#πβart-asset-workflow
1 messages Β· Page 74 of 1
oh okk so 256x256?
256 is quite small ^^
ok
1 more thing
to test it, should i also make 1080p canvas and check how my character will look like? or its just the case with ui designing?
Canvas is mostly used for UI
i meant photoshop canvas. new file with 1080p res
Doesnt matter.
i dont understand the character on screen thing sorry
Well, just think about the size of your screen. Its possibly 1920x1080 pixel ^^
when your character will fit like half of the screens height, it should be like 512px high.
np ^^
I guess i need to set up avatar maybe im using different avatar in animations
how do I get started with creating a character
for 2D
like what software should I use
Depends on your favorite style and how you want to draw it. Mostly photoshop.
is it free
No
I'm trying to edit the bounds of this reflection probe, but the gizmos aren't showing up. I have all gizmos enabled
I was editing it a moment ago, but suddenly they disappeared
save and restart unity? See if they appear?
oh, that worked. How strange
I've had similar issue with occlusion gizmos, no idea why either
Because: Unity
is usually the reason lol
definitely haha
but thanks a lot, I've been going at this problem for about 20 mins and haven't even thought about restarting unity
You're welcome π and lol yeah, it's just an old IT thing, essentially a modified "turn it off and on again" π
just finished rig unity/unreal engine.
Hey, the animations/actions on my blender rig have stopped showing up in Unity. Anyone have any idea what could cause this?
Having "force start/end keying" option in FBX export has made actions disappear for me
That doesn't seem to change anything
for some reason only the action I currently have open in blender is exported, and none of the others
Did you try marking them procted / fake user?
Hm, out of guesses for now
dang
I read that it could come from having keyframes for deleted constraints, but I don't think I have any...
hmmm ok so I tried making some new actions, and they seem to import. I guess it's a problem with the existing ones.
ahh yep, I found some deleted bones that still had keyframe data
my 2500 x 2500 sprites come out pixelated whenever i zoom out
how can i show the linework i made on the drawings when zoomed out?
trying to make a fighting game like skullgirls
Anyone know if You can paint terrains for unity on Adobe substance painter?
Max Vray to Unity is proving to be my worst nightmare... Hundreds of models I've made over the years and I can't get a single one of them to work properly in Unity. I can get the mesh no problem, but materials? Holy jeez.
Unity needs a Datasmith like tool like Unreal has, this is ridiculous
Guys i'm starting thinking about making a simple first person exploration game, but what could be the best decision for things like volumetric lights and water, URP or HDRP?
The render pipeline isn't decided based on the features you want necessarily, it's more important to ask yourself what hardware you want to be creating this game for. HDRP will limit you a lot more than URP
Is there any good toturials for making UI elements in Photoshop
how come these appear in blender but look like this in unity and mixamo? https://cdn.discordapp.com/attachments/721957319335870506/968835315685007400/unknown.png
I'm not finding anywhere in the Unity docs that talk about this checkbox in a Sprite's Import Settings:
Is this safe to uncheck for sprites used in the UI?
https://docs.unity3d.com/Manual/CustomPhysicsShape.html
It only matters if you plan to use the sprites with polygon colliders
Thank you
Another question: is there a general rule of thumb about how many texture assets to pack into a single Sprite Atlas? Is it a situation where the more you pack into a single atlas, the better? Or are there any drawbacks to having one big atlas?
Oh, apologies, I think I found the doc page that goes into this https://docs.unity3d.com/2018.4/Documentation/Manual/SpriteAtlasWorkflow.html nvm
hi there
so yeah im a little stuck on this decision because im kinda bad at making decisions
we got
- a road mesh
- a texture atlas
i'm trying to figure out the best way to structure my model that hits a balance of modularity and performance
i want it to be extremely flexible with combining road markings of different types, but i want to have everything in the same texture atlas as much as possible
at the moment the textures in the atlas are designed to be split across the middle of the painted line
so here's how that would work
you can see that if we split the lane in the middle we can use a different type of marking on the other side of the lane
this has some downsides
it means the lanes have to have double the polygons because they require a split
it also means the other half of the painted line must be represented
for a situation such as this, that other half of the texture is not modular, it must come with a painted line or there must be a second variant without such line
in other words, if part of a painted line is included in the road edge section then there would need to be variants of that for every kind of marking and edge combination (grass / concrete / etc)
Here's another approach:
having isolated textures means you can drop any combination on any polygon and you save polygons, but it's also garbage for draw calls. I don't think this is the way but i put it here for contrast
Third approach: Seperating the asphalt from the painted line markings and including those painted markings as additional geometry
this means you still have more polygons then in the first approach and now there are seperate road and marking textures
but it's a lot more adaptable
fourth approach: keep the markings together with the road in the same texture atlas, and keep them combined in the same mesh, but organise the geometry like this:
- seperate polygons just for the markings, so the uvs can be swapped on only those polygons. still twice as many as otherwise, though
what are your thoughts on which is 'best'?
I'm not sure if this is the right place to ask about this but games like Valheim and Cloud Gardens have a art style ive heard being called lofi. I was wondering if anyone had some tips on using / making this kind of art style in Unity. Thanks in advance
I get that it really is just pixel art but there's something about it that makes it special that I just cant put my finger on
specifically im trying to do terrain with this style, i could probably figure out more rigid models but getting smooth terrain to work is what's catching me atm
There is gonna be a cost anyhow @pastel prism, and if you ask me the cost of more vertices is the cheapest one to pay. The first option seems like a pretty good way to do it to me
"Lofi" could mean anything
In Valheim they simply turned off texture filtering on some very generic looking 3D assets and called that their artstyle
Cloud Gardens uses a specific technique often called "low poly pixel art" which has a great emphasis on pixel perfect snapping of vertices to texels to make them work together
Tools such as Pribambase are used to make this process easier
Terrains are notoriously difficult to do in this style because they often have a lot of stretching polygons, but terrain rarely needs to be perfect
As you can see Cloud Gardens has pretty flat terrains, often covered with clutter
Is there an efficient way to convert a Model Prefab to a regular Prefab? I've made changes to each Model Prefab (FBX import) in the scene and I want to resave them out to individual regular Prefabs... I can't seem to find the option in any right click or context menu...
each individual sub-object has even less options in the RC menu:
what are the methods of reflection available in built-in renderer?
i know about SSRR in the post-processing stack and Reflection Probes, are there any others?
Unpack and then drag to a prefab folder? if I understand what you mean
thank you!
how do you think valheim did their terrain? I'm not trying to get it prfect either but do you think they use the same workflow you described with primabase?
What do you mean how did they do it?
They absolutely didn't use any pixel perfect techniques or as much give five seconds of thought about them
If that's your goal visually, you can use unity's terrain with pixelated textures and that's basically it
They also use detail grass heavily which you'll have to pixelate as well
But fundamentally none of it different from non-pixel (or "realistic") styles
Why does this object move down when played?
hey all! finally managed to display a 3D object in my canvas using Raw Image, Render Texture & Camera ... however I was not able to remove the background. Any ideas? Already played with the Color Format of my Render Texture and my camera's Clear Flags.
make sure your camera has a background color with transparency
if I set the alpha value of my camera's background to 0, the while 3D object disappears in my Raw Image
like this
really strange behavior, might this be associated with the canvas where I put the Raw Image in?
it should definitely not be happening like that
canvas shouldn't matter
what happens when you change the color of the camera to something like blue
background color changes as well (see first picture (black) second one I changed it to white)
what's the clearflags set to?
and changing the camera color to full transparency?
you mean Alpha to 0, right?
yes
the texture remains like this, but the object in my raw image "disappears"
alpha to 20, that you see what happens
is this in play mode?
nope, scene
try it in play mode
there's definitely something else going on
see how there's depth issues with the object itself?
thanks god I am an unity expert (not, lmao)
let me try this with a cube real quick
π¦
game mode as well
congrats you've gotten me to open unity to attempt a repro π
material of my cube, but should not matter, right?
now I am afraid that you get other results, lol
why is it a particle
oh wait
does your other model have a particle shader
with standard
yes -.-
that explains the depth weirdness
you have no idea how long I've been looking for a solution haha
so with the standard unlit it works?
