#๐โart-asset-workflow
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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 wasnโt being colored at first)
His eye still wonโt show
thats odd
Not sure how to fix it
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ProceduralMaterial' is obsolete: 'Built-in support for Substance Designer materials has been removed from Unity.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?
Not unless you are capable of updating the substance importer yourself ๐
You can save out the textures from the substance and then use those without the substance importer though.
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.
alr, thank you!
hello everyone could I get some help, super new to unity, how do I do this
I got my facial features as albedo + alpha textures
you know how in blender you can just do this, what's the unity version of it?
You're asking for the api to make a similar on your own or what? if so, here https://docs.unity3d.com/ScriptReference/Experimental.GraphView.GraphView.html
I just want to combine 2 materials that's all
@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.
I don't get it
sorry
I got this
the white space is for the facemask
in blender i'd just do what I mentioned, match the underlying material to the material for the rest of the body
and then just "slap" the features on top like a decal
through a texture + alpha
adding the texture to the albedo slot gives me this
I add a second texture to the "detail" slot like you said and I see no changes
if I alter the albedo manually it changes the whole color of the texture
@fluid oak thanks for the answer btw
@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
this is what that gives me
Right cause it's in overlay blend mode... Yeah you'll have to make your own shader
You don't need anything complex but there's no built-in graph editor on the old render pipeline
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
Some solutions like speedtree bake AO to vertex colour based on distance from trunk/branch
Thank you very much i will have a look
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
which nodes would I use?
You would use a lerp with your eyes in A, colour in B, and the mask in alpha @warped flicker
Does anyone know how to move the position of the whole lens flare itself?
I'd like to move it to where the sun is at the bottom left so that the flares originate from there
thank you so much
Ahh nevermind I figured it out, however the lens flare is not showing up in play mode!
Are they able to show up in play mode at all?
Yes
URP has importable examples which include lens flares if you need a reference
Assuming you're on URP
Yeah, I am in URP
I've already made one that works fine, it just doesn't show up at all in game mode for some reason
Where can I find these importable examples?
@misty lantern
The package's description in package manager
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
Yeah, I added a flare layer to the camera. A good number of people said that solved the issue for them, but sadly it did not for me
Flare layer is for BiRP, not URP
Oh, didn't know that (I am still relatively new at using unity)
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
Oh! How do I check to see if it is enabled or not?
Is this something I look for in the inspector of the camera?
@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
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
is anyone familiar with vray scatter?
That's a different sample scene
Only the extras which you would download from the package manager will override your settings
Ohhhhh gotcha
The "sample scene" has a scene with all basic features set up ready to go, the "package samples" from here contain examples of all kinds of useful extra features, this blog post details them
https://blog.unity.com/technology/explore-the-latest-package-samples-for-the-universal-render-pipeline
Anyway, this is all #archived-urp stuff, not #๐โart-asset-workflow
that model is just tooooo cute
thank you โค๏ธ โค๏ธ ๐ ๐
Flares are reflections, so they are opposite from the light source
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
it is connected to spine 006(highlighted one)
nvm, imma just parent it to a bone in unity
You might need to check the weight paint on your mask. It looks like multiple bones are controlling the gas mask, but I could be wrong
i mean i checked the parent of the gas mask it says spine 006
Hey, ta posebn.
So, if you check the weight paint section of blender, you can see how the mesh is influenced by the bone
Even if it's assigned to Spine 006, it's possible that there is some influence from Spine 005
hello?
hm ok, ill check it out later, tnx
how can i disable backface culling on a model imported as a .blend file?
can't find anything in the import settings that helps
never mind - for some reason my normals are weird..
The first option is always to fix the normals, but in addition to that it's the material that handles backfaces, via its shader
I believe URP has a two-sided setting by default but in built-in RP you need to get a custom shader for it
how I change this pose to the T pose
is this a player model bug or why is this happening
Your skinned mesh renderer is being frustum culled incorrectly
https://answers.unity.com/questions/1781415/mesh-culled-which-isnt-intended.html
tnx for the great answer
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.
(screened without texture, hope it's enought SFW)
@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
Yes there is some bones in the area. Ans yup it seems quite related to being to close are there is another zone with the same problem. No idea how to deal with it tho ^^
There's little choice besides make the clothes thicker, paper-thin difference in surfaces are difficult for the renderer
When exporting bones from blender to fbx there are a lot of ways the armature deformation can get messed up, especially in relation to the "apply transforms" option in the export window
There used to be a warning there that it can cause problems
Thank you, gonna try that
The girls just wanna be free.
