (512px - 4096px) or with custom size and aspect ratioRescale UV for getting texel density what you wantUse Interactive Checker MaterialCopy TD from Active to Selected objectsVizualize Texel Density with Vertex ColorsVisualize UV Islands with Random V...

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But right on, I'll try and ask the folks from Lampysprites since its probably something theyre familiar with

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If its helps at all, Godot has a fix for the issue. In Godot, when you import 3d models - it has a default enabled that optimizes vertices in meshes and disabling that fixes this same issue in that game engine. SO really, I'm just trying to understand the equivalent in Unity.

fluid oak
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First of all, Unity has no sense of 'pixel perfect' on UVs.

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Did you try the other stuff I said, about disabling mipmaps?

silver crown
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Mipmaps are disabled by default, so in my case it wasn't the issue. I went over it with some other people and adding bleed to the texture was a "fix" but it wasn't the core of the problem, which is what I was trying to address.

From a group observation, it was as if Unity was optimizing the vertices in the UV mapping:

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So, since thats where the vertices are mapped to, and the green pixel (and others around it) in between the two faces was being rendered in Unity, it was just assumed that Unity was doing some level of optimization and merging the 4 vertices around that green pixel - in this case, merging the two vertices to the right of the green pixel and moving them to the left

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Even though, however, mesh optimization and all of that was disabled.

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While adding bleed/padding to the textures themselves is a work around for cases like this, it isn't a perfect workaround as you lose the 'pixel perfect' fidelity of some textures where precision is required for the look.

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So the understanding, moving forward, was just that in cases like this to make sure to avoid these tiny gaps in between islands when UV/texture mapping in blender as they can cause artifacts when the model is imported into Unity. I say that because either separating that mapping/part of the texture, or moving them together/connecting them fixes the issue - but if there is a small gap like that, it will cause issues (most notably in a case like this, where there is a small gap between the texture mapping of two faces that share vertices on a model)

fading bluff
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can anyone help me? im trying to make a little teleport square that will appear when all the enemies are gone

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and this is the best ive gotten so far lol

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that littlew green square in the top left

fluid oak
silver crown
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๐Ÿค”

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Unity can't handle meshes with pixel textures?

brisk storm
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Hey! I was wondering if you use crunch compression on your textures? We're making a VR game (PCVR) but hope to port it to the Quest later on. I recently discovered the feature and it seems like crunch compression is saving us a lot of space.

I don't really see any difference either between a compressed and uncompressed texture. Are there any disadvantages to using it? Thanks

azure oriole
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Basically unity will convert & compress your source image to DXT and then crunch compression will do another compression on top.

brazen path
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Can I ask question about art and designing logo, characters, etc,.. here?

azure oriole
brazen path
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Thank you.
I want to ask question about designing logos. My team making an open world fantasy game, however this is my team's first time do this kind of game, there are many things that we are afraid doesn't fit the artstyle of fantasy

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This is my team's design of adventure guild logo, we choose the sumbol of the cat because cat likes adventure??, I don't know how to explain correctly. I think the design is missing something, but I can't explain what it is. Can I have your opinion?

mighty hound
mighty hound
brazen path
fluid oak
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Or you can look up how godot handles it, and write your own version in unity.

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Godot is open source, so you can do that.

fluid oak
brazen path
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Thank you, I will consider this UnityChanThink

meager ice
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Folks, if I have hundreds of objects as the child of a gameObject and I want to reset that gameObject transform.position to 0 in Editor, how can I do so while keeping the children in their current position?

manic coyote
meager ice
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Augh. It's just a pain. There's so many kids. =P

manic coyote
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not sure why you're asking in this channel

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isn't this a code thing you can solve

meager ice
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Wasn't really sure if there was a better solution. I wanted to do this with the Editor, without having to code anything.

manic coyote
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then move the parent?

meager ice
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Yeah, I'll do that. It's just a pain in the ass with so many children - was wondering if anybody knew a faster one-two click method... I know Blender has one. =/

manic coyote
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there's click, shift+click..?

silver crown
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Also why would I write a mesh importer in a non open source engine lmao.

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You dont need padding and you are grossly misunderstanding what the problem was.

meager ice
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Anybody know how to prevent handles from drawing over world geometry (like Gizmos)?

fluid oak
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I understood just fine. I was answering your somewhat silly questions/comments. You're the one who kept harping on the subject of 'why can x software do this but y can't,' and the best way to understand that would be to look at how the other software does things.

silver crown
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Why is my mesh having artifacts is a silly question?

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I was explaining that its clearly not the model but the engine having a problem lol

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And I explained what fixed the problem in one engine, but I couldnt find the equivalent in the other. I dont see why youre so defensive of the Unity engine itself to hear someone out on a legitimate problem.

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But I guess someone with a legitimate problem is just "silly"

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Maybe I should have gone with your advice and just "disabled mipmapping".

fluid oak
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I'm the last person who'd defend the Unity engine.

main barn
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Hello, can you please tell me what is the best way to compress such an image without a noticeable loss in quality?

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I set the resolution lower, but then the size increases to 3 mb, apparently due to incorrect image sizes

misty lantern
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I'd re-import it as 1024x1024 and see what filesizes you can get that way

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Or 1024x512

main barn
# misty lantern Don't use non-power of two dimensions in it Stops compression methods from worki...

Okay, I'll try to change the image resolution, but still, some textures in 2k resolution (2048 by 2048) take up too much space. What compression method can you recommend for the Android platform?

The build already weighs under 170 mb due to the large number of such sprites, I would not want to lose much in quality
What is the most preferred compression format for the Android platform. I read about ASTC (for example 4 by 4)
However, the image quality in the editor does not change when changing the compression method, but I would like to see the image quality as when changing the resolution to a lower one (when everything starts to blur a little)

misty lantern
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I don't know much anything about android
If the image quality doesn't visually change in the editor, does it change in the build then? If the image looks the same but the size is lower, doesn't that mean that it's working just right?

main barn
misty lantern
main barn
misty lantern
main barn
misty lantern
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I guess it might change the compression when building if the target platform doesn't support the chosen compression

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Which is why there's a menu for platform specific compression overrides

native inlet
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@trim sedge

trim sedge
native inlet
trim sedge
native inlet
native inlet
fluid oak
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The mods are 'community moderator,' not just any random person who has 'mod' in their name. Though you probably shouldn't be randomly pinging that whole role in an art channel.

tired wedge
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There is a Post Processing package in the package manager, but Unity already has a Global Volume game object in which you can add post processing. Is there any difference between the two?

wicked citrus
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Here is a character I made if anyone wants it for their 2D game

lime pollen
tired wedge
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I understand that, but there are different effects
In Unity by default, you have to create a global volume and apply effects to that, whereas in the post-processing package you have to apply settings to the camera, use layers, add effects to an empty game object, on top of having different settings