Standard Unlit is Particles? And with this one it does not work
no
However, if I change it to something else like "Standard", I get my model but without color
should be something like Unlit/Texture Transparent
or Unlit/Texture
thank you so much, man!
actually don't know, just happy that it works finally π¬ as I have already said ... thanks god I am a unity export (not)
I'll give it a shot, thanks π
I was hoping there was a way to directly convert it so that I could do a lot of them at once.
Is it better to store the sub-models as separate prefabs? Each tree Model Prefab I've imported from 3DS has about 6 variations per max scene, which I've exported as FBX and rebuilt the textures in URP.
Then I've made LODs for them inside Unity which attach themselves to each sub model, I need to save those back out to be usable with scatter and such, but not sure if I should separate them into individual prefabs or not
e.g this LOD group only exists in the scene Model Prefabs and not in the original files that I dragged in from the project file browser, which are still linked to the FBX's and making these LODs in Unity doesn't update the original FBX
We have people who use both DAZ and CC3 characters with UMA. UMA at it's base is a framework for compositing textures, rigs, and meshes (yes it composites rigs). Some of the UMA stuff is really amazing when you step outside of the sample models.
I've sort of figured out the best way to do this, I think
By highlighting all the sub models, right clicking them, and choosing this option, I can convert the Model Prefabs into regular Prefabs and have a separate .prefab for each variant. I think that's the best way to do it so I can instance the individual models instead of sub models, I don't mind the folder clutter but it seems too difficult to be able to choose a child model of a FBX Prefab Variant, I think Unity assume that you're only going to use 1 model/mesh inside the FBX Variant
this kind of answered my above questions but wasn't immediately obvious that the option was relevant because it sounds like it's for exporting it back to Maya when I have no need to do that https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/prefabs.html#:~:text=To generate the FBX Prefab,Convert To FBX Prefab Variant.
It's destructive to the scene though as you lose the original Model Prefab by using the Convert to FBX Prefab option, so I think backing up the scene file is probably a good idea before doing this too
16:9 is a pretty safe bet. Make sure you have your canvas to scale with it, and have your elements anchored correctly so they scale with other resolutions.
If you have things like backgrounds though, you need to make it for the largest size you'll support and just have the devices crop it out. Such as designing it for a tablet.
No, full background for the UI which covered the entire screen. But yeah, letterboxing works if it fits the style.
I've got a couple of duplicate materials on the mesh, probably because of the way VRay likes to split up the sub groups, but I have no idea what to do about it and it sounds like it will definitely affect performance
Also I've noticed that using that Convert to FBX Prefab Variant creates massive FBX files... Not sure what to do about this either...
The original model that the red arrow points to is 255mb and when I split it up into the 6 variants, they're insanely massive. I expected them to be larger than 1/6th of the original model size because of the added LOD levels, but this is ridiculous π
Guys i wanted to make a 3d button of this window ui:
What is, for you, the best way? i just need something low poly but i'm trying recreating the button in 3D with probuilder but i'm wondering if there is a fastest way
Hi there, got some issues with the Substance Painter to Unity workflow, baked textures integrated in Unity don't look like what they do in Substance. I'm actually trying to make a custom shade to use each maps (roughness, normal, albedo) but as a beginner I would gladly use some help π
I would recommend using a proper 3D modeling software like Blender or Maya if you want a fast pipeline.
Hi, im terrible with art, i want to make like a UI card? to place my story on. pretty much like that. How can i draw those type of stuff? what software? can u guys give any information about that?
Photoshop or any of the free alternative software for image editing
ok, i will try to learn it
How can i inverted this one side?
Can anyone fix a 3d model that has some issues with it
As you were told before, you need to specify your problem so someone can help. This isn't the place to just hope someone will take your broken work and fix it for you.
hum, hello, i seem to have this problem when I import a scene from blender to unity, I applied tranform all to everything, but the wall texture still wants to rampage over the window ^^
(also for some reason the wood piece under the window shrinks)
any idea of I did wrong? ^^ thanl you
If you rotate the scene view around the camera you may notice that the window frame is "inside out"
If that's the case that means its normals are inverted
hum, recalculate normals would do the trick?
why wont my material apply properly to my weapon
ill scroll up in the chat i asked questions in
and somehow all the bones are linked to 2 fingers,neck and the head
Guys how i can make the transparent shader in blender to unity ?
if you're asking how to transfer it, you can't. You need to recreate the material in unity
Guys if I make a model in blender then if I import it in unity will it be heavy? Because I'm afraid that blender models are not well optimized for unity games
your models performance will be based on how you model it, using blender isn't really a factor here
recalculated the normals and got the same problem, even worse then before...haelp
hello can someone tell me how to apply alpha masks? I am trying to apply it on my character model so the skin won't clip through the clothes.
or any means to make that damn wall to stick where it belongs cause I'm trying all possible means for 2 days now π’
that wall....looks ugly
I can see what you are trying to do here
Yes, terribly ^^ .
I didn't applied texture rightly on the last one cause I think I remade it about 50 times pasrt 48 hours -_-
Me too
I've been siting here for the past two days working on my avatar only to get stuck on clothes not cowering things as they should......
haha I guess it's better to know that you're not the one to suffer ^^
Recalculate is not a magic solution if your mesh has too many openings
You need to use the face orientation overlay to see the inverted faces and flip them manually
oh a thousand thanks, that worked. I'm not familiar with blender at all -_-. When I recalcuate normals now, most of the face flip in the worng direction again, should I avoid that?
Recalculate works if your mesh has no holes or otherwise exposed insides
Otherwise it can only make a mostly inaccurate guess
So better to avoid that with planes that have their outside exposed in any case? thanks
Generally yes, better to have the mesh continuous and manifold with no holes
But it's not always bad, you can leave out unneeded faces to save polycount as long as you know it doesn't cause issues
Ok, thanks, seems to be all right now ^^
would anybody happen to know why saving the texture doesn't also save the texture lines?
They're a part of the UI
You'll need to use "Export UV layour" from the UV editor
okay thanks
i made 2 sprites but sprite at the bottom is low quality
how can i fix it
they have same quality
pls help
If the image is larger than max size defined in import settings, it will get downscaled
It's best to favor square shape for textures and sprite sheets
Excuse me, I want to ask something about isometric tilemap,
the image I imported is a simple pixel art image, why does this happen?
Try putting extrude edges to 0 in your import settings
I think this happens if your sprites have no padding in your spritesheet
I seem to have tried setting the extrude edges to 0 before heading out to school
It doesn't seem to work
I'll give it a try when I get back to my home
it doesn't work
Tile map sprite sheets basically must have padding between cells or the wrong cell gets sampled
padding/margins
so I need to edit my PNG file directly?
Yes
Another option is to generate a texture atlas which has the option to add padding
OK I will try the simplest way to make it work first
then learn about this another option.
THANKSοΌ
Good morning. Any onw knows how to batch overlays on videos? (even better, batch overlay a video ontop of many videos) I have some videos of my characters for the website and would like to add overlays of different properties.
@misty lantern I tried the simplest way already, it still didn't work just fine
The problem was solved after I changed the pixel per unit from 32 to 31.5 at the end
That's an unexpected solution!
Hi ! I've been importing by just transferring .blend files and it seems to be working just fine, so is there any interest in converting to .fbx? Should we be doing this for bigger projects?
Unity needs to open blender and convert the .blend to .fbx, so the meshes can't be imported at all on machines which don't have blender installed and there's the conversion delay
FBX gives you more granular control over what to export and how, but also places that responsibility on you
How you guys animate pixel art?
Is it just like playing with bones or we have to create every animation scene by scene?
π€
Traditionally every frame is drawn individually
There are some tricks like animating parts separately so you can re-use and overlay animations
Or the body parts are moved with bones and then pixelated in some fashion
It's definitely up there, but every type of animation has its challenges as well as advantages
hmm
...except animating on paper which has no advantages whatsoever
I never did any kind of animation so I don't have any idea whatsoever
More like flipbook
Ig
thank you π
I think that there are some pixel art applications that give you a bit more help than animating frame by frame. You can have a look at something like spine 2d, which lets you add bones to 2d images. I believe that the company who made dead cells rendered their animations in 3d first and than converted them to pixel art.
