#πŸ”€β”ƒart-asset-workflow

1 messages Β· Page 74 of 1

lapis elk
#

Use a big resolution in PS and export it in the resolution you need in Unity.

ruby berry
#

oh okk so 256x256?

lapis elk
#

256 is quite small ^^

ruby berry
#

or you mean more bigger

#

hmm

lapis elk
#

Depends on your needs

#

if you character is just 30x30 pixels on the screen or in 4K ^^

ruby berry
#

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?

lapis elk
#

Canvas is mostly used for UI

ruby berry
#

i meant photoshop canvas. new file with 1080p res

lapis elk
#

Doesnt matter.

ruby berry
#

i dont understand the character on screen thing sorry

lapis elk
#

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.

ruby berry
#

Okay

#

i'll try what you told me. thanks!

lapis elk
#

np ^^

carmine bane
#

I guess i need to set up avatar maybe im using different avatar in animations

supple otter
#

how do I get started with creating a character

#

for 2D

#

like what software should I use

lapis elk
supple otter
#

is it free

lapis elk
#

No

tired wedge
#

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

slender kraken
tired wedge
#

oh, that worked. How strange

slender kraken
#

Because: Unity
is usually the reason lol

tired wedge
#

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

slender kraken
supple goblet
#

just finished rig unity/unreal engine.

muted fjord
#

Hey, the animations/actions on my blender rig have stopped showing up in Unity. Anyone have any idea what could cause this?

misty lantern
muted fjord
#

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

misty lantern
muted fjord
#

yes

#

they worked before

misty lantern
#

Hm, out of guesses for now

muted fjord
#

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

exotic yarrow
#

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

dreamy osprey
#

Anyone know if You can paint terrains for unity on Adobe substance painter?

slender kraken
#

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

lyric heron
#

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?

glacial vector
wooden falcon
#

Is there any good toturials for making UI elements in Photoshop

devout leaf
sly urchin
#

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?

misty lantern
sly urchin
#

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?

rigid pelican
pastel prism
#

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
pastel prism
#

what are your thoughts on which is 'best'?

midnight turret
#

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

glacial vector
#

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

misty lantern
#

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

slender kraken
#

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:

pastel prism
#

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?

misty lantern
midnight turret
misty lantern
#

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

devout leaf
#

Why does this object move down when played?

mortal viper
#

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.

hazy plover
#

make sure your camera has a background color with transparency

mortal viper
#

if I set the alpha value of my camera's background to 0, the while 3D object disappears in my Raw Image

#

like this

mortal viper
hazy plover
#

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

mortal viper
hazy plover
#

what's the clearflags set to?

mortal viper
mortal viper
#

Render Texture

hazy plover
#

and changing the camera color to full transparency?

mortal viper
hazy plover
#

yes

mortal viper
#

alpha to 20, that you see what happens

hazy plover
#

is this in play mode?

mortal viper
#

nope, scene

hazy plover
#

try it in play mode

mortal viper
#

same

hazy plover
#

there's definitely something else going on

#

see how there's depth issues with the object itself?

mortal viper
#

thanks god I am an unity expert (not, lmao)

hazy plover
mortal viper
mortal viper
#

game mode as well

hazy plover
#

congrats you've gotten me to open unity to attempt a repro πŸ˜„

mortal viper
#

material of my cube, but should not matter, right?

mortal viper
hazy plover
#

why is it a particle

mortal viper
#

oh wait

hazy plover
#

does your other model have a particle shader

mortal viper
#

with standard

mortal viper
hazy plover
#

that explains the depth weirdness

mortal viper
#

you have no idea how long I've been looking for a solution haha

hazy plover
#

so with the standard unlit it works?