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I'm asking if one method should be used over the other, what are the advantages/disadvantages of either--

tired wedge
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I see, thanks

eager mist
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yo if anyone here uses PicsArt, heres a free 3 month gold code (first time users only)
dscrd-8pOL-6Ys3-T
you gotta enter your billing info and i don't really feel like it, i won't use it anyways
also if you do use it remember to cancel the subscription before they charge you after 3 months. if it doesn't work then it's either not avaliable in your region or someone's taken it already

sullen fulcrum
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Hey guys! I just need a second eye. Which render looks better?

glacial vector
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First one for sure @sullen fulcrum. You want the value contrast to put focus on your asset

sullen fulcrum
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Thank you!

fluid oak
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The first one overall looks better but the shading errors in the head are much more visible.

sullen fulcrum
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Ohh ok. What are the shading errors?

glacial vector
woven cradle
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nha that's just the grain of the wood

sweet flame
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Anyone can tell how to get ur made assets uploaded into unity asset store

sweet flame
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Ok thx

eager mist
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This might be a silly question, but is there anything wrong with seperating a mesh into smaller components so that you can save room on UV space? I have a complicated mesh, and fitting all the UV shells into the 0-1 space would be really challenging without quality loss (even with a 4k texture). I was thinking it would be smarter to just split the mesh into two parts, so I can squeeze more room for my UVs

eager mist
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Nevermind

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It's not a huge deal

sullen fulcrum
# glacial vector

Ohh that was intentional. Whoops. Does it look bad? I flattened the sides there to bring it out the shape.

fluid oak
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I dunno about 'bad' but beveling and/or recalculating the normals might help?

dusty jewel
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Any suggestions on what sprite shape texture colors/style I should use for my terrain?
I only use the top and fill textures , no corners for implementation reasons

abstract bobcat
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hey guys, i have an issue importing model from blender to unity -> this is how it looks in blender

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and this is how it looks in unity

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any ideas why and how can i fix it?

proper carbon
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Anyone here who has Experience with Modular Character Clothing and exporting it from blender to Unity?
For some Reason my Clothing doesnt have a Skinned Mesh Renderer when i import it into unity.

Maybe something todo with Weightpainting or the Way i try to export the "Rig" with the "Clothing Object"

I Can do a Screenshare in a voicechat if someone would like to help me out.

lime pollen
abstract bobcat
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reasign them in Unity?

lime pollen
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yes

abstract bobcat
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but thats a lot of work

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like A LOT xd

lime pollen
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yes

abstract bobcat
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and i have about ~30 buildings

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so there's no way that i have to do this by hand

lime pollen
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if you export them as fbxes i think the textures are automatically assigned

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but if you have any blender specific material nodes you're going to have to recreate the material by hand

misty lantern
abstract bobcat
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no

misty lantern
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Yes, if the rotation matches, the perspective should too
Though euler angles are always relative to the coordinate system used, so for example I don't think you can copy blender rotation to unity without converting

scenic yarrow
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i mostly reassign the textures to material byhand

fluid oak
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If only unity had some sort of capability to automate things. Maybe some sort of script that processes assets...

drowsy hinge
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how do you reckon i could make an arm this is what iv got so far. Im aiming for joints in 2nd image. Anyone have any pointers?

arctic delta
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just want to know if you can change the appearance of a parent object like a square into a circle

arctic delta
fresh crest
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any general tips to possibly make my main menu a bit nicer? (sorry for low fps, my obs is wack rn)

regal wing
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Rate game composition and especially UI

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Idk where to put right rectangle as good as it possible

regal wing
native inlet
wild dirge
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Hi there, I'm making a 2D platformer with pixel art aesthetic. Currently some of my pixels are streched. By digging a little around I have come to understand that I need to set up a pixel perfect camera but honestly it doesn't solve the problem and... I will continue digging around but did somebody had a similar problems and if so how did you fix it / what should I look for /tweak ? Any help is appreciated โค๏ธ

fluid oak
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@wild dirgeCan you explain what you mean by 'honestly it doesn't solve the problem'? Honesty isn't a problem, but a total lack of details is. UnityChanSleepy

wild dirge
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Sorry I have trouble expressing myself sometimes ^^" I meant that the pixel stretch is still happening ๐Ÿ™‚

fluid oak
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Are you sure you set things up correctly?

wild dirge
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Well I set up the Pixel Perfect camera

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My intended resolution is 320 by 180

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My PPU is 16 and is consistent over all my sprites

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It is working now but I'm not sure what exactly changed...

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Perhaps the displaying scale was wrongly setup

shadow forum
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I havent quite gotten to learning a lot about creating my art assets yet but before I start learning i want to know what I should be doing. Would it be a good workflow to sculpt in zbrush core mini, then export that to blender for rigging, and after that move things into unity to animate them for a game? Would you reccomend anything ?

eager mist
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Hey I just wanted to ask whether it would be possible to resize a specific asset in unity - for example this asset is stretched because the overall planeof the ground is increased and if I could stretch it in someway so that it was simply made up of boxes so it looks 1x1 rather than a singular 1x1 box stretched or masses of them.

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Hard to explain the situation, I apologize haha

#

I'm using Gridbox prototype material and if I'm not wrong that's the one alot of people use as well

sweet canopy
#

I can't access Unity's Standart Asset Package

lime pollen
somber vessel
#

hello can someone help? I make this model in blockbench and now imported it into unity its supposed to be a stick but instead its a white box what do i do?

patent tusk
#

hello

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does anyone have any charecters i can use?

sweet canopy
fierce quarry
#

Iโ€™m not sure why, but a texture I imported wonโ€™t show up on the main part of the outfit and just appears as all white, but it shows up elsewhere

fluid oak
#

@fierce quarry applying to the wrong material slot on the mesh?

fluid oak
#

@Dojyaaan I mean, 'are you applying the texture to the wrong material on the mesh, or the wrong texture slot in the material?'

fierce quarry
fluid oak
#

You keep showing uninformative screenshots and still haven't shown the meshrenderer or the material.

inner flame
#

Anyone have any advice for troubleshooting why light casts shadows oddly on this mesh? The mesh is watertight in Blender, but it looks like in Unity it's trying to cast shadows on faces as if they're all extended outwards somehow?

#

Mesh in blender with face orientation turned on.

#

Shader doesn't seem to make any difference either. (Using URP.)

#

Also doesn't seem to matter how I export it into Unity -- obj, fbx, direct .blend file. All with mesh compression turned off.

#

Found it, the normal bias setting was set too high.

marsh oar
#

Hello everyone, i got a question.
Me and my friend @chrome tree are trying to export a .fbx file to unity but we are having problems with the rotations, we have tried multiple solutions found on the internet already but we cant seem to figure it out.
If there is anyone experienced with exporting .fbx files I would greatly appreciate your help.

misty lantern
inner flame
#

Ah, interesting. Having proxy geometry for rendering shadows seems doable, though probably a pain to track asset-wise. I'll try that out if it's particularly bad on an asset. Thanks!

misty lantern
modern jolt
#

Sorry for bothering, but I'm having trouble slicing a sprite sheet in the sprite editor. The sprite is set to multiple, not single. When I press the slice button, nothing happens. I think it might be because the sprite is too big. Does anyone have any fixes for this issue?

fluid oak
modern jolt
# fluid oak Show your settings for the slicing?