O
Thank you so much
Hello! I have a model made in Blender that I am attempting to import into unity. Everything works fine, but the model comes in looking very "shiny" and the material doesn't seem to apply consistently. All 3 objects in the picture are using the same material in unity, what do I need to do to make the middle character's material look more like the cube and the far right character. I have tried removing the UV and clicked the "auto smooth normals" checkbox in blender, neither of which seemed to affect the model after reimporting
Looks like a normals issue
The geometry could be inverted in the mesh itself or as a result of messed up bone deformations
@misty lantern hm, any ideas on how to go about fixing that? I figured that auto smooth normals property would help, but it doesn't seem to do anything no matter what I put the values at
nvm I recalculated normals and its working now
The remesh modifier in blender might help for the little guy, his polygons look a bit warped on the arms.
It solves a lot of problems that detract from the retro look
anyone know how to fix this?
the white humans are supposed to be with ping textures and black tshirts
im trying to import from blender to unity
I downloaded a FBX file from Mixamo and imported it into Blender. However, it gets imported with no colour. The same happens when I put the model into Unity. Can someone tell what should I do? It is urgent
You seem to be viewing it in solid view mode which doesn't show textures or colors
@normal tide also, Unity uses its own materials so materials from other programs can't usually be imported well or at all
Yes you were right. THough what should i do in case of unity any idea?
It's usually simple enough to make new materials in Unity, assign textures to them and assign the materials to the mesh
Why does my scene appear so dark when switched using script button vs manually starting the scene?
Like sprite positions or rotations not matching the pixel grid and gaps in tilemaps
You must generate lighting for the scene
I have a question regarding UV texel density consistency. If say, I wanna follow a specific density in my scene, when I get to big objects like, let's say, the roof of a house, all of the sudden it might end up going outside the 0-1 UV space with the same density as smaller objects. What would you do in those situations? Do you half the density and use double sized texture? Or split it up into multiple pieces (surely not?)
Or does this just mean that the texel density given is too high to begin with?
Surely if you go outside of 0-1 UV space, the texture will simply repeat with no change in texel density?
That would mess up texturing though
That's still exactly what happens if you go outside of the UV map
Perhaps I'm not understanding the situation fully
Right, I'm aware what happens. I'm just trying to figure out what the industry standard is when it does end up going outside 0-1, but you can't have it do so. Seems the only option is for that specific object to receive less density to fit in that space and utilize a bigger texture resolution to compensate. Just always been slightly confused about that one
Well, or perhaps in those situations you're limited to using tiled textures
I don't think many games try to enforce a consistent texel density (assuming density per final surface area) because there are no inherent benefits to doing that, and tiling is used generously as it saves texture space
But if you do want/have to have consistent density with no tiling then bigger objects do need bigger textures
But generally a roof will do fine with a repeating texture, and it can be of lower texel density if you know it won't be viewed up close
It's also very common to have multiple different densities overlaid using techniques like detail mapping
Right. I've just seen all this talk where you wanna keep the final density the same so that texture quality stays the same throughout your level.
Which always did confuse me because of the situations you mentioned above.
Surely more prominent and closely viewed objects in-game would benefit more with a higher overall res
It's not a hard and fast rule by any means
More of a piece of advice to beginners who don't pay attention to texel density at all between assets or within an asset
Makes sense. It's tricky to figure out these little nuances on your own sometimes when you're just doing it as a hobby. Beginner info, all over the place. No problem. Slightly deeper industry theory, not as easy to find.
How to use an icon set like this (https://feathericons.com/ ) in Unity?
SVG importer of the Vector Graphics package
O Tysm
@rough knot no, but it is a tool designed to make that sort of thing easier.
Like
Guys i need some help. I got a character FBX object in unity im trying to export into blender to make some modification (adding a UV map to some part of the character). I'm using the FBX Exporter from package manager. My FBX object in unity consist of all body part being separated into other fbx object, they all have skinned mesh renderer into the fbx. When i export it from blender back to unity, i got mesh renderer instead and none of my mesh got materials. Need some guidance
Excuse me, I wanna ask some questions about isometric tilemap
I set the z position to 1 and tried to draw the map,but found that the picture in the scene window is not the same as the picture in the game window, I did not change any settings of the camera, why does this happen?
uhh...I figure out it after 10 mins
because it is 3d scene, so that is normal...
under this situation, how do I make a tower or something has difference in height in 3d project?
How do I add bloom to materials with Emission?
hey guys quick little question someone might know the answer to. Im new to unity and im trying to import a model I made in blender for a game character. My only issue is that some sides/faces of the model become see through when im looking at it but arent actually gone. Anyone know how to fix this
Usually it isn't part of the shader, but rather in your postprocessing
The normals of those faces are flipped; you'd want to fix that in Blender.
Probably compression settings
how do i change that
In the comprssion settings
i got it
@fluid oak how do i change the time between frames?
in libresprite i made it 400 but it's 250 in unity
too fast
Hey guys quick question... Is there a way to mask Mesh Render Prefabs (i know how to use the sprite mask but im lost now that im using these mesh prefabs)
Yes, though there's no way quite that easy. The way you do it depends on which render path you're using.
But generally speaking you'll need to use stencil buffers, either directly in your shader or though using a render feature.
just forgot to texture so the entire asset is garbage now
Hey, I am modelling a set of houses for a game I am creating in blender. What is the recommended poly count per house(planning to release on switch)? Some of these houses will be entered some won't, but what's a general rule of thumb, if there is one
There much isn't one
It depends on how many houses will be seen at once, how close will they be seen and how much of the polygon budget is spent elsewhere
Ah, I see. Thanks
One more thing, in blender I am not able to get even topology on my models for sculpting
So when I have finished hard surface modelling like these
If I take it into sculpt mode(even after remitting) the brushes don't fuction normally and I get all kinds of weird outcomes
Anyway know how I can fix this?
Anyone has any idea how to implement blend normal's based on character animation? Anyone know's about a good workflow for this?
You'll have to use dyntopo or a remesh
Remeshing sucks with high difference in detail so dyntopo is probably the way to go
why are these materials visible? (its a fade out/in panel)
I think the legs look good so far. The speed of your animation seems a bit to slow for what would probably be a typical movement speed in a game unless you're going for reeall slow, so when you implement it you might wanna think about speeding it up a bit.
Now that you've done the legs, I think you should try making the torso and head bob down and up with the movement of the legs
You can see in this gif how when the character puts a new foot forward, the rest of the body bobs down with the foot that gets placed down in the front, and goes up when the back leg pushes forward
Theres probably a better one that shows like a flow line or something ill see if i can find one
Saint11 is a fantastic resource, they have a lot of really cool gifs and images explaining how to do a variety of animations!
why does this material show through the UI?
Hi ive majorly frigged up how do I go back in auto saves or something??
sup guys i have an awkward question yet pretty useful for me
what makes a character design charismatic? like hollow knight as an example
the character is simple but yet you feel some kind of empathic
or as a better example niko from the game oneshot
looks like the render order of that shader is set to some extreme value
there aren't any. this why you should use version control
I am having trouble with my character rig. Currently, I am trying to work with Inverse Kinematics for my VR game
can somebody pls help
m,e
how do I detect that a key has been released
GetKeyUp.
Look it up
thanks
consider using git and sourcetree in the future
anybody here uses substance designer and figured out a way to export bitmaps for URP? (especially interested in a way to combine the Metallic / Smoothness into one texture like substance painter does because it is extremely tedious to always go the extra mile and use painter just to export this map)
Solved it "mostly":
Create an Alpha Merge and feed it Metallic and Roughness/Smoothness and create your own output.
Anyone know if there is away to make a multiple part mesh into a single mesh?
Not really an art question π€
You seem to be missing a script or you have problems with naming the script/class
hey when I export from blender to unity as a FBX the model in unity on one side of a panel its just one side its not solid like it is in blender...What can I do to fix this.
@cobalt sphinx fix the normals
apply your solidify modifier it might not have been
wait its something different
why is my p90 teleporting to 0,0,0
using UnityEngine;
public class P90 : MonoBehaviour
{
public float damage = 50;
public float range = 100f;
public Camera fpsCam;
public bool shooting = false;
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
if (Input.GetButtonUp("Fire1")){
shooting = false;
}
if (Input.GetButtonDown("Fire1")){
shooting = true;
}
if (shooting == true){
Shoot();
}
}
void Shoot() {
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)){
Debug.Log(hit.transform.name);
enemy_death target = hit.transform.GetComponent<enemy_death>();
if (target != null){
target.TakeDamage(damage);
}
}
}
}
This isn't art asset workflow related. Ask in #π»βcode-beginner
hehe oops
is this the right place to ask about issues with the package asset validator? It is baffling me and its been 2 days since I submitted my asset and been in "few days" with no response and is stressful since I need an answer.