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:
but here is the imported model, with a material for the texture applied to the model
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
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.
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
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:
I've double checked the UVs, and they are just fine in Blender which you can see here:
HAHASASHASH
How I fix that
Add padding to the texture?
Can you elaborate since Im not familiar
Obviously you don't need to use that software but it gives a good explanation of the problem
Ahh, I see
Now Im not opposed to this solution- its a good work around and I do appreciate the suggestion
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
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
Not to bring up Godot and claim its better or anything, just as an example of fixes/handling in another engine
Do you have mipmapping and texture filtering disabled as well?
Those links explain why mipmaps will bleed if there's no padding
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
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?
Kenney
oh kenney was CC0 or similar? neat
Do confirm for yourself
public domain, it says, so i would assume so
someone Know about Mixamo?
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?
you probably want to use a shader instead
thx, gna look into that
@lime pollen would i need to apply this shader to every material i have?
yes
cheers
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
same problem with another model
here's the model in blender
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.
ah so it could be the UVs
@native inlet Blender shaders don't work in Unity, nor do Unity's default shaders support vertex colors in case you use those
i know you have to bake which is what i did and i also tried other textures which are images in unity and same problem
it was the UVs
thanks for the help guys
Set apply scalings to FBX Units Scale and check apply transforms @eager mist
apply scalings to FBX Units Scale?
Where it says all local
Yes
Or just make a new material
Hi, is there a chance i can edit materials in unity, which packed in fbx from blender?
No, but here are your options https://help.vertx.xyz/graphics/materials/readonly-materials
(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
Inverted normals
Yup
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?
well i did export it, but then i tried smacking it back in like my tutorial said
Looks like something you should ask whoever made the VRM importer/exporter you are using.
So it could potentially be fixed by getting another VRM plugin? But I will shoot them a message in the case they actually respond fast
It looks like the problem is in uniGLTF from the error
But it specifically asked me to switch the hair material to uniGLFT?
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?
hey guys, so im exporting a model from blender to unity, but the materials from blender arent exported
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
can you help me with that?
im new to blender, im a programmer ๐
@flint sentinel
I honestly don't know how to do it I gave up after 5 attempts
blender materials aren't transferable to unity, you'll need to recreate them yourself
alternatively you can bake some of them down to textures but they aren't going to look the same
how can i bake them
@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
Blender procedural materials aren't textures. You'd need to bake them to textures and then apply them to unity materials.
or alternatively recreate the shader in unity but that can be quite tricky
can I possibly get some feedback on this issue? I haven't been able to solve it
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
I thought this was originally an issue with unity's mesh optimization, but I haven't had any luck with that
Heres the UV mapping in Blender, where you can see its just fine
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
How does padding impact the visual style?
Also my gut instinct would be to try to triangulate in blender before you export
Well the art style is pixel perfect
Padding, when there is a UV issue like above, leads to pixels being warped
I've not seen this kind of error before, seems counterintuitive
curious what the solution will be
Lampysprites has a low-poly modeling discord where they might know
Especially so if you used their Pribambase addon to make the textures
Its maybe similar to Pribambase, I use Texel Density Checker for the pixel-perfect texture mapping, re https://mrven.gumroad.com/l/CEIOR
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...
But right on, I'll try and ask the folks from Lampysprites since its probably something theyre familiar with
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.
First of all, Unity has no sense of 'pixel perfect' on UVs.
Did you try the other stuff I said, about disabling mipmaps?
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:
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
Even though, however, mesh optimization and all of that was disabled.
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.
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)
can anyone help me? im trying to make a little teleport square that will appear when all the enemies are gone
and this is the best ive gotten so far lol
that littlew green square in the top left
If you need perfection use vertex colors. Unity uses floating point numbers and their mesh rendering isn't designed for the sort of precision you expect.
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
Main disadvantage is the compressed quality is generally lower than standard DXT compression
Basically unity will convert & compress your source image to DXT and then crunch compression will do another compression on top.
Can I ask question about art and designing logo, characters, etc,.. here?
Ask away and people will prob suggest another chat if they feel its wrong place
I see. Thanks!
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
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?
I think the "neck" looks a bit thin maybe add a little more fur around the base
You mean looks like this?
Yes that looks better to me
Thanks, I will take this advice ^^'
It handles them fine, if you add padding. You can also do the opposite and contract the UV islands.
Or you can look up how godot handles it, and write your own version in unity.
Godot is open source, so you can do that.