I ended up slicing it manually. I tried making a smaller version of the sheet and that was able to slice automatically, so Iโ€™m guessing the issue was that it was too big. Thanks anyway

tired wedge
#

I'm unable to see the point light gizmo (or any icons at all) even though I have them turn on

#

do I have to enable them somewhere else?

#

also, I keep having issues with lights suddenly turning off, which can be fixed by setting the render mode from "auto" to "important", but I don't understand why I could just set all lights to "important" to fix the light flickering altogether -- does it have a big impact on performance?

#

actually setting all lights to "important" turns off some lights, and I'm back where I started again

fluid oak
fluid oak
#

Even if you have everything checked on in the menu, the button toggles all gizmos.

frank bane
#

Is there any way to quickly decrease a models material count in unity or does that have to be done in the 3D software side?

misty lantern
#

Though it could be that gets rid of the faces wholesale
If that happens you may need to remove the material slots in 3D software

native inlet
misty lantern
#

These are not hard rules but guidelines that will keep everything pixel perfect
If you want pixel perfectness you can't resize any sprite
But if you don't, you can do whatever

#

Artstyle and preference

left jasper
#

HI guys, I am just learning Unity. I got past all the basics and I am trying to jump into more advanced stuff. I got the car of one of the tutorial and I am trying to animate it now using the wheels instead of moving the entire car artificially.

#

The challenge I am facing is that when I add the wheel collider to the wheel it is off center like this

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but if I add any other type off collider like a box it find thew center just fine

#

can anybody help me finding what is the trick to properly add a wheel collider?

fluid oak
#

@left jasper you aren't supposed to add a wheel collider to the wheel object, but to the parent.

dreamy pumice
#

Hey everyone i am quite new to unity and i am trying to use a these tileset which is 16x 16 for my project but when i select pieces like this which collides with bottom tiles as well which creates black lines on my game. Is there a way to fix this in unity ?

misty lantern
left jasper
fluid oak
#

@left jasper yes. You generally attach wheel colliders to the car directly. (See the example in the manual)

left jasper
#

oh I see so you put the collider on an empty object and then the empty object under the car

#

I will try that. then you need to rotate the wheel and collider separately I guess..

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feels very counter intuitive

fluid oak
#

@left jasper no. I really suggest reading the documentation because it isn't entirely straightforward. You don't rotate wheel colliders at all; they should stay fixed in place to the car.

#

You do not turn or roll WheelCollider objects to control the car - the objects that have the WheelCollider attached should always be fixed relative to the car itself. However, you might want to turn and roll the graphical wheel representations. The best way to do this is to setup separate objects for Wheel Colliders and visible wheels:
#

From the manual

left jasper
#

Ty. this part is very confusing ๐Ÿ˜„

#

thanks a lot for the help and pointers

fluid oak
#

Basically, the wheel collider uses raycasts to simulate suspension and ground collision so there is no physical wheel involved.

left jasper
#

ohhhh. I see the movement is not done by the rotation. there is a torque method in the collider

#

I was approaching this completely wrong ๐Ÿ™‚

novel saffron
#

for some reason i don't see the option to make a tile in unity when i right click empty space on a folder and hover over create

wet valve
#

Are there extra steps I'm missing in getting blendshapes appearing in unity directly from a .blend file?

#

There are shapekeys in the .blend and import blendshapes is enabled in the import settings

hollow shoal
wet valve
#

unity performance is irrelevant to this and I'm using a blend file so I don't need to manually import

#

you're not wrong though, that would work

hollow shoal
# wet valve you're not wrong though, that would work

Well i have been in the industry for around 5 years now. Working with unity for over 10, you should probably make practice of using FBX or OBJ formats. Cause when it works for your .blend file. And you want to work on a production product, and at that point you switch to FBX and stuff breaks. Than you have a different problem on your hands. So make sure it works with the right formats;) just like not making a habbit of using Illustrator formats in unityXD

wet valve
#

I'm just using unity as an intermediary step to process this file I would never do it for any app or game

left jasper
#

@fluid oak I got the wheels working and the wheel mesh to sync movement with it. thanks a lot for the pointers ๐Ÿ˜‰

fluid oak
#

Awesome

blissful mason
#

It's my first time making a high poly model, it looks fine when it's not tposing but then the armpits stretch when it does?

atomic root
#

those parts have a weight for the arms then, change the weighting towards shoulder/chest

hollow lance
elfin cedar
#

The creature in the thumbnail looks like a Kankrelat from Code Lyoko

floral scarab
#

how would i go about getting a carpet texture

fluid oak
floral scarab
#

why is yellow such a hard color to get

thorny spruce
#

Line renderer width get smaller and weird stuff happen if 2 points were close together. is there a way to fix this ?

woven cradle
#

don't put points so close together

thorny spruce
#

Can't do that, is there a way i could still put the point close together ? Im just trying to make a snake effect

woven cradle
#

what do you expect it to look like?

#

how many points you have in this picture?

thorny spruce
#

There's like only 3 point there. maybe i excpect it to be something like this

left jasper
#

Anybody has a recommendation to move a model from sketchup to blender successfully

#

I tried couple things but it loses features or gets weird artifacts

halcyon raptor
#

hey, should I use children of gameobjects or should I use 2d rigging?

fluid oak
halcyon raptor
#

hey, is there a way to rotate an object around the end of the sprite and not the middle?

fluid oak
#

You can also parent the sprite to an empty and use the empty as a pivot.

simple axle
#

top cube is unity's built-in cube, all the same material
why do textures look worse on all the other cubes I exported from blender? (subdivide & unwrapped)
each cube is a different unwrap, trying to get them to look good but textures look bad compared to unity's cube
it's not a painted texture, just a wood texture I drag and drop

#

I'm just uving a cube, how to do it correctly? Is there a tool that would make it automatic?

fluid oak
#

Yeah, they can definitely be a pain

edgy jetty
#

What is an easy way to create textures like this:

#

? ๐Ÿ™‚

fluid oak
#

Just draw them?

fresh crest
#

why is it that when i play this scene directly the lighting is like this:

#

but when the scene gets loaded from another scene, it all of a sudden is much darker:

#

(this is a 3d object if that helps)

carmine wagon
#

It might be using another lighting sequence

fluid oak
#

Loading it additively or actually switching scenes?

burnt dune
#

What should i use to make art?

visual geyser
#

2D?

burnt dune
#

Yes

visual geyser
#

Aseprite is worth investing in for pixel art and krita is free for all types of 2d art

burnt dune
#

Ok

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I have heard krita alot

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So ima try

visual geyser
#

Yeah i recommend it especially as it is free

merry root
novel saddle
#

is it hard to model something like this?

outer halo
#

Yes if you have no experience
No if you have lots of experience
In between if you have some experience

fresh crest
fluid oak
#

How are you loading it?

fresh crest
#

SceneManager.LoadScene("DeathScreen");

misty lantern
fresh crest
#

intersting, ill probably just use a spotlight or something then, thanks

misty lantern
fluid oak
#

@lone kestrel you need to set the pivot points correctly in the sprite editor

maiden tangle
#

((sprites above looking great!