Hi all, not sure if this is the right place
Is it viable to photogram(? basically making 3d models of a IRL furniture or house etc) manually nowadays? Or there's already a program for that, or maybe it's expensive?
How bout if the resulting 3d model is stylized?
Hey guys, quick question. If I wanted to export this into Unity, how would I face it correctly?
Blender treats negative Y as forward axis, but how it shows up in Unity depends on your import settings because the axes are different and arbitrary
first of all apply the transforms
still not working
anyone who is a master at exporting to unity from blender if you can look at my model and tell me whats wrong would be greatly appreciated
Show the face orientation of the model in blender.
Iβve been having an issue with assigning a material made from an image and assigning it to the main singlet part
It works almost everywhere
But it all turns a solid white on this one part
The UV map of the mesh determines how textures show up on the surface
Rate my first human model XD. I'm going to lower his resolution for more poly-look
Can we use unity as 3d designing app?
Or is this blender?
blender
what else would i use, maya?
thats wayy too expensive.

So assuming that Blender treats Negative -Y as the Forward Axis, what should my Export Settings be for it to work as expected in Unity?
Currently it just points towards my face when picked up.
Seem to be getting mixed results regarding the issue, and with this code: transform.LookAt(Camera.main.transform.position, Vector3.forward); it doesn't work as intended.
anyone here knows fbx and usdz file? im extremely sick of doing the convertion in between
so i got a fbx file with texture on, but when i converting it to usdz with thousands of methods in tutorials or any other π©
THE TEXTURE JUST LOST
this is the most cursed file format throughout the whole planet
It's always been difficult to find a clear answer to this question but what works for me is the settings you already have but with these axes
With the default import settings on unity side, whatever they were
The rotation or scale will be off when you drag the mesh into the scene, but if you reset the transform it flips to face exactly as it did in blender
I don't know why the mesh is created with transform overrides
Okay let me give that a shot
object rotated by -90 degrees when imported
That didn't seem to work.
WIth transform.LookAt(Camera.main.transform.position, transform.forward); as the pickup code.
when i use this it rotates by -90 on the x axis
And if you reset the transform?
Hmm try positive Z forward instead of negative at export, and then reset in unity
I may have messed that up
Gun be like: not today.
nope
same issue
it doesnt seem to change anything
changing the axis
hello guys !
i had a problem with baking in blender.
that seems i do everything very well but it doesnt work.
What if you check Apply Transform in export settings as well
wait it does
and I notice you use Apply Scalings: FBX All
I used "All Local"
Now you've got -Y up instead of Y up
this combination?
I'm just convinced my issue is coding-related now. Apply Transform made my model wonky/pieces out of place.
.
@misty lantern rotates on y axis by 90 deg
this fbx setting shoul work
π
but Apply Transform is broken with armatures and animations
This also rotates it 90 degrees for me
But so do my settings which I somehow never noticed
oof
And similar problems with each example I've found online
It'd be convenient if it just worked, but luckily the transforms don't practically matter
so no reliable way to export stuff from blender 2.93
You can always put the mesh under a parent empty object and rotate the mesh
And usually this is what you'll do anyway to decouple the mesh from the "object"
true
Not using Apply Transforms should stop it from messing up armatures, but tends to add a scale of 100 or something
That should be tweakable from the import settings but it never bothered me that much
@rough tree Just post your question in the relevant channel and if anyone help, they will.
Does anyone know why these assets look so low res inside Unity? Photoshop file is pretty good
The unity manual says that it can use lines and points in a mesh, but there doesn't seem to be further information about them and when I import such a mesh I am not seeing anything. Does anyone have any info on using them?
are you using blender?
damn, that looks awesome
Uhhh does anyone know what's happening here
In Maya I have 2 meshs
I've tried it in Blender too
exact same import
However in Unity it merges these 2 objects
and spits out this
instead it should be like this 
OK update, the issue was the name.....
Apparently unity doesn't like similar naming
No, it doesn't.
So i am trying to make a game and would need to stick an object to another Object with some Venom goop, kinda mallis looking strings or something. I think I have seen a Tutorial on how to do something like that but I can't find it anymore. Does someone know about what i Talk or how to do that? I would really appreciate it.
Can you give an example?
yes
Hope I'm not breaking the rules by asking here specifically but does this gun look too detailed for the character?
I want to strip back some of the detail on characters but want to keep the guns looking good without looking out of place
@eager mist unity and blender use opposing co-ordinate systems, so some rotation is unavoidable
One is left handed and the other is right handed
I think that in isolation the character and gun don't look like they go together, but in a full scene you could develop an aesthetic that they work for.
Maybe beveling the cubes on the character so that the character looks simple without looking like 'a pile of default cubes'
(and also so the shading on the character and the gun are more similar, since the gun has bevels even on the simple parts of its geometry)
Q: I've imported a few assets now from the asset store, and it seems like a number of them have the default pivot points messed up (2/3 I've started with today had this issue), is this due to issues of older assets vs newer Unity, 3d software export issues, or laziness when building the models?
I've done the empty gameobject fix to set the pivot point to the empty object, but it definitely feels like a hack (on top of it not working exactly like normal, although that may be a code issue)
Attached are examples from this paid submarine pack I bought, z axis on the asset is on the wrong pivot point, with the empty object having the correct pivot point pointing towards the rear.
That would be laziness on part of the person who made it. However, also double check your scene window is in Pivot mode and not Center. You can toggle between them at the top of the window.
Thanks for the help!
it kinda looked like this
I am having an issue with a fbx model. Unity keeps returning an error saying the vectors need to be correct but they are. I am not sure what else to do a this point because the model is in the right position
What's the error exactly?
At least on my end they are correct and aligned. It only happens with FBX's.
Submission guidelines? Meaning asset store possibly?
Is it an error or just a note
It is asset store. Is a warning yet they using that stupid thing to reject my asset. So, I am trying to discover a way to fix that.
I even reimported to blender to fix the supposed vector issues I do and yet it wont take it. I create a prefab fbx alternate from within unity still same thing. Tried an empty object still same thing. so not sure what else to do.
Only thing I have left I can try is to "probuilderize" and see if creating a FBX from within Pro Builders it will fix it.
Either way thanks for trying to help. Really appreciate it.
I don't know anything about asset store publishing so I'm not much help here unfortunately
excuse me, my designer export a fbx file with 4 png, I export material from fbx file, it's gray by default, then I try to drag each png file into new material, everything is file, except the 2nd png, I don't know what is it :<
the second one is probably the metailc map
you need to look at the name of the file
it depends on the shader you use if you can use the texture directly
The soldier has been updated - now has some bevelled edges, more little details and night vision goggles
I was thinking more like the tiny bevels along the edges of the gun, but that doesn't look bad.
Any ideas for free plugins that scatter objects on other objects? Not terrain. Polybrush doesn't work.
Define doesn't work?. either way for Polybrush to work on a mesh, it needs special shader that would work with Polybrush
plenty tutorials on youtube for this
hey guys, noob question here - every model I import into unity that has smooth normals shows some weird seams (pic1), but if you zoom in close enough they disappear and model looks like it's supposed to (pic2)
what am I doing wrong ?
It attaches a script to all my prefabs, making them lose their mesh filter, and then corrupts them and I have to delete them and remake them.
Why would an object scattering plugin need a special shader?
I'm working with Light Cookies to make a grid-like light, but on this object (and a lot of the lighter objects) it seems to be going completely red. Any idea what's happening?
for some reason the faces flip whenever i import the model from Blender to Unity. I flipped the faces and even the normals on the armature but nothing
Are you totally sure there are no backfaces visible in blender before exporting? You can check with "face orientation" overlay
Armatures don't have normals, but I believe they can cause inverted normals if an animation inverts their scale or some other property of them
well i'm 100% sure
There's the #archived-art-asset-showcase specifically for showing off stuff
@lofty ice are you creating the second shoe via a mirroring or by copying and negative scaling?