mortal viper
#

Standard Unlit is Particles? And with this one it does not work

hazy plover
#

no

mortal viper
#

However, if I change it to something else like "Standard", I get my model but without color

hazy plover
#

should be something like Unlit/Texture Transparent

mortal viper
#

yes

#

just found it

#

amazing

hazy plover
#

or Unlit/Texture

mortal viper
hazy plover
#

if you don't have transparency

#

actually yeah should just be Unlit/Texture

mortal viper
#

thank you so much, man!

hazy plover
#

hm

#

maybe particle unlit is multiplicative with alpha or something

mortal viper
hazy plover
#

glad we figured it out

#

definitely threw me for a loop for a bit

slender kraken
# misty lantern Unpack and then drag to a prefab folder? if I understand what you mean

I'll give it a shot, thanks πŸ‘
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

dire flicker
#

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.

slender kraken
# slender kraken e.g this LOD group only exists in the *scene* Model Prefabs and not in the origi...

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

#

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

outer halo
#

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.

slender kraken
#

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 πŸ‘€

lyric heron
#

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

heady pelican
#

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 πŸ™‚

harsh dagger
wary bloom
#

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?

harsh dagger
wary bloom
#

ok, i will try to learn it

woven light
#

How can i inverted this one side?

willow urchin
#

Can anyone fix a 3d model that has some issues with it

outer halo
ivory widget
#

bruh i just opened new URP project, did nothing and i have 4 errors, wth?

eager mist
#

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

misty lantern
eager mist
celest thicket
#

why wont my material apply properly to my weapon

willow urchin
#

and somehow all the bones are linked to 2 fingers,neck and the head

misty zenith
#

Guys how i can make the transparent shader in blender to unity ?

lime pollen
lyric heron
#

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

lime pollen
eager mist
#

recalculated the normals and got the same problem, even worse then before...haelp

languid drift
#

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.

eager mist
#

or any means to make that damn wall to stick where it belongs cause I'm trying all possible means for 2 days now 😒

languid drift
#

I can see what you are trying to do here

eager mist
#

Yes, terribly ^^ .

#

I didn't applied texture rightly on the last one cause I think I remade it about 50 times pasrt 48 hours -_-

languid drift
#

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......

eager mist
#

haha I guess it's better to know that you're not the one to suffer ^^

misty lantern
eager mist
misty lantern
eager mist
#

So better to avoid that with planes that have their outside exposed in any case? thanks

misty lantern
eager mist
#

Ok, thanks, seems to be all right now ^^

trail stag
#

would anybody happen to know why saving the texture doesn't also save the texture lines?

misty lantern
pallid arch
#

i made 2 sprites but sprite at the bottom is low quality

#

how can i fix it

#

they have same quality

#

pls help

misty lantern
#

It's best to favor square shape for textures and sprite sheets

elfin abyss
#

Excuse me, I want to ask something about isometric tilemap,
the image I imported is a simple pixel art image, why does this happen?

azure oriole
#

I think this happens if your sprites have no padding in your spritesheet

elfin abyss
#

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

elfin abyss
misty lantern
#

Tile map sprite sheets basically must have padding between cells or the wrong cell gets sampled

#

padding/margins

elfin abyss
#

so I need to edit my PNG file directly?

misty lantern
elfin abyss
#

OK I will try the simplest way to make it work first
then learn about this another option.
THANKS!

lapis thunder
#

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.

elfin abyss
#

@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

misty lantern
eager mist
#

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?

misty lantern
#

FBX gives you more granular control over what to export and how, but also places that responsibility on you

rough knot
#

How you guys animate pixel art?
Is it just like playing with bones or we have to create every animation scene by scene?
πŸ€”

misty lantern
#

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

rough knot
#

o

#

It must be difficult right

misty lantern
rough knot
#

hmm

misty lantern
#

...except animating on paper which has no advantages whatsoever

rough knot
#

I never did any kind of animation so I don't have any idea whatsoever

rough knot
#

Ig

eager mist
static zealot
#

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

misty lantern
# static zealot

Looks like a normals issue
The geometry could be inverted in the mesh itself or as a result of messed up bone deformations

static zealot
#

@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

static zealot
#

nvm I recalculated normals and its working now

rough knot
#

Is it necessary to use pixel perfect camera for 8 - bit retro games?