#

Does anyone know of any 3d tilesets that provide overhangs? So far all of the tile models I've seen are meant for the traditional top-down view

#

I'm not sure something like this even exists, kind of hoping it does I'm not an artist ๐Ÿ˜…

quaint jasper
#

hey guys I was wondering, I'm guessing all of you guys have a problem with the asset swap tool. Does anyone know how to fix these errors or do you guys know if there is an alternative to this tool.

quaint jasper
#

If you go to the unity assets store and search it up and read the reviews 99% of them have the error message

quaint jasper
# fluid oak Never used it. What's the error?

Assets\AssetStoreOriginals_SNAPS_Tools\AssetSwapTool\Scripts\SwapTool.cs(159,87): error CS0619: 'SelectionMode.OnlyUserModifiable' is obsolete: ''OnlyUserModifiable' is obsolete. Use 'Editable' instead. (UnityUpgradeable) -> Editable'

fluid oak
#

Did you try following the instruction in the error message(changing 'OnlyUserModifiable' to 'Editable')?

quaint jasper
atomic root
#

i think somewhere in the asset menu there is an option to trigger it manually

tame wind
#

do you guys have any good sources of free basic models that are free to use in projects, i swear every time im looking for a 3d model of the most basic stuff i encounter $600 photorealistic ones or $15 circles

#

i understand it prolly takes a long time to make this kinda stuff but idk surely theres a good source that doesnt have those kinda prices

#

cos like come on

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and idk what kinda process you could be using that justifies a price tag like this, maybe big companies shell out this like its nothing though

#

it is like the most comprehensive and painfully detailed model of a cross ive ever seen with like a million animations tho

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regardless idk where i can find a better source

outer halo
#

As they say, beggars can't be choosers. You could always try hiring an artist whose price range may fall between your extremes.

thorny wasp
#

@muted rivet make a material. and drag the material onto the model.

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(apply textures to the material.)

muted rivet
thorny wasp
#

open the arrow

#

on the left

muted rivet
#

did it

thorny wasp
#

Cool, now do wht i said

muted rivet
#

๐Ÿคทโ€โ™‚๏ธ

thorny wasp
#

when i said apply textures to material

#

that aint it.

thorny wasp
ivory briar
#

Any suggestions on software for creating UI elements that may be better than Photoshop?

wooden wigeon
#

Help me with this error, please

#

does not recognize the .blend file either

atomic root
#

Did you make sure blender is installed correctly and in your path?

wooden wigeon
#

It is a portable file

atomic root
#

You can't use blend files without blender

tame wind
tame wind
undone tusk
#

Hello

#

I'm looking for recommendations on an alternative for a package I recently found for unity

#

I want to animate the attacks done in undertale

#

It looks like it's a mixture of puppet animation, tweening animation, and object spawning

#

I recently came across this for unity

#

COMPOSE AND DESIGN ANIMATED PIXEL ARTThis is not a drawing tool.A NEW COMPOSITION TOOLDesign pixel-art paintings, art pieces, game assets, and compose interesting animations and combinations from sprites or sprite sheets with Bit - Animation Editor.POWERFUL EXPORT OPTIONSBit - Animation Editor has a wide range of easy to use export options. Expo...

Price

$18.99

โ–ถ Play video
#

That is the software itself but is has a unity package as well that you can use to import all the movable parts of your animation as prefabs

#

I bought the application and tried out the package in unity but I kept getting errors unfortunately with an animation I created in the steam app and I tried to import in unity using the package

#

I wanted to know if you guys knew of a similar tool like this I could use in unity

fluid oak
#

You can do most of what I'm seeing there with unity's built-in 2d animation and shader graph tools.

#

I dunno about one for automating symmetry like that seems to, but that seems relatively easy to script if you really need it.

undone tusk
#

Ok. That's probably what I'll have to do then. It's a shame because that application was really intuitive to use

#

The application to does export json data though. I wonder if it would be a good idea to write a script that helps the unity's animator read the json data

outer pewter
#

I could really use some help on finalizing my asset pipeline for my characters before I sink a bunch of time and money into creating all the assets. To keep it simple, I am launching the game with a single male and female character, which has wearable/changable clothing, let's say 50-100 different pieces of clothing/accessories. Later if the game is succesful I will add more characters that the player can have. The same clothing has to work with all the same characters, standard human looking/realism. I have been beating myself over the head trying to figure out how to make all the clothing reusable by using blendshapes/morphs. I think I have a plan to do this, so that I can have a generic female base and generic male base, and the male will morph into all future male characters and the female base can morph to all the future female characters. Then I'd only need 2 copies of every piece of clothing and when I add more characters I 'just' add the morphs to each clothing item instead of having copies of all the clothing for all the characters

#

Does this sound like a reasonable plan, or am I wasting time trying to make this work? Has anyone made a 'morphable' clothing and character system like this? I sort of assume this is how all RPGs work, like Cyberpunk, etc, where the characters can look vastly different but all the assets are re-usable. And if I don't do this, wont I be digging a huge hole for myself down the road when I make 10 or more characters and have to have 10 copies of every piece of clothing?

fluid oak
#

I've not used it, but I believe that's what UMA is for.

outer pewter
#

UMA wont work for me.. I need more control over how the characters look and the art style. I'm using Character Creator

#

I'm sort of making my own version of UMA although much less robust as I only need to make 2 characters at first and then more over time

undone tusk
# fluid oak I've not used it, but I believe that's what UMA is for.

Wouldn't dotween be a good alternative to what I found as well? Dotween basically does all the same stuff as the animation application I mentioned. I just would have to just program the animations instead of using a visual editor. I just need tweening animation, so I think that would work

#

Sorry @fluid oak I meant to respond to your message before that one

fluid oak
#

Well, if you want to do it all through code then dotween is fine. But you can do quite a bit of tweening just fine with the animation window.

undone tusk
#

Got it. Thank you for the help!

ivory spoke
#

Hello ... I would like to ask if you can, of course ... Anyone has some ready-made free horror assets with a house, property, hospital, school or other building or even a city (Unity 3d). If so and can help me, please contact me personally. Thank you and best regards. UnityChanCelebrate

peak cave
#

How do you import an aseprite image into unity?

chilly vault
#

Not really sure how to word this because I'm just a programmer, but what exactly is Unity doing when I change a sprite's color to say rgb(255, 0, 0)? Is there a way to replicate that operation in say Paint.net? I like the way a sprite looks when I set it to rgb(255, 0, 0) in Unity, but I'm having a hard time replicating the same look in Paint.net

misty lantern
chilly vault
#

oh thanks so much!!!

fluid oak
#

Is it a rigged sprite, or...?

fluid oak
#

Well, I meant does it have a mesh or is it applied to a quad or...?

fluid oak
#

Is it really, really close to the camera?