I like the second version more, but neither looks quite 'catlike' to me. Maybe rounding the muzzle more, or perhaps adding a vertical pupil detail to the eye(the classic 'cat's eye')
Thank you, I will consider this 
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?
unparent the children, then move it
Augh. It's just a pain. There's so many kids. =P
Wasn't really sure if there was a better solution. I wanted to do this with the Editor, without having to code anything.
select all the children, drag them out
then move the parent?
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. =/
there's click, shift+click..?
Did the fact that we fixed the problem go over your head or something
Also why would I write a mesh importer in a non open source engine lmao.
You dont need padding and you are grossly misunderstanding what the problem was.
Anybody know how to prevent handles from drawing over world geometry (like Gizmos)?
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.
Why is my mesh having artifacts is a silly question?

I was explaining that its clearly not the model but the engine having a problem lol
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.
But I guess someone with a legitimate problem is just "silly"
Maybe I should have gone with your advice and just "disabled mipmapping".
I'm the last person who'd defend the Unity engine.
Hello, can you please tell me what is the best way to compress such an image without a noticeable loss in quality?
I set the resolution lower, but then the size increases to 3 mb, apparently due to incorrect image sizes
Don't use non-power of two dimensions in it
Stops compression methods from working properly
I'd re-import it as 1024x1024 and see what filesizes you can get that way
Or 1024x512
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)
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?
It is very strange that the size from 2mb becomes 20kb. However, the quality does not change in the editor. Doesn't this mean that the quality will change only in the build already on the device itself?
Well, possibly, but not necessarily
I'd test rather than guess
Some images depending on their content can be compressed to almost nothing regardless of their dimensions, if they fit the compression algorithm particularly well
But this is already happening during the installation and launch of the build?
I'm not totally sure what you mean
In short, how can I find out how the image has been compressed?
It says that in the texture preview if I'm not mistaken, such as "RGBA Compressed ETC2 UNorm" and "RGBA8 UNorm" in your screenshots
I guess it might change the compression when building if the target platform doesn't support the chosen compression
Which is why there's a menu for platform specific compression overrides
@trim sedge
What did I do
โฌ๏ธ
What are you asking I donโt even know you ๐
lmao i just was looking for a mod and you showed up i thought you are a mod hahahaha
Ok buddy ๐
sorry for the inconvenience
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.
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?
Here is a character I made if anyone wants it for their 2D game
you need to create the volume to actually use the stuff in the PP package
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
I'm asking if one method should be used over the other, what are the advantages/disadvantages of either--
might be better to ask #๐ฅโpost-processing
I see, thanks
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
First one for sure @sullen fulcrum. You want the value contrast to put focus on your asset
Thank you!
The first one overall looks better but the shading errors in the head are much more visible.
Ohh ok. What are the shading errors?
nha that's just the grain of the wood
Anyone can tell how to get ur made assets uploaded into unity asset store
check google
Ok thx
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
Ohh that was intentional. Whoops. Does it look bad? I flattened the sides there to bring it out the shape.
I dunno about 'bad' but beveling and/or recalculating the normals might help?
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
hey guys, i have an issue importing model from blender to unity -> this is how it looks in blender
and this is how it looks in unity
any ideas why and how can i fix it?
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.
you probably have to look through the textures and materials and reassign them, blender materials don't directly transfer over to unity
reasign them in Unity?
yes
yes
if you export them as fbxes i think the textures are automatically assigned
but if you have any blender specific material nodes you're going to have to recreate the material by hand
#๐โart-asset-workflow message I believe you got an answer the last time you asked
no
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
just suffer like me, are you scared?
i mostly reassign the textures to material byhand
If only unity had some sort of capability to automate things. Maybe some sort of script that processes assets...
Processes in what way?
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?
just want to know if you can change the appearance of a parent object like a square into a circle
Like this? https://imgur.com/52HSd3u
i found the solution
any general tips to possibly make my main menu a bit nicer? (sorry for low fps, my obs is wack rn)
Rate game composition and especially UI
Idk where to put right rectangle as good as it possible
Change "about" outline and maybe more mystery font. Everything else is good. Reminded me Doctor Who style ๐
i'd say reduce the size of text a bit and make it change color when you put the mouse over it and make it also grow a little bit bigger when your mouse is over it
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 โค๏ธ
@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. 
Sorry I have trouble expressing myself sometimes ^^" I meant that the pixel stretch is still happening ๐
Are you sure you set things up correctly?
Well I set up the Pixel Perfect camera
My intended resolution is 320 by 180
My PPU is 16 and is consistent over all my sprites
It is working now but I'm not sure what exactly changed...