#

πŸ€”

eager mist
misty lantern
normal tide
#

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

magic nest
#

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

misty lantern
magic nest
misty lantern
devout leaf
#

Why does my scene appear so dark when switched using script button vs manually starting the scene?

misty lantern
# rough knot like?

Like sprite positions or rotations not matching the pixel grid and gaps in tilemaps

misty lantern
simple sonnet
#

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?

misty lantern
simple sonnet
misty lantern
simple sonnet
#

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

misty lantern
#

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

simple sonnet
#

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

misty lantern
#

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

simple sonnet
#

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.

amber condor
misty lantern
fluid oak
#

@rough knot no, but it is a tool designed to make that sort of thing easier.

plush tundra
#

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

elfin abyss
#

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...

elfin abyss
#

under this situation, how do I make a tower or something has difference in height in 3d project?

devout leaf
#

How do I add bloom to materials with Emission?

sour atlas
#

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

fluid oak
fluid oak
livid wadi
#

can some help?

fluid oak
#

Probably compression settings

livid wadi
#

how do i change that

fluid oak
#

In the comprssion settings

livid wadi
#

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

long hare
#

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)

fluid oak
#

But generally speaking you'll need to use stencil buffers, either directly in your shader or though using a render feature.

misty zenith
#

just forgot to texture so the entire asset is garbage now

sinful night
#

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

misty lantern
sinful night
#

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?

stiff willow
#

Anyone has any idea how to implement blend normal's based on character animation? Anyone know's about a good workflow for this?

misty lantern
#

Remeshing sucks with high difference in detail so dyntopo is probably the way to go

devout leaf
#

why are these materials visible? (its a fade out/in panel)

distant ember
#

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!

devout leaf
#

why does this material show through the UI?

devout leaf
#

Hi ive majorly frigged up how do I go back in auto saves or something??

languid frost
#

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

frigid widget
lime pollen
rough tree
#

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

celest thicket
#

how do I detect that a key has been released

manic coyote
celest thicket
#

thanks

pastel prism
stoic crescent
#

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.

dreamy osprey
#

Anyone know if there is away to make a multiple part mesh into a single mesh?

mystic relic
misty lantern
#

Not really an art question πŸ€”
You seem to be missing a script or you have problems with naming the script/class

cobalt sphinx
#

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.

fluid oak
#

@cobalt sphinx fix the normals

tidal jetty
#

wait its something different

celest thicket
#

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);
            }
        }
    }

}
celest thicket
#

hehe oops

dreamy osprey
#

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.

sacred grotto
#

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?

errant dirge
#

Hey guys, quick question. If I wanted to export this into Unity, how would I face it correctly?

misty lantern
native inlet
cobalt sphinx
#

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

outer halo
#

Show the face orientation of the model in blender.

fierce quarry
#

I’ve 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

misty lantern
waxen yoke
#

Rate my first human model XD. I'm going to lower his resolution for more poly-look

amber brook
#

Can we use unity as 3d designing app?

waxen yoke
#

what else would i use, maya?

#

thats wayy too expensive.

amber brook
errant dirge
#

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.

vast matrix
#

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 πŸ’©

#

THE TEXTURE JUST LOST

#

this is the most cursed file format throughout the whole planet

misty lantern
#

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

errant dirge
#

Okay let me give that a shot

eager mist
#

object rotated by -90 degrees when imported

errant dirge
#

That didn't seem to work.