#

Like, right on the near clip plane?

fluid oak
#

Weird. What's it look like in the sprite editor?

mental barn
# outer pewter I could really use some help on finalizing my asset pipeline for my characters b...

You're pretty much describing the industry standard solution: one male character mesh, one female character mesh, both with all the morph targets to customize them (and very much recommended: separate m/f skeletons). Then one male and one female version of each piece of deformable clothing that have all the same morph targets set. Just keep in mind that each morph target you want to add for customization has to be carried over to each piece of armor it might affect, so keep it simple and don't get too fine grained with the customization.

outer pewter
mental barn
#

If you're curious to see this in action: take a look at Skyrim. The modding community has a ton of resources you could look at to compare

outer pewter
#

I originally tried doing this with a single mesh/skeleton that morphs into any male and female character but the feet move and the height changes and my animator says thus will mess up the animations

#

Do you know if I can morph the character to different heights? And what pipeline have you seen this done in? I'm using character creator and found the skinn unity asset to copy blendshapes, but I also know it's possible in Blender and possibly more efficient size wise

#

Also, how do you make 2 vastly different looking female characters? Do you start with a single generic base and then change the mesh till it looks unique, or is there a magic tool that I can use to take a "target" character and make it morphable to the base?

fluid oak
#

And in the skinning editor?

#

Do you have the mesh type set to full rect or tight?

mental barn
# outer pewter I originally tried doing this with a single mesh/skeleton that morphs into any m...

I can give you the general answer, not aimed at Unity in particular:

  1. a single mesh + skeleton for male AND female I wouldn't recommend. The differences in topology between male and female characters are just too significant if you want the deformation to look good. On detailed characters, you want to align the topology with muscle groups to make deformation look perfect. Those look vastly different between m/f usually. Same for the skeleton: I don't think it would look great with a shared skeleton.

  2. height changes should be doable by scaling the skeleton directly. This will cause issues with animations that are aligned to something - but apart from resetting the skeleton during those animations or using dynamic IK animations (don't go there, seriously!), there's no good solution. There's a reason most games don't have a height slider

  3. two vastly different looking characters: you can achieve that with a single base mesh a) use at least 2 noticeable morph targets, such as weight / muscle definition. b) blend materials together depending on the weight of the morph targets, so you get noticeably more muscles on the skin on top of the changed shape. c) use modular hair styles; those don't need to rely on shape keys and are relatively easy to make modular. d) you could go crazy with modular skin materials as well (including scars, dirt, skin imperfections, skin color etc.), which can add a huge amount of customization without having to worry about morph targets

I'd recommend keeping it light on the amount of morph targets, because you have to apply each of them to every single piece of armor, which can be a real pain

oh, and before I forget it: face morph targets are nice, because they obviously don't need to apply to armors, so you can get a lot of customization there too for relatively little work

fluid oak
#

When you have long, concave shapes like that, you can get messed up triangles.

amber condor
#

Where can I get access to a simple 3d Hexagon shape for experimenting?

outer pewter
mental barn
outer pewter
#

ok yeah, shape key is the same as a morph slider

#

My game doesnt actually allow the user to customize the avatar. I just want this system in place because there will be hundreds of outfits the players can wear and over time I'll add more avatars, and I dont want to manage N*M copies of clothing outfits where N is the number of avatars I have and M is the number of clothing pieces I have

#

So I plan on having a single shape key called "Bobby" and one called "sally" or whatever, then I have my generic female and generic male character as the base. Then for those characters I just put the slider on 100%

#

And then like each clothing will have a "sally" or a "bobby" slider, then over time as I add more, they will get more named sliders

#

does that sound like a sane approach?

mental barn
#

I don't know how different your characters are going to get. Personally, I'd use generic shape keys. The different avatars would then be different combinations of values for those shape keys + different skin texture/hair style, whatever

#

so instead of a shape key called 'bobby', you'd have keys called 'weight' 'muscle', or more fine grained 'upper arm muscle' etc. and your avatar is then basically a preset of values for those keys

#

Ultimately, you'll have to decide yourself which approach works best for you

outer pewter
#

IS that because I'd have more flexability of creating a lot more characters in the future with generic sliders for individual features basically?

#

I also wonder if I can detach the head completely as that may help me a lot for this. Part of why I want to have a 'bobby' or whatever slider is because I want the faces to look very unique. I was trying to think about how I could detach the head from the body. Character Creator puts the Body as a single mesh that includes the head

spark vigil
#

do we something like merging mesh after u make an asset from using different fbx modules?

jolly wraith
#

anyone can recommend gif capture/editor software that can limit the gif output size? (example: 8mb)
Thanks!

misty lantern
mighty estuary
#

Upon importing my model into unity the knobs are super tiny and the positions are all wrong. I applied scales in blender. Creating a new prefab didn't work either

#

For some reason unity decided to change the scales to .01 and the rotation to -180. Simply resetting those doesn't work because then the position is still way off

atomic root
#

i would just apply scale + position again to be sure, also on export you have an option for applying scale "FBX Unit Scale" or something like that so everything in unity should have a scale of 1

mighty estuary
#

I have to admit that the first time importing it into unity it didn't have the applied scale yet

tough kayak
#

How would I apply this to a cube?

jolly wraith
#

guess I will stick with uploading it to online gif compressor

jolly wraith
light dew
#

my pts do not show up that option
im i misstake somewhere?

jolly wraith
granite pulsar
#

what can i do?

#

in scene its perfect

#

but in game its not

fringe linden
#

looks like pixel bleed, unsure what the unity solution is but extruding your tiles may fix it.

wary idol
#

@granite pulsar, set the status to Static for objects that are not moving

granite pulsar
#

done

#

still not fixed

fluid oak
#

@oak pulsar is the t pose an animation, or just the unanimated pose? You'd need to either need a clip of that pose or to remove all clips.

oak pulsar
tough kayak
tulip horizon
#

How big should tiles be for a 2D tilemap?

blissful relic
blissful relic
#

generally the number should be a power of 2 (such as 8 / 16 / 32)

granite pulsar
#

i changed to 16:9

#

it fixed

blissful relic
#

Thats not a long term solution

#

use pixel perfect camera to prevent the tearing

granite pulsar
#

how do i get that?

blissful relic
#

pretty sure its just a component

#

google it

granite pulsar
#

ok

#

well im ignore it for now

nocturne parcel
#

Can I ask a question about unity to blender import?

echo steppe
#

I'm trying to make an LOD of a tree. The material type is Transparent Cutout placed on a cube, but one face of the cube has the tree upside-down.

outer halo
nocturne parcel
#

@outer halo I just need clarification on unity to blender mesh and amature import

#

everything is off in the import

atomic root
#

What Osteel is saying is formulate an actual question we can answer

#

All we currently know is that you have some problem with the import

nocturne parcel
#

ah ok

tender frigate
#

When I try to change the ppu of my sprite, there's error in the console and it was changed back to 0.001

#

It seems that it's the problem of a package I'm using

ornate swan
#

can anyone recommend a good article explaining mesh colliders and how to use them?

candid pine
#

Is there a reason why my scaled down sprite becomes blurry, even after I set it back to 1, 1 ,1 ?
(it's not blurry before I scale it down)

oblique stump
oblique stump
#

and what are you trying to set it to

dawn sentinel
#

Hey all. I'm looking into some utilities or plugins that'll help combine meshes and textures/ materials non-destructively. Any recommendations?