Hi, How can I add fur to the animated retort set we created in Marvelous Designer and run it in Unity? Or how can I transfer it by doing it in another program? I couldn't fur in Alembic. I searched but couldn't find the result. Can you help if you have any information? We are trying to make a cinematic video in HDRP mode, but since we cannot simulate it in Unity, we get alembic using the simulation in Marvelous Designer. We can't add fur this time, the outfit should be pretty fluffy like the Viking outfit but so is the physique of the outfit but we couldn't. Please help or guide. π¦
I can't actually understand the question.
hey does unity or any plugin have similar feature?
Crocotile 3d is a tile-based 3d modeling editor that allows you to create 3d scenes using tiles from tilesets. Great for pixel-art style graphics or other low resolution styles. Designed to be simple without the bloated features of other complicated software, Crocotile 3d allows you to quickly create scenes and models without becoming lost in co...
something like this?
Yes. Crocotile. =p
yeah but was wondering if unity had some addons paid or free something like that
π
It's compatible with Unity so why not just use it?
I guess the closest things are PolyBrush and ProBuilder, but they're pretty different from Crocotile
Yeah, exactly It works with unity
laziness when building the models?
yes. also, do you have pivot point or center selected
you can't
you can definitely read an alembic cache
but they do not necessarily scale for realtime playback, because you'll notice those files are colossal
i think you may have bitten off more than you can chew on this gig
there's no shortcut for realtime cloth and fur, you simply cannot use pre-rendering tools for them
hey everyone, looking for a quick tip here. I made an asset out of a bunch of separate meshes I got in a pack from the asset store, and they all use the same material. Is there anyway to batch them all together in 1 draw call? They seem really inefficient atm
I have dynamic batching enabled and it cut my draws calls in about half
also I am using material property blocks so players can recolor their avatars
what renderpipline do you use?
Default
ok
dynamic batching will only combine meshes that have the same material, no lightmap and are below 300 vertices.
Does the pivot point in a sprite dictate it's position or only it's rotation?
It is the point that is considered the origin for the transform..
Hey! What's the best workflow for you when exporting blockout LD from Unity to your modeling software, and then modeling on top? I'm not sure how to approach this in the best way possible. I'm looking for advices on how to split files, how to export finished level (separate assets or all merged in one FBX with hierarchy), stuff like that!
how can i completely remove the anti aliasing of the render texture? i set the filter mode to point but its still not crisp enough
are multiple textures not recommended in unity?
i keep hearing to use single color palletes instead of textures
is it possible to load more than one uv map?
@zinc mesa bc i had to shrink everything down to get it on the colormap
If you need multiple, use multiple.
You can use a texture with various colours on it, if your art style suits it, sure.
i heard that unity isnt particularly great at handling multiple textures though
so people use "universal textures" instead
Where did you hear that from?
it can be nice for low poly, unity can then batch most of the models together when rendering
but if it doesn't work for you then don't do it
various source, i think
unity forum, video tutorial
i think its better if objects rendered together share such textures
otherwise there is no point
i can see how that would work
this is in substance painter, is this weird shading gonna be just grafted on in unity? don't think that's how lighting works
is that ao?
haven't baked any mesh maps yet
Hello, I knoew this question is not really that much related to unity, however do you know a good Blender tutorial so I can create good models for Unity
blender guru
donut tutorial
Not sure if this is the right place, but does anyone know what the number to the right side of the "Normal Map" is or does (within a material)? If I increase it it looks like the normal map is intensified. But I'm not sure.
Yes - that's the factor that is used to scale the normal map.
Thanks for the reply Jaimi! What does it do and what kind of affect on performance does it have? I can't seem to find any documentation on it.
Having issues with emissive materials not being baked into my lightmap. Some emissive objects are baking fine, but others like this light ring do nothing. Texels are fine, object is static, materials are set to bake illumation, ect. I have a hundred or so emissive objects though, so idk if there's some sort of cap in Unity for baking
It just increases the strength of your normals, easy enough to test if you have a normal map and just pull the slider. And it shouldn't make too much of an impact, but I reckon it's not insignificant, since it's disabled by default on android
Thank you for the info! I may ask you later on how to enable it. For now, I'm good. π
Graphics settings -> Override default values. Android is low I think
i suggest check imphenzia learn low poly modelling tutorial better than blender guru xD
It doesn't have any affect on performance. It just scales the normal map so the effect is either more or less pronounced. if you leave it at 1, the shader will just scale it by one (no effect).
its probably because it isnt either split or something else
can I see the original image
how do I get around image compression when my sprites are small? Basically, I want the small sprites to have the same quality as the big one you see behind it.
I want to make some 3D models of my own to input into my unity world, what programs could I use?
Im only thinking of trying to model some chairs and desks
Blender
That art style doesn't need a texture at all, you could just use vertex colors.
Enable mipmaps?
Hey, I installed the vector graphics package (in Unity 2019.4.10) and now I have a problem with self-made vector graphics from Photoshop.
So, downloaded svgs from the internet are working but not the ones from Photoshop. When I try to import them into the scene I don't see anything and I get this error message:
Incomplete mesh data in Sprite. Please reimport or recreate the Sprite.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I can see them in my browser as it should look but not in Unity.
Here is a photo of it (on the left is the file in unity and on the right in the browser):
fbx is importing strangely.
this is a simple matcap material
when imported as an obj it looks correct
normals seem to be fine in blender
any help? I really want to get this done today
@rare bobcat Does the character have an armature? I think bone transforms can cause lighting to flip in some situations
Hey guys, I'm trying to figure out how to get the procedural shaders I make on my models in blender, into Unity properly. I've tried baking the texture maps, to the correct UV's but when I bring it into Unity I seem to get Issues with the UV mapping. IDK if it's something I'm doing in Blender, or something I need to do in Unity. But can anyone advise how to turn my nodes into texture maps that will work properly.
Sorry if this isn't the right channel to post this.
Hey guys I'm using this plugin to make a gameboy look for my game, but the problem Is I can't figure out how to set the resolution to 1920 x 1080, does anybody know the fix? https://roguenoodle.itch.io/gbcamera-for-unity
@eager mist probably should ask the plugin creator.
how can I prevent this ki,d of offset when the sprites are not the same height ?
@wild dirge place the pivots to the same part of the character each frame.
Hello everyone....Just a beginner kind of query....I was trying to make small character using pen tool in Photoshop, but for some reason its blurry.....As ik that pen tool makes lines in vector which doesnt get blurred......So i wanna know what am i doing wrong here....Why mine is blurry??
Vector lines can only be as sharp as the resolution they're displayed / stored in if stored as a pixel/raster image format, and for Unity they must be converted into rasters
The resolution of the saved image must be high enough that it doesn't need to be scaled above 100% when rendered in the game
Okay....so what can i do to make it sharp??...Its blurry even while im drawing lines...
Draw it bigger or increase canvas resolution, I'd assume
Okay... thanks man...will try this thenπ
How well is Blender equipped to create low-poly/voxel art for Unity game assets? I'm a programmer who doesn't want to use the Asset Store any more than I have to.
Low-poly meshes perfectly well, high-poly likewise
It doesn't have voxel tools, but it can voxelize meshes
Voxels graphics may look simple but are actually quite the technical challenge
Since basically no game engines support voxel graphics, the voxel assets must be converted to meshes anyway which comes with its own hurdles
Interesting. Would you say that for a first game using Unity 3D and Blender, low-poly art would be an overall better idea than Voxel art?
Definitely
Thanks for your suggestion! I'm glad to be put on the right track.
will weird shading like this in substance painter show up in unity?
why dont you try it and see for urself
I'm not familiar enough with substance to recognize if that "weird shading" is something in the material or just how the program displays meshes, so indeed the best way to solve the mystery is to try it
I've been trying to put the Romanian flag onto a sphere, by placing the Flag (2nd image) into the Albedo property, but it seems to appear like this (1st image).
Does anybody know a way to fix this?
That's how the sphere is UV unwrapped @young sentinel. You'd need to change your texture accordingly
Just scale the texture down like this and see how it applies
ok
just a sec
do you mean the whole image (as in changing the image size) or actually putting a small version in a black box?