#

WIth transform.LookAt(Camera.main.transform.position, transform.forward); as the pickup code.

eager mist
misty lantern
eager mist
misty lantern
errant dirge
#

Gun be like: not today.

eager mist
#

same issue

#

it doesnt seem to change anything

#

changing the axis

distant turtle
#

hello guys !
i had a problem with baking in blender.
that seems i do everything very well but it doesnt work.

misty lantern
eager mist
#

wait it does

misty lantern
#

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?

errant dirge
#

I'm just convinced my issue is coding-related now. Apply Transform made my model wonky/pieces out of place.

eager mist
eager mist
#

@misty lantern rotates on y axis by 90 deg

#

this fbx setting shoul work

#

πŸ‘

#

but Apply Transform is broken with armatures and animations

misty lantern
eager mist
#

oof

misty lantern
#

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

eager mist
#

so no reliable way to export stuff from blender 2.93

misty lantern
#

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"

eager mist
#

true

misty lantern
#

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
#

pls

#

someone help

#

i need to join a call w/ someone

outer halo
#

@rough tree Just post your question in the relevant channel and if anyone help, they will.

eager mist
#

Hello guys

#

i have download a mario kart map

#

but it is white i dont know whyu

dense escarp
#

Does anyone know why these assets look so low res inside Unity? Photoshop file is pretty good

dense escarp
#

Fixed it!

#

hat to click on the PSD file and then increase the Default Max Size

fluid oak
#

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?

pastel prism
vestal hazel
arctic edge
burnt grove
#

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 UHM

#

OK update, the issue was the name.....

#

Apparently unity doesn't like similar naming

fluid oak
#

No, it doesn't.

turbid scarab
#

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.

eager mist
weary comet
#

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

pastel prism
#

@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

fluid oak
#

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)

wraith ridge
#

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.

outer halo
#

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.

vestal hazel
turbid scarab
rigid pelican
dreamy osprey
#

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

dreamy osprey
#

At least on my end they are correct and aligned. It only happens with FBX's.

misty lantern
#

Submission guidelines? Meaning asset store possibly?

#

Is it an error or just a note

dreamy osprey
#

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.

misty lantern
#

I don't know anything about asset store publishing so I'm not much help here unfortunately

dense herald
#

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 :<

frigid widget
#

it depends on the shader you use if you can use the texture directly

weary comet
#

The soldier has been updated - now has some bevelled edges, more little details and night vision goggles

fluid oak
marsh loom
#

Any ideas for free plugins that scatter objects on other objects? Not terrain. Polybrush doesn't work.

solar arch
#

plenty tutorials on youtube for this

obsidian bison
#

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 ?

marsh loom
errant dirge
#

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?

lofty ice
#

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

misty lantern
lofty ice
#

well i'm 100% sure

rigid pelican
misty lantern
fluid oak
#

@lofty ice are you creating the second shoe via a mirroring or by copying and negative scaling?

royal plaza
#

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. 😦

fluid oak
spark vigil
#

hey does unity or any plugin have similar feature?

#

something like this?

fluid oak
#

Yes. Crocotile. =p

spark vigil
#

yeah but was wondering if unity had some addons paid or free something like that

#

πŸ˜„

glacial vector
#

It's compatible with Unity so why not just use it?

misty lantern
#

I guess the closest things are PolyBrush and ProBuilder, but they're pretty different from Crocotile

fluid oak
#

Yeah, exactly It works with unity

oblique stump
oblique stump
#

you can definitely read an alembic cache

#

but they do not necessarily scale for realtime playback, because you'll notice those files are colossal

oblique stump
#

there's no shortcut for realtime cloth and fur, you simply cannot use pre-rendering tools for them

young folio
#

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

frigid widget
young folio
#

Default

frigid widget
#

ok
dynamic batching will only combine meshes that have the same material, no lightmap and are below 300 vertices.

mint rune
#

Does the pivot point in a sprite dictate it's position or only it's rotation?

fluid oak
#

It is the point that is considered the origin for the transform..

fickle halo
#

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!

unique bone
#

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

eager mist
#

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

outer halo
#

If you need multiple, use multiple.