#

On the asset store, Mesh Baker by Ian Deane seems to be most popular. I was wondering if anyone here has also tried Simplygon? I wanted to know how it compares with Mesh Baker.

frozen bay
jolly wraith
delicate thorn
#

how do i fix the texture

#

or do it look right

manic coyote
#

Start by describing what's wrong with it, or what it's supposed to be like?

delicate thorn
#

like

#

i want it like this

#

@manic coyote smooth liek thie

#

or is it right

manic coyote
#

Idk, if it looks right to you, sure

delicate thorn
#

it dosnt

#

but

fluid oak
#

Looks mostly like a difference of lighting?

lyric heron
#

Guys its possible to resize an object with a material without stretching the texture?

azure oriole
lyric heron
#

I have a bath tiles texture, i wanted to make walls and floor as close as possible

#

i need to fill out a space but i get this:

azure oriole
lyric heron
azure oriole
#

If you haven't tried out Shader Graph it could be worth to give it a little go to learn basics. It's fairly easy to understand but pretty hard to master.

lyric heron
#

Oh i see

#

Thank you! ๐Ÿ˜„

#

Wait actually

#

For tilling and offset you mean this?

#

Cause i downloaded the material from unity asset store and comes already with tilling and offset but got some textures in ( for depth and other things i suppose)

#

But when i change those settings texture wont change

azure oriole
azure oriole
#

Eh, can prob skip it. You can find triplanar shader on asset store or quick googling

lyric heron
#

This could be very stupid but i fixed this thing but struggling on adding water in my project, what could be the easiest solution?

dawn sentinel
# lyric heron

you've already got the solution, but i'd also recommend checking out probuilder for meshes like these.

#

If you're looking to resize meshes without them affecting the texture scale, that is

#

but a triplanar shader is the quickest way to solve the problem, of course

lyric heron
#

With probuilder, when i apply a texture/material the material will follow the entire meshes or will be streched in some points?

dawn sentinel
lyric heron
#

Actually, its normal i dont have an option to add built-in water in unity? the default one

eager mist
#

where do i click to add damn depth of field

lime pollen
lyric heron
#

I'm struggling so hard to try to add a normal water in my scene, its like everytime i try to add some water from unity asset store it show me purple texture, then i understood i had to put the correct pipeline enabled, then when i do it the water shows correct but all other textures change to purple xD

misty lantern
lyric heron
#

i understand

minor flicker
#

Hi, can i change these materials exported with fbx in unity somehow? Or edit them, cause it doesnt seem so

dawn sentinel
#

Alternatively, drag and drop the fbx file into the scene. Select it from the hierarchy and attach your materials to it in the inspector (mesh renderer > materials). This will replace the fbx's materials without removing them

#

Next time you export fbx files from a DCC application, you can disable/ remove attached materials/ media

eager mist
#

when i import model it is not visible

#

i tried scaling up but still not visible

dawn sentinel
lyric heron
#

Guys i need suggestions, what is ,for you, the best way to make a 3D little map like this? (for shaders, lights etc)

#

Which tool you would use and , if exist, which shader you suggest in unity?

fleet wadi
#

Hey, I'm trying to port a model from a game into Blender using AssetStudio, and the model imports fine, but the textures and materials for it aren't working. Is there something that I'm doing wrong?

lime pollen
fluid oak
lyric heron
fluid oak
#

Dunno. Depends on your render pipeline but a planar reflection would probably be plenty for it

#

The details of implementation would vary

#

Really more of a #archived-shaders question, or asking in the channels for your render pipeline.

lyric heron
#

I heard i cant use different pipelines for vrchat (i'm making a vrchat world , that's why), i need to use built in pipelines

fluid oak
#

I know nothing about vrchat's requirements; have you asked on their discord?

lyric heron
#

Yea, i think i should investigate more in that discord, but for what i understood it can be make completely in unity , right?

fluid oak
#

Like I just said, I don't know anything about VRchat. I literally don't know if you are correct. UnityChanThink

#

It is hard to give advice since stuff like reflections will generally take additional scripts/shaders that may not be allowed.

wooden wigeon
#

Help me, I try to import my model with textures but the scale for some reason does not stay as I see it in blender, help

misty lantern
ornate nebula
#

I'm attempting to create a shell ejection particle system. However, the shell meshes don't show when I choose them in the renderer tab of the particle system. I already looked into some of the stuff online. It does have a single material assigned to it and I already tried changing the GPU mesh instancing option. Is there anything I can do to fix this? Will send the fbx file to the mesh if neccessary

ornate nebula
#

alright, I eventually managed to fix it

#

I changed the scaling and now it shows up properly

dawn sentinel
#

you could probably use an exposed colour node and mask the unwanted areas out so that only the red area remains

#

you're going to have use blend modes if you want the shadows and highlights as well

dawn sentinel
#

here. not sure if this is the most efficient method, though

edgy field
#

So I have a sprite sheet and when I open the sprite editor in unity, I have this strange semi transparency when it's opaque in the original file

#

I have filter set to point

fluid oak
edgy field
#

No

fluid oak
#

Dunno then, weird. Does it happen in the scene view or only the sprite editor?

edgy field
#

Scene view as well

fluid oak
#

Weird.

misty lantern
#

@edgy field Compression? That can cause blurring

abstract marsh
#

Hi, I'm having a little Problem with my sprited, they are blurred like crazy when i try to implement them. Does anyone know how to fix this?

charred basalt
#

I think there is an option for point sprite or something like that.

abstract marsh
#

Yeah, there's an option to have no filters. But i have that selected so that ain't the problem.

charred basalt
#

Then i cant help you

tawdry island
#

Hello! Do you know of a way to export a humanoid character rig from unity, so that i can use it for other characters in blender?