Btw I do have a different solution (kind of), I've rotated the texture 90 degrees, but I need to find a way to rotate a material in a way.
Because when I rotate the texture 90 degrees, it fits correctly (Just you know: rotated 90 degrees)
I can't rotate the actual object because I have other things that the material would be changing to (eg. different flags)
Scale it down with black around it
You can't rotate without making a custom shader
Being able to UV map your models is very a important skill to have
The challenge is trivial if you know how, and doesn't require changing the textures at all
With that it looks like this
yeah, I probably should try and learn how to do that.
wouldnt it be better to use a 2d asset that always faces the camera for this?
and just make the eyes 3d
why do me scenes look so different?
You unchecked the light button in the scene view.
still looks different
Which one is correct?
just make use of decal painting or similar way of doing things
We have finally arrived at the last important trick in the Blender Texture Series. This one is pretty fun and simple. To everyone who stuck to the end of the series, thank you so much for being here~! As always, hope it helps and have a FANTASTIC day :)
Texture Painting Tutorial:
https://www.youtube.com/watch?v=PAXUnFGEJLI&list=PLZpDYt0cyiuu-s...
That is absurd overkill
Hey do you know how to rearrange the hierarchy of fbx files when importing to unity? ( from Blender )
Rearranging hierarchy inside Unity? You need to unpack the parent gameobject to move the children freely. Select the FBX parent gameobject > right click > prefab > unpack
Doesnt need to be inside Unity but when I do as you say I dont have a rearranged fbx file but a gameObject prefab xD
I've ended up using a system like this where when the material is changed, it shall rotate the character (The romania flag texture its self is rotated 90 degrees) and yeah it works.
This is probably a really stupid way of doing it lmao
Scene view
Hey can someone tell me why the keys on the right are behaving so weirdly with the light? I want it to look like it does on the left / how the cube on the right one behaves
I can't use the left one because the keys aren't individual objects so I cut them out, made them seperate objects and added more geometry
Something wrong with the normals
Either with vertex normals or normal map
@misty lantern I tried to just create an empty material to rule out the maps and it's still the same. Also instead of importing the normals from the mesh I told unity to calculate them but still the same
The face orientation is alright too, is there anything else with the normals i can / should check?
I don't see any obvious clues, but the kind of lighting that's "asymmetrically" off does suggest a normals problem
Hmm ok thank you π
a simple alpha gradient makes the material completely transparent, wtf??
it was because the alpha values of the colors werent set oof
Hi Everyone, i want to ask that is SpriteAtlas overwrite its containing textures' import setting? so when i adjust import setting for sprite atlas, do i have to adjust for its containing texture as well
does anyone know the best way to store hand drawn assets in unity? like for larger assets should you be breaking it up into 2 ect files? like a sprite map I suppse.
unless you're making a tile based game you don't really need to break assets up unless they're enormous and you want to do some weird loading optimizations
I'm having an issue with sprites imported into unity. I want to have a 1x row of pixels to use as a palette to sample from in game. (attached image is x8 for visibility)
when I import it, it looks like this:
(sprite projected onto a rawimage UI element)
notice the colors are more washed out, and there are 8 instead of 10
I think it's blending neighboring colors but I can't figure out why
the filter mode is point
changing the resize algorithm (mitchell to bilinear) seems to adjust the colors a bit
try turning off mipmaps
I believe I did already
I'll try again to make sure
turning off mipmaps did this
which is to say nothing
i should have led with that
sorry that was phrased really weirdly
anyway it did nothing
this is what it looks like in the editor if I turn it into a 2d array
can anyone help me with this ? thanks in advance
you probably don't want to set the power of 2 scaling to nearest
wow took unity years to implement the feature to not download assets from unity store to c drive by default lol
now my poor c drive won't suffer no more xD
does uma work with rigify?
Hi. I understand that its best practice to create texture atlas's for static objects, but should I be creating texture atlas's for dynamic game objects as well? Creating props for a VR game and trying save as much performance as possible. many thanks
so what are the different 2D art styles? i know pixel vector and hand drawn are there any others?
The benefit of texture atlasing is the same for both static and dynamic meshes
I believe they can use the same atlas all the same
Thank you for responding! Thats good to know, I thought this was the case but just wanted to be sure.
Those are techniques rather than styles
There are virtually infite different techniques and tools, both digital and physical
Styles are kind of rules how to use techniques or even combine them in a specific way that results in a consistent artstyle
So there's more possible styles than there are techniques
what are the different techniques? like the main styles besides pixel vector and hand drawn
Any technique that can produce digital art, including art that's made with digital brushes but not hand-drawn, or made with photographs, filters or algorithms
Also including all physical art which can be digitized
I think there's been games that use images of cut and folded paper as their graphics
Pixel art fundamentally is just low resolution digital art so it's not fundamentally different from other techniques
I guess it counts as a style
Vectors can be hand drawn so they're not mutually exclusive either
How do I reset this to default in the editor? It's showing me some weird 2d view
You cannot rotate the viewport camera? The gizmo is visible and showing perspective which implies that the weird 2d view mode is not active
Right, can you rotate the viewport camera now?
Hey I wanted to ask, does it matter or improve performance by much if I deleted faces of objects that the player would never see? I have a bunch of super low poly rocks, so deleting faces removes around 2 - 10 faces depending on the model itself.
nope, it still shuffles me between 2d views. It's fine though. I closed the scene and made a new window with the same scene
It would improve the performance, how much depends on the hardware and how many rocks you have on screen
If you have hundreds of rocks at once it'd be a good gain
Thanks, that makes sense. I will do that then! Appreciate your help
hey how to make this thunder effect
XP Crystals #KnightofExile
#gamedev #indiedev #indiegame #pixelart #art #gameart #gaming #games #unity #γγγη΅΅ #madewithunity #animation
im struggling to understand how to size/scale/import/use art in a 2d game. so pretty much everything π
i downloaded https://kenney-assets.itch.io/tower-defense-kit which gives me a ton of 512x512 images
i import these images into a Sprites directory in my unity app
how do i figure out the desired Pixels Per Unit and Max Size of my Sprites?
the tutorials ive done usually provide some pre-made assets and just say to use a specific size
In 2D this scale is less important, but itβs still good practice to respect it if youβre using physics in your project. If youβre using a Tilemap, it might be nice to keep a scale of 1 tile = 1 unit, just for the sake of simplicity.
i am using 2D and a Tilemap ... how do i enforce that 1 tile is 1 unit?
gah math scares me
Pixels Per Unit is expressing how many pixels from your Sprite fit into a unit in the Unity scene when the GameObject is scaled 1,1,1.
You don't have to. If you use default 100 pixel per unit setting assets have, just set correct scale in the grid component. i.e. if tile is 32x32 pixels set grid cell size to 0.32x0.32
tilemap has built-in methods returning correct coordinates corresponding to grid in world space and other tools.
in my tile palette, one tile is bigger than a grid square
set cell size correctly according to asset to ppu relation
i have 512x512 tiles. setting the grid cell size to 0.512x0.512 cant be right
should i just quit now? lol
That's a huge tile...
which goes back to my original question, of wtf do i do with these sprites i downloaded
I'm not sure how to configure palette. But if you change ppu instead of cell size it would probably fit correctly in preview
You could keep grid cell size at 1 unit and set sprite PPU to 512 if your one tile is 512 wide
Or tall, not sure how isometric grids are measured
if i change PPU to 512
im expecting that tile to consume one grid square, but i dont even know that if my expectation is correct
on my scene grid it looks like that now so that cant be right lol
i dont know what point you are referring to or what those numbers are
π
PPU 51.2
ppu setting in the asset. By default it is 100, so you would multiply it on tile size proportion
ok so TLDR only number i should have to modify is PPU
For the 32x32 tile you do 100 * 0.32 to get correct PPU
Larger than 100 pixels tile throws me off
so just move the floating point if you need to
Oh, you can btw change the size of the grid on the palette
You set it when creating it or edit its asset, it has the same grid component.
So can just leave 100 ppu and resize the grid
...