Perhaps the displaying scale was wrongly setup
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 ?
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.
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
I can't access Unity's Standart Asset Package
its been deprecated, use the new starter assets instead
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?
which one is that
Iโm not sure why, but a texture I imported wonโt show up on the main part of the outfit and just appears as all white, but it shows up elsewhere
@fierce quarry applying to the wrong material slot on the mesh?
Wym?
@Dojyaaan I mean, 'are you applying the texture to the wrong material on the mesh, or the wrong texture slot in the material?'
I mean Iโm trying to apply the material texture onto the white part of the outfit, but thatโs the thing
Itโs appearing all white instead of showing the pattern
But it works elsewhere
You keep showing uninformative screenshots and still haven't shown the meshrenderer or the material.
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.
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.
This is an inherent problem of using sharp normals with shadow mapping, the faces are treated as disconnected when rendered for the shadowmap
Controlling shadow bias can alleviate this, but it can cause other problems
The solutions I've found are to use a shadow mesh with smooth merged normals, or a shader which renders the normals as sharp despite being merged
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!
Yeah, it'd be technically quite simple to assign and even generate shadow geometry, but without custom tools they need to be created and added manually as child objects ๐ฉ
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?
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 Iโm guessing the issue was that it was too big. Thanks anyway
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
Depending on the rendering path and quality settings you're using, there is a maximum number of lights Unity will render- it will prioritize 'important' lights when it needs to turn one off.
You have the gizmos button toggled off in that screenshot.
Even if you have everything checked on in the menu, the button toggles all gizmos.
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?
Change the size of the material array there
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
Search up "texture atlas" which is multiple textures in one
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
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
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?
@left jasper you aren't supposed to add a wheel collider to the wheel object, but to the parent.
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 ?
The tileset image needs margins between tiles
If you don't want to make those in an image editor you can also generate a texture atlas within unity, which can add margins
what? the parent is the car. I am confused
@left jasper yes. You generally attach wheel colliders to the car directly. (See the example in the manual)
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..
feels very counter intuitive
@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
Basically, the wheel collider uses raycasts to simulate suspension and ground collision so there is no physical wheel involved.
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 ๐
tyvm i will try that out
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
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
Have you tried exporting an FBX? With the shapekeys enabled? Its a while ago i used shapekeys. But that might work. Also its good practice to use FBX or OBJ formats. They are much smaller in size and that helps your overall project size to shrink. And they are better performant
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
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
I'm just using unity as an intermediary step to process this file I would never do it for any app or game
@fluid oak I got the wheels working and the wheel mesh to sync movement with it. thanks a lot for the pointers ๐
Awesome
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?
those parts have a weight for the arms then, change the weighting towards shoulder/chest
(Credit: Lena Le)
Create VR is an immersive conceptual design tool that empowers artists and designers to start their creative process directly in 3D. Using simple curve and surface tools designers can explore form and shape while being fully immersed in virtual reality alongside their design.
Download here: https://apps.autodesk.com/MAYA/en...
The creature in the thumbnail looks like a Kankrelat from Code Lyoko
how would i go about getting a carpet texture
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
thank you
why is yellow such a hard color to get
Line renderer width get smaller and weird stuff happen if 2 points were close together. is there a way to fix this ?
don't put points so close together
Can't do that, is there a way i could still put the point close together ? Im just trying to make a snake effect
There's like only 3 point there. maybe i excpect it to be something like this
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
hey, should I use children of gameobjects or should I use 2d rigging?
Not sure what the question is; 2d rigging uses child gameobjects.
oh yeah I've formulated it weird, I could already decide because of some yt videos, but still thanks
hey, is there a way to rotate an object around the end of the sprite and not the middle?
Switch from 'center' mode to 'pivot' and set the pivot of the sprite in the sprite editor.
You can also parent the sprite to an empty and use the empty as a pivot.
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?
The unity cube's UVs aren't unwrapped; it just uses the full 0-1 UV space for each face of the cube(I believe in blender you can replicate this by selecting faces and hitting 'reset UVs'?)
Yeah, they can definitely be a pain
Just draw them?
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)
It might be using another lighting sequence
Loading it additively or actually switching scenes?
What should i use to make art?
2D?
Yes
Aseprite is worth investing in for pixel art and krita is free for all types of 2d art
Yeah i recommend it especially as it is free
Hi all does any one know blender urp unity workflow. using these combining mask map technique. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/lit-shader.html
using different channel for different purpose
R for metallic
G for occlusion
A for smoothness.