#

You can use a texture with various colours on it, if your art style suits it, sure.

eager mist
outer halo
#

Where did you hear that from?

woven cradle
#

but if it doesn't work for you then don't do it

eager mist
#

i think its better if objects rendered together share such textures
otherwise there is no point

#

i can see how that would work

compact summit
#

this is in substance painter, is this weird shading gonna be just grafted on in unity? don't think that's how lighting works

compact summit
pallid stratus
#

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

compact summit
#

blender guru

unique bone
#

donut tutorial

viral terrace
#

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.

dire flicker
viral terrace
devout urchin
#

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

glacial vector
viral terrace
glacial vector
#

Graphics settings -> Override default values. Android is low I think

spark vigil
dire flicker
eager mist
#

why this seam when im using a hdri??

eager mist
#

nothing wokrs

weary lily
#

can I see the original image

balmy hamlet
#

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.

finite shard
#

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

fluid oak
pulsar palm
#

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):

eager mist
eager mist
#

seam in tutorial

#

i give up

#

cubemap

rare bobcat
#

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

misty lantern
#

@rare bobcat Does the character have an armature? I think bone transforms can cause lighting to flip in some situations

rare bobcat
#

yeah that was the issue.

#

applying all transforms fixed it

burnt stone
#

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.

eager mist
fluid oak
#

@eager mist probably should ask the plugin creator.

wild dirge
#

how can I prevent this ki,d of offset when the sprites are not the same height ?

fluid oak
#

@wild dirge place the pivots to the same part of the character each frame.

errant kestrel
#

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??

misty lantern
#

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

errant kestrel
misty lantern
errant kestrel
median cove
#

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.

misty lantern
#

Since basically no game engines support voxel graphics, the voxel assets must be converted to meshes anyway which comes with its own hurdles

median cove
eager mist
median cove
compact summit
#

will weird shading like this in substance painter show up in unity?

eager mist
misty lantern
#

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

young sentinel
#

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?

glacial vector
#

That's how the sphere is UV unwrapped @young sentinel. You'd need to change your texture accordingly

young sentinel
#

Okay, I'll try and do that.

#

What is the way a sphere uv is unwrapped?

glacial vector
#

Just scale the texture down like this and see how it applies

young sentinel
#

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)

glacial vector
#

Scale it down with black around it

#

You can't rotate without making a custom shader

misty lantern
#

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

young sentinel
#

With that it looks like this

young sentinel
eager mist
#

and just make the eyes 3d

eager mist
#

why do me scenes look so different?

fluid oak
eager mist
fluid oak
#

Which one is correct?

spark vigil
fluid oak
#

That is absurd overkill

languid bloom
#

Hey do you know how to rearrange the hierarchy of fbx files when importing to unity? ( from Blender )

dawn sentinel
languid bloom
#

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

young sentinel
#

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

eager mist
eager mist
#

its because it uses the camera for something

#

im trying divide

#

all good

keen oasis
#

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

misty lantern
keen oasis
#

@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?

misty lantern
keen oasis
#

Hmm ok thank you πŸ™‚

eager mist
#

a simple alpha gradient makes the material completely transparent, wtf??

#

it was because the alpha values of the colors werent set oof

strong ibex
#

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

lament kite
#

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.

lime pollen
frail perch
#

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

lime pollen
#

try turning off mipmaps

frail perch
#

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

strong ibex
lime pollen
frail perch
#

oh that seemed to fix it

#

thank you!

spark vigil
#

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

hard kelp
#

does uma work with rigify?

lapis sedge
#

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

wraith talon
#

so what are the different 2D art styles? i know pixel vector and hand drawn are there any others?

misty lantern
#

I believe they can use the same atlas all the same

lapis sedge
misty lantern
wraith talon
misty lantern
#

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

amber condor
#

How do I reset this to default in the editor? It's showing me some weird 2d view

misty lantern
amber condor
#

sorry I disabled the padlock now

#

now wjhat

misty lantern
hidden forum
#

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.