For these reasons, as you are working on the art, consider using work files that are twice the resolution that you actually need or more, then scale them down before bringing them into Unity, or use import settings to reduce their size as they are imported into the engine.```
so if i am trying to follow best practices, shouldnt i be using import settings to reduce their size as they are imported into the engine. ?
it doesnt seem like i would want my 2d game to use 512x512 tiles
Unless you are working with pixel art.
so its reasonable to make for eaxmple a tower defense game without doing any sort of manipulation on this image pack i got?
If you don't care about pixels, higher resolution art with smoothing works much better. Then you can use AA and do smooth things.
i have no idea what i care about right now π i am total noob
Experiment.
if you want your tiles to take up exactly one Unity unit, set the Pixels Per Unit value in the tile import settings equal to their width in pixels
so i set my PPU to 512...,
In order to decide on the correct Y grid value for the tiles, take the height of the base (or cap) of a single tile, and divide it by the width. This will give you a Y value relative to the X, provided that X is 1. For the pixel art that we are using in this project, all tiles have a base height of 32 pixels, and are 64 pixels wide. Therefore, the grid size that we will be using is exactly 0.5 in Y.
since my tiles are 512x512, i want my grid size x and y to be 1,1
which results in....lol
Yea, isometric tiles are 2:1 usually
i dont get it
https://kenney-assets.itch.io/tower-defense-kit
this looks pretty isometric to me
Works with Godot, Unity, Unreal Engine and more
The base of the tile is what's important
i think i figured it out
Not sure what you meant by your deleted message. Tile size is the tile base. In this case it's 512:256. And pivot point for tiles with a feature on it would be in the center of that base to sort drawing things around it properly. Floor tiles could have their own tilemap and be sorted under everything
Each of the included isometric sprites is 512 Γ 512 in size, a flat single tile is 128 Γ 64 in size. The transparent pixels around each of the tiles is margin for larger tiles, or tiles that don't fit within the usual tile size.
Tiled
Tileset properties: Set the drawing offset to X: -192 and Y: 170.
Map properties: Set tile width and height to 128 Γ 64.```
π€¦ββοΈ
the sprite is 512x512, but the tile is 128x64
i dont understand the difference, but when i set PPU to 128 it seems to line up
Well we've talked about ppu you can leave it at 100 if you configure grid accordingly.
i tried to configure grid but that didnt make sense to me. for an isometric grid, the x and y have to be proportional
or it looks weird?
for isometric grid relation is 2 to 1 like I said
in this case your cell size would be x = 1.28 y= 0.64
if they are indeed 128x64
that is for ppu 100
ahhh i see
set ppu instead if that's easier for you
you can also configure default import settings so any future asset would apply that ppu
i just tried what you suggested and it seems to work the same
i assume there are trade offs somewhere
right. having to import lots of images
The only difference that matters is if you have a huge map and use physics, it will start breakup on 10k + coordinates
So you would want a more compact grid for that maybe
How to setup preset for import btw, set asset how you need it and find preset button top right in the inspector. Save it there. Then go to Project Setting > Presets Manager and create preset for texture importer using that preset.
So you don't have to reconfigure hundreds of assets individually if you change ppu
why is it so hard to find a free sprite creator program? any suggestions?
everything i see online is from 3years ago+
GIMP, Krita, Aseprite is free if you can figure out how to compile it (they provide instructions as well). There are also online pixel art authoring programs.
i thought aseprite only had a free trial like ps
It's open source and they specifically allow usage if you compile yourself. It is tricky to setup though.
yea aesprites says its 20$
am i on the wrong site?
Note the warning as well:
WARNING: Even though you can compile Aseprite and have full use of it without purchasing a commercial license, you are NOT allowed to use it commercially or publicly, such as by publishing a game that uses assets you created using an unlicensed, compiled version of Aseprite. Consider it an unlimited trial version. If you have the money to support the amazing developers, please do so. You pay once and have updates for life.
ahh thank you
Can anyone tell me why its culling my planes when the camera is rotated at a certain angle?
krita can make pixel art too
its quite good
but then again its the skill of the user with the software not the software it self
my player keeps getting stuck on edges in between tiles?
There is a composite collider that combines tilemap colliders into one, that might help
Looking for some advice from a newbie, Iβve been starting to work a lot on interiors and especially the correct ways to light it. So what is the best approach for importing into unreal or unity. Can I bake all my lighting in blender and then import or do I import the interior and then set up the lighting in unreal or unity. Btw Iβm developing for VR so obviously all the lighting needs to be baked.
If you do it in blender all the lighting will be baked to the textures, if it gives you the result you want go for it, otherwise do it in engine
i am a total noob with all things art. i need to create a sprite with dimensions that match the free art pack i downloaded.
how can i create an isometric tile in a 512x512 png that has a height of 128 and a width of 64?
this is one of my existing free assets i am trying to match
anyone got experienced using polybrush ?
recently i had problems with that tools, i cant do vertex paint on imported FBX from 3D software, but only able to do from polybuilder asset or unity primitive geometry
hello, would anyone know how I should go about having levels in a hand drawn style? (example picture) this is a really rough sketch of what I'm trying to do.
I vaguely know gpus have trouble rendering single sprites beyond certain dimensions, wondering how cuphead did it. Anyway, Iβm unsure what the best approach is? Because from what I understand now, I donβt think 8640 plus pixel sprites is going to be very wise approachβ¦ thanks!
you can google rips of the cuphead sprites to see their sizes
There's a lot in your picture that you can slice up and reuse
Anything that's mirrored needs to be just one sprite which you can mirror in unity
Anything that's solid color can be cropped out and supplemented with a solid color sprite
Anything that's repeated needs to be just one sprite usually
hi when i use text mesh pro, it appears in the scene view
but not in the game view
how can i make it appear in the scene view?
thanks
make sure it is inside the camera's visible area.
that's within the white box right
yeah the camera z is - 10. the background and words z are 0
the word is within the white rectangle
so not sure why it's not showing
So the background might be in front of the text
ya I oso tried making the text z - 4
so it's in front of the background
still not in the game view
text mesh pro?
π€¦ββοΈ
Your textmesh pro is on a UI, not in the scene.
Did you mean to use the scene version of it?
i meant to put the text mesh pro in the scene?
As the manual says, ```There are two TextMesh Pro components available. The first TMP text component is of type <TextMeshPro> and designed to work with the MeshRenderer. This component is an ideal replacement for the legacy TextMesh component.
To add a new <TextMeshPro> text object, go to: οΏ½GameObject->3D Object->TextMeshPro TextοΏ½.
The second TMP text component is of type <TextMeshProUGUI> and designed to work with the CanvasRenderer and Canvas system. This component is an ideal replacement for the UI.Text component.
To add a new <TextMeshProUGUI> text object, go to: οΏ½GameObject->UI->TextMeshPro TextοΏ½.```
You seem to be using the latter
So if your UI isn't visible, the text won't be either
Looking at the placement of the text in the above screenshot, it would be cut off in the very bottom corner of the screen
that is TextMeshProUGUI
yeah i dont rly get for this
isnt it the camera
is the white box
No.
look under 3D Object to get the other one
That is the UI
Select the canvas and press F
Or rather, the camera will have a white box but it isn't the same.
then you will see where the UI is, it's in screen-space coordinates (represented as world space in the scene view)
oh yeah
the 3d text mesh pro
appeared
Even though both appear in the same scene in the scene view, UI is on its own scale basically(1 pixel = 1 unit by default)
So IIRC the basic screenspace UI shows up as 800 meters wide by 600 meters tall.
(Based on reference resolution of 800x600 pixels)
Unless you change it
So to really get an idea of it you need to zoom out to the UI to make sure stuff is properly positioned. π
yeahh there was a rly big yellow canva box
that couldnt be edited
You can edit it, just not from there. You'd change the reference resolution for that.
i see
thanks!
can i ask a similar qn for input field
like i think input field uses UI too
so when i put it on the screen it doesnt appear
this is in game mode
oh
its like so weird
i see it when its in not in the box
of the camera
yeah u were right its at the bottom corner
i dont get how the camera and the camera box works
how does this lead to this
oh ya i got this
isit we imagine the scene is the outer box
The SCREEN is the outer box
The UI is on top of the scene
It is separate. Has its own rules.
@vestal hazel #archived-art-asset-showcase π
Is it okay to have static and dynamic objects share the texture/material and get the batching benefits or am I best to keep static and dynamic textures/materials separate? Many thanks
Good question!