Designer says we can't export the material out of the blender.
Any suggestion would be appreciated.
target is to combine these separate texture into one so that we can save some memory.
is it hard to model something like this?
Yes if you have no experience
No if you have lots of experience
In between if you have some experience
thanks it worked
like if i just press play on the scene itll be bright. but if the scene switches from another scene, itll then be dark.
How are you loading it?
SceneManager.LoadScene("DeathScreen");
Sometimes if lighting has not been generated for a scene in the lighting window, the editor uses temporary light settings which can't be loaded at runtime when the scene is changed
intersting, ill probably just use a spotlight or something then, thanks
The fix is to generate lighting for the scene in the lighting window
oh okay lol
fixed! thanks
@lone kestrel you need to set the pivot points correctly in the sprite editor
((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 ๐
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.
Never used it. What's the error?
If you go to the unity assets store and search it up and read the reviews 99% of them have the error message
Assets\AssetStoreOriginals_SNAPS_Tools\AssetSwapTool\Scripts\SwapTool.cs(159,87): error CS0619: 'SelectionMode.OnlyUserModifiable' is obsolete: ''OnlyUserModifiable' is obsolete. Use 'Editable' instead. (UnityUpgradeable) -> Editable'
Did you try following the instruction in the error message(changing 'OnlyUserModifiable' to 'Editable')?
If only I knew how to do that, also this asset is outdated and unity is the ones who worked on itโฆso disappointed in them
the error message says unity can automatically fix it (UnityUpgradeable), theoretically there should have been a popup asking you if you want to do that the moment you imported it
i think somewhere in the asset menu there is an option to trigger it manually
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
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
regardless idk where i can find a better source
As they say, beggars can't be choosers. You could always try hiring an artist whose price range may fall between your extremes.
@muted rivet make a material. and drag the material onto the model.
(apply textures to the material.)
it should be somewhere here yeah?
did it
Cool, now do wht i said
This is your material
Any suggestions on software for creating UI elements that may be better than Photoshop?
Did you make sure blender is installed correctly and in your path?
It is a portable file
You can't use blend files without blender
mmmm yeah thatโs understandable, iโm a year 12 student rn and arenโt employed cos iโm tryna focus of schoolwork rn so i donโt have much of any budget at all but ig it will be far easier to commission when i finish
๐ thank you very much
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
"Bit - Animation Editor on Steam" https://store.steampowered.com/app/1370650/Bit__Animation_Editor/
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...
$18.99
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
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.
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
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?
I've not used it, but I believe that's what UMA is for.
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
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
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.
Got it. Thank you for the help!
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. 
How do you import an aseprite image into unity?
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
Setting sprite color in Unity is same as making a layer in "multiply" blend mode filled with that color in Paint.net
oh thanks so much!!!
Is it a rigged sprite, or...?
Well, I meant does it have a mesh or is it applied to a quad or...?
Weird. What's it look like in the sprite editor?
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.
Wow thanks for responding that this idea has legs. I haven't found any videos, articles, or anything about this design, it came from tons of research and digging. So thank you for letting me know this is common
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
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?
I can give you the general answer, not aimed at Unity in particular:
-
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.
-
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
-
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
When you have long, concave shapes like that, you can get messed up triangles.
Where can I get access to a simple 3d Hexagon shape for experimenting?
wow thanks for the awesome reply. When you say "morph target", is that basically a single morph slider?
not sure what the Unity terminology is here, but I would assume so. I'm using 'morph target' interchangeably with 'Shape key', if you're more familiar with the Blender terminology
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?
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
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
do we something like merging mesh after u make an asset from using different fbx modules?
anyone can recommend gif capture/editor software that can limit the gif output size? (example: 8mb)
Thanks!
My advice is to find one that saves to mp4 or webm, gif compresses dreadfully poorly
I use "webm converter" together with shadowplay, though I'm sure there's more convenient alternatives
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
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
All scales in blender are now set to 1 and the entire dresser is a single fbx file. The dresser itself and all of its drawers show up with a correct scale
I have to admit that the first time importing it into unity it didn't have the applied scale yet
How would I apply this to a cube?
guess I will stick with uploading it to online gif compressor
import the cube image texture, apply the dice image in photo editing software, export back to 3d
https://www.youtube.com/watch?v=a5PbtUoHyQo&list=PLgCzUN8NgXu2Gb23_wiHyBWesCRL3PkXg&index=45&ab_channel=WuzzyWizard
im following this video but at 1:10
Hope u like this tutorial and that is was helpful.