#

I m really new to this so any info or guides i could read would help a lot

misty lantern
#

If you want to preserve the pixels accurately you must look into pixel perfect rendering

buoyant coral
#

Guys

#

Is the sunny land available for make a game because its free

modern shuttle
#

Hello, I'm a newbie in Unity. Does anyone know how to resize a sprite? My friend sent me his 2d sprite but the dimensions are incredibly huge. I tried resizing it myself manually, but it is getting cut. I need it like 32x but the dimensions are 11k - 1.4k :/

manic coyote
modern shuttle
#

I haven't tried it yet, it's getting late here and it is school night. I'll try it tomorrow

novel smelt
#

Does anyone have experience setting up modular 3d piece in Unity? I am looking to have bodies that all work off of the same skeleton, but I also want to be able to use different heads etc...I was hoping there was a way to swap different heads @ run time and retarget them to the skeleton, but the skinned mesh renderer just disappears when I try that. I've seen some models come in with all the heads and you just disable the heads you don't want to use... but that seems like a terribly inefficient way of doing it? Any advice here?

ruby blade
#

Not sure if this is the right channel. Could of swore there was a 3D modelling channel, anyway. I am wanting to change the face of a 3D model to a different face. Almost like changing the frame in 2D work. What is this process called? I can't seem to find any resources on it. Only sort of mentioned here back in 2016. Or am I like overthinking this and maybe I should just control the visibility on each part in Unity. Or maybe... is there like a way to shift a UVs location?

fluid oak
#

@tawdry island fbx exporter package

#

@ruby blade there used to be one but they reorganized things in a vain attempt to get people to stop using this as a blender discord =p

If all you are doing is swapping between a few premade pieces, it might be best to just swap the models. You absolutely can adjust the UVs or the texture through code or through a shader though. Really there are lots of options.

tawdry island
plain spire
#

anyone know how to hook up a opacity map to a urp material

#

dont see where to plug it in anywhere

craggy spade
hollow garden
#

For some weird reason my character get rendered weirdly, also the floor tiles have breaks in between them, please help

dawn sentinel
burnt cosmos
#

Hi all, This is a screenshot from my unity project. It's of a delimbed tree i'm setting up to be used in game. For some reason these textures don't sit right. This is a single model in blender but when imported into unity this happens to the sawn ends. Anybody got any clues on a fix?

#

I hope the problem is clear enough to see

novel smelt
hollow garden
blissful relic
hollow garden
#

i think so

blissful relic
#

try setting a fixed resolution?

hollow garden
hollow garden
blissful relic
#

because im pretty sure your graphics aren't 100 pixels per unit

hollow garden
blissful relic
#

check the documentation page and set all the parameters properly

hollow garden
#

where can i find it

misty lantern
hollow garden
#

here is a recent one

#

as u can see the tiles have gaps

#

i have implemented pixel perfect camera

misty lantern
hollow garden
#

ty

past flicker
hollow garden
#

there are lines

#

everywhere

past flicker
#

uh

hollow garden
#

and pixel snapping wont worl

onyx terrace
#

I created a 16 x 16 png upper wall in aseprite, but the grey section is shown when i drag it from the tile palette into the game scene, how can i fix this? i want the grey section to be transparent

young parrot
#

Hi everyone, i can't find a solution for my normal map issue, it's baked in Substance painter in Open GL , map is tag as normal map in unity but still get that inverted effect.

#

shader graph look like that

novel smelt
young parrot
#

thx

hollow garden
#

<@&502884371011731486>

#

Thought this is important sorry for pinging :3

spark vigil
#

does unity have some kind of map slot to put AO/height/rougness/metallic in one texture?

#

in unreal engine u can make all of them into a single texture file

misty lantern
spark vigil
#

using urp

oblique stump
#

that's the default in hdrp

spark vigil
#

we can do it in urp too?

fluid oak
#

If you make you own shader, yes.

mental frost
#

How do I make basic art. Im trying to make something similar to the DBD skill check circle. But I don't even know where to begin to make that

lime pollen
mental frost
lime pollen
#

Alternatively you can use vector programs like Illustrator

#

or inkscape

fluid oak
lyric heron
#

Hi guys, where i can get those pool tiles?

fluid oak
#

Hardware store?

lyric heron
#

I mean, for unity, sort of material like that

mental frost
jade furnace
#

For the material/substance painter files you would have to pay. But for the textures themselves, you can download them. Only a few every day, but as you keep downloading more, you'll have a full library.

#

Then you can slap the textures into Unity

#

If you need to fix stuff, then simply go to a photo editor software to fix it up

eager mist
spark vigil
#

not sure why urp don't have it but you have to write a custom shader to do so

fluid oak
#

Well, the URP lit shader can use packed metallic, occlusion, and smoothness.

#

If you want to pack other textures into it, you need your own shader

blissful relic
#

Is aseprite better for pixelart than paint net?

timber basalt
#

Hi, can I use svg in Unity ? (2021.3)

outer halo
spark vigil
#

that is great ๐Ÿ˜„

eager mist
# lyric heron Hi guys, where i can get those pool tiles?

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This video is a pr...

โ–ถ Play video
normal tide
#

Anyone knows how to import materials from blender to unity? if possible solve me a question about materials on mixamo

normal tide
#

?

#

i dont ask to ask clever guy, I ask because i cant find a solution

manic coyote
sullen plank
#

@normal tide You are not asking a specific problem. You are asking for a tutorial. There's a lot of tutorials covering Mixamo and importing from Blender.

normal tide
#

ok wait then

sullen plank
#

Including asset importing guide in Unity manual

#

You only have to search for that

normal tide
#

''How i can export the materials, from blender [the basic materials] to mixamo? Like materials not textures.
When I upload my characters with my materials on mixamo i got only a weird yellow color''

#

better?

sullen plank
#

Now put it in the search engine or mouse over select and search

normal tide
#

i can only find about textures

#

im just gonna make the textures

sullen plank
jagged vessel
#

I shrink this kind of photo and add it to the game, but it gives an error when turning left and right.

sullen plank
#

You need to show how you are turning it and what is the error

junior marsh
#

Where is the Unity Free assets to download & use ?

#

Im new in unity ... So ..

#

asking

sullen plank
sullen plank
lyric heron
sullen plank
#

@ripe vale Use Pixel Perfect camera component, it will fix this

ripe vale
#

but maybe works

#

xDDDDDDDDDD

#

how do I configure this?

sullen plank
#

Experiment, see how it works. There are blogs on Unity's site and tutorials about it.

ripe vale
#

That's it

#

the guy fixed my problem before I even told him

#

Thanks! xD

ripe vale
#

I'm having a problem with things overlapping in the wrong way help -.-

sullen plank
#

Tilemap renderers have their own sorting

#

Use sorting layers or world position.

ripe vale
#

Treats>Interactible>Non-Interactible

sullen plank
#

Those are physics layers. Sorting layers top right, higher

ripe vale
#

xD

#

thanks

sullen plank
#

You can also use the default layer and sort inside it using order number

ripe vale
#

Still the same order

#

it's this one?

sullen plank
#

Yes

ripe vale
#

๐Ÿ˜

#

bruh

#

I'm stupid

#

thanks

ripe vale
#

Sometimes he gets stuck in the edge of the tileset collisions

lyric heron
#

Guys i have a roughness map , how do i apply that on my material? i see its the same as smooth but actually i dont know how i should put it

lime pollen
lyric heron
#

Thank you! ๐Ÿ˜„

shut meadow
#

Hey does anyone know how to export blender grease pencil stuff into unity?

ripe vale
shut meadow
#

Thanks

eager mist
#

How do I make a 3d sign?

outer halo
#

Model one

sacred cliff
#

hey guys

#

really suffering with this design from blender to unity

#

is it even possible?

misty lantern
sacred cliff
misty lantern
misty lantern
# sacred cliff cycles

Cycles uses ray tracing so you won't get precisely the same lighting without HDRP's ray traced lighting
You can similar get approximations using screen space reflections and baked global illumination, but under the surface the renderers are entirely different
The most important thing is to get the same lighting setup, color space and tonemapping first

#

And fix the inverted normals

sacred cliff
misty lantern
storm quarry
#

what would be a good program to use for non-pixelart 2D art

opal cypress
#

hello I have a bunch of textures like this and I want to make unity treat the blue color as transparent mask. how can I achieve this?