Static and dynamic objects will never get batched together @lapis sedge. But if they are usually viewed at the same time, then you could arguably save some texture memory by sharing textures. For batching purposes, only static objects OR dynamic objects should be sharing materials
Hello hello,
A question related to unity and blender. Any help is appreciated.
I have default fbx model that works fine on the unity. I am importing the already existing fbx model with blender and export it as fbx without any change from blender. After that, The existing animations break in unity. (I faced the same problem with maya)
The only difference that I can see is the convert units value in the inspector. (Working has 0.0254 inch, Broken has 0.01 cm)
Looks like there is an issue with the scaling. Anyone knows how to fix this issue?
This is porobably what you are looking for ^
Thanks Ole. I'm working on an office model pack for my VR game which contains both static and dynamics objects and I was going to put everything on one large texture atlas. The majority of my dynamic objects are below 300 verts so i was hoping that I could use dynamic batching for those items, but I didnt know if having static objects also sharing the same texture/material would break something lol? So best practice is to keep dynaimc and static texture atlas's/materials separate, gotcha π
Select all objects, right click and select join.
In the next 60 seconds, you'll learn everything you need to know about exporting FBX animations to Unity 3D with Blender 2.8!
If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpDYt0cyi...
It didnt help :(
I have had a similar problem before where I have left on the Auto Keying while animating and scaled something by mistake which has recorded the scaling and then after importing my model it is all over the place. Sorry i couldnt be more help.
I see, I dont have animation in the fbx, they are in the unity.
Ah okay in that case try installing this addon in Blender. It is a FBX exporter specifically for Unity. It resets rotation and scale properly for all your models. https://github.com/EdyJ/blender-to-unity-fbx-exporter
I didnt know that, hope it helps; thanks!
now the model becomes huge while playing the animation.
and the shape is still not correct.
That is because the animation you have done in unity is on the old model with different scale. Why do you need to export model from unity into Blender and then back?
I bought an asset, I want to modify the meshes just a bit. I am not very into 3d modelling & rigging, I thought it will take much time to design from scratch.
Then why dont you just export the mesh without the Armature from blender into unity and apply the mesh to your existing rig in Unity?
No it shouldnt. The mesh should contin vertex weight data.
I see, thanks!
The only issue you might have is if you add geometry to the mesh. This new geo wont have any weight data so will not act properly. If you are adding geo using existing mesh i.e. adding edge loops then you should be okay because those new vert's will inherit the weight data from the existing mesh.
Now I got an issue, the mesh gets "Mesh Renderer" instead of "Skinned Mesh Renderer" due to no armeture. and it gets wrong rotation and some errors when I try to add Skinned Mesh renderer.
But anyway I think I will watch some rigging tutorials, otherwise the modification I can do will be very limited. Thanks for your help.
im trying to set up a gradient in unity shader graph
like a sphere mask
it is not workng
You'll probably want to change the mesh reference of your existing skinned mesh renderer to the new mesh
Instead of adding it as a wholly new mesh object
Ah, I guess it strips the vertex groups if it finds no corresponding armature
Though I don't know why it would do so
I guess your best bet is finding the settings that work to for correctly exporting the imported mesh, which probably includes dividing the scale by 0.0254 at some point
It's tedious though
I'm just glad if I get a skinned mesh to export properly that I authored personally and even that tends to take trial and error
Why cant you export the FBX from Unity with the animation and then import back in from Blender with animation?
@lapis sedge exported from unity via: https://docs.unity3d.com/Packages/com.unity.formats.fbx@2.0/manual/exporting.html , but animations are not working
Is you character rig humanoid or generic? If humanoid, try changing it to generic before export.
It is generic
Why is it not working? Give us a clue what is actually happening. Just saying it doesnt work doesnt really help us try to help you.
Sorry no not right now I'm at work.
oki, thanks
When you export from unity with animation do you have animations in blender?
I have the animations but the animaton is not correct.
I will try to record a short vid eo
@lapis sedge I show the original prefab in unity, and then what I see in blender.
What settings are you using when importing FBX into Blender?
have you tried adjusting primary bone axis in FBX armature import settings?
try automatic first and then if that doesnt work try adjusting primary bone to X or -X
you'll prob have to change secondary bone to something else
It didnt help and I realzied the connection between rig and mesh is gone.
If I import existing fbx file in blender, I can rotate arms in blender after import.
unity fbx file :
importing the existing fbx file to blender:
(I forgot to stop background sound, sorry for the voice)
Sorry mate, I cant think of anything else. Good luck finding a solution
thanks for all the effort. I appreciate.
Have you looked into ACT as an alternative tool for exports to Unity/EU @dapper pawn https://mrven.gumroad.com/l/hPXIh Perhaps it has some finer controls helpful for your use case
UPDATE Asset Creation Toolset 3.2 (Blender 3.1 and higher) (15 April, 2022):[New][Create Palette Texture] Baking PBR Palettes. Now you can bake Color, Roughness, Metallic, Emission and Alpha from Principled BSDF[New]Export FBX/OBJ] OBJ Export Support[New]Export FBX/OBJ] Triangulate meshes before Export[Improvement][Obj Name -> Data Name] "Obj Na...
@obtuse hound I havent, I will try now, thanks!
@obtuse hound Still have some minor problems, but it almost works. I think I can fix current problems myself. Thanks a lot!
i have been trying to get the sphere mask node to work for the past day with noluck
nvm
I'm very happy to hear this. Unfortunately I wasn't going to be able to offer animation/rigging advice myself but I have had immense success using ACT for exporting for a couple years and I just have to recommend it any time I hear complaints or problems about scaling/transform flips and such from Blender. Good luck on the final tweaks π
i have a issue
i dont see the sphere mask
why
i should be seeing this
i only get any kind of gradient after entering extrfeme values
wtf
What is it called when you create a shader that does not stretch and squash depending on the shape of an object in urp?
is it called Triplanar?
i want to put a "border?" like that second image has inside that blue rectangle. How do i do it? How do i know the pixels of the height etc? and then i go to photoshop and do it? or should i draw a horizontal line a vertical one and the curve and then change sizes to fit it better? Sounds good idea because its a line so it wont get low quality i think... but how should i do it for like a button? how can i see the x and y in pixels of where my mouse is inside unity to make my UI element the size i want it ?
the game is not in full hd format so ye
Yep
And how would I create that? All of unity's tutorials and threads are outdated due to unity updating.
Shadergraph has a built in Triplanar node you could research an example for
At least ones that I could find.
Yes, I need to figure out how to get to the scripting area.
In the tutorial, he creates this.
but the method he uses to create it is outdated
First, you need to change your profile banner. We have zero tolerance for hate here.
Scrolled up.
Secondly, you would go here. Builtin, URP or HDRP depending on your pipeline.
Install Shadergraph from the package manager
Yep
Alright, much appreciated thank you.
I'm trying to learn unity to make VR things and I'm having a few issues.
- the model I imported from blender (as an fbx) rotates 90 degrees when I pick it up
- the model is very shaky when moving it even when making very smooth movements
- I can't find a place to use my roughness map
here is a video showcasing my issues
https://drive.google.com/file/d/1PW2-zhsWBexOomCyl5kfYVLZM77odxwx/view?usp=sharing
also if this isn't the place to ask this please let me know, I'm very new to unity
how can i reduce shader editor gpu usage
Why are you asking this, again. Same answer: what are you hoping people tell you to do? Nobody can "fix" how Unity manages the resources for it's editors.
im a really new unity dev and i'm really struggling to properly import some free to use art.
i'm trying to make a 2d isometric game with a tilemap and have tried a bunch of different free art packs
but everytime i import them and create a tilemap, they are always "offset"
when i try to connect them in my scene, the corner pieces dont connect cleanly
with this pack the 1x1 tile is like underneath the tile i have to click to select it
and the 2x1 is just sorta doing its own thing.
every different pack i download has variations of the same issue - i dont understand how i'm supposed to size things so everything lines up
in this other pack one of the road assets is just absolutely massive
i don't have an artistic bone in my body, i need to be able to use someone elses work lol
in a third pack i got, i instead got a "sprite map", which im supposed to slice into its various individual textures...but im even confused about how to do that π
@cloud lion is it a model?
is what a model
i have a png file of a tile