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my pts do not show up that option
im i misstake somewhere?
check if you're using active layer with the pen lines selected.
looks like pixel bleed, unsure what the unity solution is but extruding your tiles may fix it.
how do i do that?
@granite pulsar, set the status to Static for objects that are not moving
@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.
Ooo got this one resolved, forgot to delete, sorry.
ok so ive been trying to do this but I dont really understand the instructions. what do you mean by apply the dice image in photo imaging software?
How big should tiles be for a 2D tilemap?
use a pixel perfect camera
it's entirely up to you
generally the number should be a power of 2 (such as 8 / 16 / 32)
how do i get that?
Can I ask a question about unity to blender import?
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.
You should read #854851968446365696 to see how to ask a proper question here.
@outer halo I just need clarification on unity to blender mesh and amature import
everything is off in the import
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
ah ok
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
can anyone recommend a good article explaining mesh colliders and how to use them?
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)
UV mapping
what is the error
and what are you trying to set it to
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.
ah yes, as doctorpangloss said, UV mapping is the term you're looking for
Start by describing what's wrong with it, or what it's supposed to be like?
Idk, if it looks right to you, sure
Looks mostly like a difference of lighting?
Guys its possible to resize an object with a material without stretching the texture?
What should happen to the texture instead?
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:
So you want it to repeat? If so you need to use a tiling shader for your material
Uh is it hard to make?
There a Unity learn page about setting up tiling textures: https://learn.unity.com/tutorial/shader-graph-tiling-and-offset-2019-3
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.
Oh i see
Thank you! ๐
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
That seems wrong. Also I looked at your image and realised what you're actually asking for is a triplanar shader. Note though that it won't work well on angled walls.
So you suggest me to do this?
Eh, can prob skip it. You can find triplanar shader on asset store or quick googling
This could be very stupid but i fixed this thing but struggling on adding water in my project, what could be the easiest solution?
Fixed thanks this ^^
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
With probuilder, when i apply a texture/material the material will follow the entire meshes or will be streched in some points?
It wont stretch as long as you finalize the changes to the probuilder shape before converting it into a normal mesh
Actually, its normal i dont have an option to add built-in water in unity? the default one
where do i click to add damn depth of field
if you're talking about the water that used to be in standard assets, those have been deprecated a while ago
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
All shaders are specific to a render pipeline
When you get them from the store you have to check that it matches your project's pipeline
i understand
Hi, can i change these materials exported with fbx in unity somehow? Or edit them, cause it doesnt seem so
i'm not aware of how these can be converted into usable unity materials, but there's a way to remove them. Click on the fbx, go to the inspector and switch to the materials tab.
here, set the material creation mode to 'none'. It will remove the materials from the file, allowing you to apply unity's editable materials
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
Are you able to view the model in another application? Are you able to see the model in its inspector menu?
yea in hierarchy etc
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?
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?
isn't assetstudio a model ripper, pretty sure we're not allowed to talk about it here
Oh, ight, i c
Well, you can see that they are using a triplanar shader for the walls; it is most obvious in the corner of the window closest to the camera, how the tiles don't line up properly at all
And for the water ? what should i use to make it as close as possible to it?
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.
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
I know nothing about vrchat's requirements; have you asked on their discord?
Yea, i think i should investigate more in that discord, but for what i understood it can be make completely in unity , right?
Like I just said, I don't know anything about VRchat. I literally don't know if you are correct. 
It is hard to give advice since stuff like reflections will generally take additional scripts/shaders that may not be allowed.
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
The some reason is that none of the material nodes are exportable
Anything that goes into Vector input for the textures is treated as simply "UV" when you export it
If you want to scale or map the texture, it's better to do it in the UV editor
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
alright, I eventually managed to fix it
I changed the scaling and now it shows up properly
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
here. not sure if this is the most efficient method, though
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
@terse minnowIf it is a rectangular area you can also just mask it with a rectangle node and a tiling/offset node.
Do you have mipmaps enabled?
No
Dunno then, weird. Does it happen in the scene view or only the sprite editor?
Scene view as well
Weird.
@edgy field Compression? That can cause blurring
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?
I think there is an option for point sprite or something like that.
Yeah, there's an option to have no filters. But i have that selected so that ain't the problem.
Then i cant help you
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
The problem here is that it's scaled down
If you want to preserve the pixels accurately you must look into pixel perfect rendering
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 :/
I'm not sure, but maybe try looking at the max size here
https://docs.unity3d.com/Manual/class-TextureImporter.html
Thank youuuu
Did it work?