#

like, if the blue 0 0 255 was actually transparent in my material

fluid oak
#

The ideal method would be to add an alpha channel to the images in an image editor, but you could write #archived-shaders that will key out a color.

opal cypress
#

also unrelated but do you know a way to get a matcap effect shader

#

i cant find one

fluid oak
#

I know how to Google it.

hallow valve
#

i'm still looking for a solution, it's been 3 months, anyone knows?

fluid oak
#

To what?

peak wraith
#

is it possible to export models that have pngs with transparency from blender to unity and if so how?

fluid oak
#

@peak wraith same as any other model; you'll just need to adjust the material for transparency.

peak wraith
#

wdym by adjust it? as in delete the background?

hallow valve
fluid oak
fluid oak
# hallow valve exporting images

It's been months, how about you actually post the question you have so people don't have to comb through your entire post history on the server to find what your problem is?

#

For general image exporting I usually use the unity recorder package.

#

But for more specialized situations you might wanna use the fbx exporter or write your own script

sage blade
#

I've found out that its cause by the avatar in the model, do I need an avatar?

peak wraith
#

is there any way to copy map blockouts from unity to UE4?

fluid oak
fluid oak
#

Also, it looks like you probably have bone weight issues, which is why your character doesn't just get the default pose but gets distorted as well

vale bay
#

Any idea why the eyes of my model stop being attached to it when I activate an animator for my model? It's all attached and well when in T-pose. But the second I apply the animations, eyes no longer match with the head at all

fluid oak
vale bay
#

It's like they follow the model correctly. They are still attached - but they do not adjust to the currently playing animation. If no animation is playing you can't even tell something is wrong. But the second animation is applied it's very clear something is not connected like it should ^^"

fluid oak
#

Are the eyes a separate object?

cobalt sphinx
#

Hey..Im new to unity, and Im using blender to create stylized trees..what would you guys recommend is the best workflow to export from Blender the tree model into Unity?

misty lantern
earnest lily
#

copy the textures from your unity project Assets folder on your HD to your blender work dir
in blender drop an image texture node
associate the texture in the usual way

#

imo

slender isle
#

My friend made a really cool city in blender and I want to build a game on top of it. He made it so that it doesnโ€™t have any color in solid mode and all the colors come out in rendered mode. When I save and give it to unity. It shows up in solid mode and all colors go away.

#

How can I make the colors show in unity/make unity render it?

#

Tried both .blend and .fbx. Both lead to same results.

peak wraith
obtuse oyster
peak wraith
#

ahhh ok thanks

lime pollen
slender isle
#

there is no way to get it in?

#

it looks so cool

#

in blender vs in unity

lime pollen
slender isle
#

not that fammalar with blender

lime pollen
#

idk i don't use blender lmao

slender isle
#

lol

#

k

#

i'll google it

lime pollen
#

just look up a tutorial

modern jolt
#

What changes should I make to make this looker better? Sorry I'm new to art and game design. Later I'm going to add particle effects for when an attack hits and a vignette around the screen that deepens when you are hit.

fluid oak
#

Since it seems to all be solid colors, exporting vertex colors to unity would probably be easiest.

misty lantern
#

Vertex colors might be overkill if each solid part has its own material
Probably all you need to do is recreate the materials in unity to have the correct color/emissiveness and assign them

fluid oak
#

Yeah, but textures would be overkill for solid colors if he is using one material and nodes

misty lantern
#

I think a "palette" texture shared across them with UV mapping would be okay
Suppose it comes down to convenience
If they already have each their own material slot it should be simple enough to make solid colored materials for them in unity

fluid oak
#

Yeah. I suppose the real answer is 'tell the artist to make it unity compatible' ๐Ÿ˜„

lyric heron
#

Guys its possible to download a PBR shader prefab? with roughness option , displacement etc?

#

Cause i'm having issues making one

lime pollen
lyric heron
#

Oh , cause i'm trying to understand how to use roughness but i really cant get it

#

I dont know how to convert it to smooth (and if this its the right way to use it)

lime pollen
#

you essentially have to invert the roughness map, so it would be 1 - pixel value

#

there might be converters online if you look

fluid oak
#

Yeah, roughness is inverse of smoothness.

misty lantern
#

Inverting the texture in an image editor should work just as well

vapid veldt
#

Is it possible to import an object with textures to Unity, without needing to assign the textures again in Unity.

For example: I added textures for the object in Blender, and then I want to import the object With the textures

#

Never mind, I just had to export it as a FBX file

solar arch
#

depends on the 3d software you're using, Blender for example, you need to embedd the materials

lyric heron
misty lantern
lyric heron
#

Oh alright! i inverted it , smoothness textures should have white spaces right?

ruby berry
#

Hi so I'm new to game development and don't want to spend money on assets for my starting projects. Can someone suggest basic guides if I want to make assets myself? I got photoshop and illustrator. Need to make assets for my 2D project. I know I can get free assets from google but I want to make things legit and official. So what canvas size should I make my things on? Like is it best to choose big resolution and resize them to small later when I'm done? I'm basically new to making assets but know how to use these softwares

unique bone
#

what would be the best 2d light and shadows free addon i can get in unity?

lyric heron
#

How can i make a subtraction of 2 objects in unity 3d?

carmine bane
#

help me

#

in mixamo and blender the character looks fine but in unity its pretty broken

#

pls help

lapis elk
lapis elk
# carmine bane

looks like you didnt export it correctly to unity or the names of the bones etc. are wrong.

lapis elk
lapis elk
ruby berry
lapis elk
lapis elk
ruby berry
#

yeah im just confused with it. i have used both but dont know whats suitable at this situation

lapis elk
#

With Illustrator you want to create Vector Graphics.
Photoshop is creating Pixel Graphics.

ruby berry
#

yeah im planning to go with better character and not pixelated

lapis elk
#

But you want to use PNGs and JPGs in Unity anyway.

#

So you can start using Photoshop, if you prefer drawing your character.