I haven't tried it yet, it's getting late here and it is school night. I'll try it tomorrow
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?
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?
@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.
Thnx for the reply! I figured it out eventually .. The models imported crumbled when I did it that way but found out it had to do with my import settings and transform info on them when imported.
anyone know how to hook up a opacity map to a urp material
dont see where to plug it in anywhere
Should be inside your base colour / albedo texture. Use a tga and add the map to the alpha channel in Photoshop or equivalent
For some weird reason my character get rendered weirdly, also the floor tiles have breaks in between them, please help
You already may have heard of UMA 2 on the asset store: https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611
You might be able to glean some info and ideas on how to approach modular characters with this
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
I ended up writing a system that stitchs the skinned mesh together at runtime based off of a configuration of pieces. Most of the work Is in blender now. Thanks for the reply. I'll check out that asset too.
use pixel perfect camera
i did, now my character looks okay but the floor still doesnt
Have you set all properties of pixel perfect camera properly?
i think so
try setting a fixed resolution?
not sure whats that
Well so you haven't set properties properly
because im pretty sure your graphics aren't 100 pixels per unit
check the documentation page and set all the parameters properly
where can i find it
Is this picture taken from scene view or game view?
game view
here is a recent one
as u can see the tiles have gaps
i have implemented pixel perfect camera
You could try pixel snapping
https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@5.0/manual/index.html also here's the manual for any settings you might've missed
ty
looks good
uh
nope, im sure i didnt miss anything
and pixel snapping wont worl
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
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
@young parrot Check out this post https://forum.unity.com/threads/normal-map-reversed-at-import.720629/ About 2/3rd down they show a node that can flip channels of the rgb output.
thx
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
It does, commonly called "channel packing", with packed textures referred to as "mask maps"
The type and order of channels depends on what kind of maps the shader expects, which varies by render pipeline
using urp
yep
that's the default in hdrp
we can do it in urp too?
If you make you own shader, yes.
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
many image editors have basic shape tools you can use
For example?
photoshop, gimp, krita, clip studio paint
Alternatively you can use vector programs like Illustrator
or inkscape
I find it hard to believe that you got here without discovering a single search engine first.
Hi guys, where i can get those pool tiles?
Hardware store?
I mean, for unity, sort of material like that
Search engines are only good for so much. Theyโve really degraded in recent days
Textures.com is what comes to mind
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
Ceramic stores
hmm they should enable this on urp too
not sure why urp don't have it but you have to write a custom shader to do so
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
Is aseprite better for pixelart than paint net?
Hi, can I use svg in Unity ? (2021.3)
Unity has a Vector Graphics package currently in preview:
https://docs.unity3d.com/Packages/com.unity.vectorgraphics@2.0/manual/index.html
that is great ๐
Substance Designer 2021 - Stylized Material Creation Timelapse . Fully procedural material
Video and Material by Dylan Salvalaio
Get Designer File + Full Video :https://gum.co/FloorTile
Intro to Substance Designer Tutorial : https://gum.co/introDesigner
Learn how to Make an Outdoor Environment: https://gum.co/OutdoorCourse
This video is a pr...
Anyone knows how to import materials from blender to unity? if possible solve me a question about materials on mixamo
you asked to ask. There is no real question here
@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.
ok wait then
''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?
Now put it in the search engine or mouse over select and search
@normal tide You only have to add "Unity" to your question https://www.google.com/search?q=How+i+can+export+the+materials%2C+from+blender+Unity
I shrink this kind of photo and add it to the game, but it gives an error when turning left and right.
You need to show how you are turning it and what is the error
Where is the Unity Free assets to download & use ?
Im new in unity ... So ..
asking
@oblique orbit #๐โcode-of-conduct for collab posts.
Asset Store has some free assets. Also there are other searchable places.
Thank you so much! ๐
@ripe vale Use Pixel Perfect camera component, it will fix this
I didn't even asked xD
but maybe works
xDDDDDDDDDD
how do I configure this?
Experiment, see how it works. There are blogs on Unity's site and tutorials about it.
Should I set the resolution to 1920x1080 just for a base thing or this will be a problem in the future if I don't do it properly?
That's it
the guy fixed my problem before I even told him
Thanks! xD
I'm having a problem with things overlapping in the wrong way help -.-
Those are physics layers. Sorting layers top right, higher
You can also use the default layer and sort inside it using order number
Sometimes he gets stuck in the edge of the tileset collisions
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
roughness is the inverse of smoothness, so you will have to invert the map to use it
Unity's documentation is really nice for this type of stuff: https://docs.unity3d.com/Manual/StandardShaderMaterialParameters.html
Thank you! ๐
Hey does anyone know how to export blender grease pencil stuff into unity?
https://www.reddit.com/r/Unity3D/comments/ji7ok9/blender_grease_pencil/ second google result
I still need help with that -.-
Yea I tried that with no luck. But I'll look into it more
Thanks
How do I make a 3d sign?
Model one
hey guys
really suffering with this design from blender to unity
is it even possible?
What is possible? You'll have to be more specific
to get the exact lighting on blender as in unity
Exact? Sure but it won't be easy
Is the left one rendered in cycles or eevee
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
thank you, i will send you models by dm
I did not indicate you need to do that ๐ค
what would be a good program to use for non-pixelart 2D art
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
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.
hey i wrote a shader cuz i got 100s of textures and im lazy
also unrelated but do you know a way to get a matcap effect shader
i cant find one
I know how to Google it.
i'm still looking for a solution, it's been 3 months, anyone knows?
To what?
is it possible to export models that have pngs with transparency from blender to unity and if so how?
@peak wraith same as any other model; you'll just need to adjust the material for transparency.
wdym by adjust it? as in delete the background?
exporting images
As in set the material to be transparent. The default material is opaque
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
Can anyone help explain why my character deforms, as shown below, when the game is run?
I think it might be something caused by the armature of the character but I don't see anything that should cause that
https://gyazo.com/095c30561fa6c028a37db0771782be3e
I've found out that its cause by the avatar in the model, do I need an avatar?
is there any way to copy map blockouts from unity to UE4?
FBX exporter package
You need to build an avatar for the model, and assign animations to it.
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
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
Do the eye bones detach, or the eye vertices of the mesh?
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 ^^"
Didn't answer my question, though. Are the eyes attached to eye bones that aren't being animated properly, or are the actual part of the mesh not following the bones?
Are the eyes a separate object?
Thank you
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?
https://youtu.be/nhJ8EJ_GtLI The first chapter of this tutorial is probably the most detailed guide I know of
pull them out of the unity project directly into blender
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
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 doesnโt 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.
Sorry for late reply but where do i find nthat option in Unity?
The package and its install instructions are pinned to this channel
ahhh ok thanks
if he did it using blender nodes he's going to have to recreate it in unity
yeah he did
there is no way to get it in?
it looks so cool
in blender vs in unity
nope. blender and unity have completely different rendering pipelines, the most you can do is bake it out to textures
how do you do that?
not that fammalar with blender
idk i don't use blender lmao
just look up a tutorial
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.
It depends on HOW he is adding the colors in blender; there are multiple ways and that would affect how to do it.
Since it seems to all be solid colors, exporting vertex colors to unity would probably be easiest.
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
Yeah, but textures would be overkill for solid colors if he is using one material and nodes
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
Yeah. I suppose the real answer is 'tell the artist to make it unity compatible' ๐
Guys its possible to download a PBR shader prefab? with roughness option , displacement etc?
Cause i'm having issues making one
the default shader is a pbr one
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)
you essentially have to invert the roughness map, so it would be 1 - pixel value
there might be converters online if you look
Yeah, roughness is inverse of smoothness.
Inverting the texture in an image editor should work just as well
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
depends on the 3d software you're using, Blender for example, you need to embedd the materials
I have photoshop, what i should do? like, importing the texture then which button i should click? i'm really new into working with textures
I think you can find "invert colors" somewhere over there
Oh alright! i inverted it , smoothness textures should have white spaces right?
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
what would be the best 2d light and shadows free addon i can get in unity?
How can i make a subtraction of 2 objects in unity 3d?
help me
in mixamo and blender the character looks fine but in unity its pretty broken
pls help
like a bool in Blender? You cant. Maybe with a individual shader.
looks like you didnt export it correctly to unity or the names of the bones etc. are wrong.
You should always stay in the power of 2 range. (64x64, 128x128, 256x256 and so on). Better start with a high Resolution and make it smaller later.
There are tutorials to create a shader for 2D Shadows i think.
ok thanks! and what would you suggest? illustrator or photoshop?
Depends on what you prefer ^^
2 programs for different purposes
yeah im just confused with it. i have used both but dont know whats suitable at this situation
With Illustrator you want to create Vector Graphics.
Photoshop is creating Pixel Graphics.
yeah im planning to go with better character and not pixelated