amber condor
misty lantern
hidden forum
#

Thanks, that makes sense. I will do that then! Appreciate your help

spark vigil
#

hey how to make this thunder effect

cloud lion
#

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 it’s still good practice to respect it if you’re using physics in your project. If you’re 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.

sullen plank
#

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.

cloud lion
#

in my tile palette, one tile is bigger than a grid square

sullen plank
#

set cell size correctly according to asset to ppu relation

cloud lion
#

that sounds really easy and im still so confused

#

a tile palette doesnt have sizing

sullen plank
cloud lion
#

i have 512x512 tiles. setting the grid cell size to 0.512x0.512 cant be right

sullen plank
#

5.12

#

I think

cloud lion
#

should i just quit now? lol

sullen plank
#

That's a huge tile...

cloud lion
#

which goes back to my original question, of wtf do i do with these sprites i downloaded

sullen plank
#

I'm not sure how to configure palette. But if you change ppu instead of cell size it would probably fit correctly in preview

misty lantern
#

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

cloud lion
#

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

sullen plank
#

100 * 0.512 I think

#

experiment with it

#

may need to move the point

cloud lion
#

i dont know what point you are referring to or what those numbers are

#

πŸ˜„

#

PPU 51.2

sullen plank
#

ppu setting in the asset. By default it is 100, so you would multiply it on tile size proportion

cloud lion
#

ok so TLDR only number i should have to modify is PPU

sullen plank
#

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.

cloud lion
#

ahhh i see that

#

ok thanks thats cool

sullen plank
#

So can just leave 100 ppu and resize the grid

cloud lion
#

...

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

sullen plank
#

Unless you are working with pixel art.

cloud lion
#

so its reasonable to make for eaxmple a tower defense game without doing any sort of manipulation on this image pack i got?

sullen plank
#

If you don't care about pixels, higher resolution art with smoothing works much better. Then you can use AA and do smooth things.

cloud lion
#

i have no idea what i care about right now πŸ˜„ i am total noob

sullen plank
#

Experiment.

cloud lion
#

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

sullen plank
#

Yea, isometric tiles are 2:1 usually

cloud lion
#

Works with Godot, Unity, Unreal Engine and more

sullen plank
#

The base of the tile is what's important

cloud lion
#

i think i figured it out

sullen plank
#

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

cloud lion
#
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.```
#

πŸ€¦β€β™‚οΈ

#

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

sullen plank
#

Well we've talked about ppu you can leave it at 100 if you configure grid accordingly.

cloud lion
#

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?

sullen plank
#

for isometric grid relation is 2 to 1 like I said

cloud lion
#

so how do i configure it? it's set to 1,.05

#

isnt that correct

sullen plank
#

in this case your cell size would be x = 1.28 y= 0.64

#

if they are indeed 128x64

#

that is for ppu 100

cloud lion
#

ahhh i see

sullen plank
#

set ppu instead if that's easier for you

#

you can also configure default import settings so any future asset would apply that ppu

cloud lion
#

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

sullen plank
#

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

cloud lion
#

ok that will be a good problem to have someday

#

thank you so much

#

πŸ˜„

sullen plank
#

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

wraith talon
#

why is it so hard to find a free sprite creator program? any suggestions?

#

everything i see online is from 3years ago+

sullen plank
wraith talon
#

i thought aseprite only had a free trial like ps

sullen plank
#

It's open source and they specifically allow usage if you compile yourself. It is tricky to setup though.

wraith talon
#

am i on the wrong site?

sullen plank
#

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.

strange flare
#

Can anyone tell me why its culling my planes when the camera is rotated at a certain angle?

spark vigil
#

its quite good

#

but then again its the skill of the user with the software not the software it self

topaz sparrow
#

my player keeps getting stuck on edges in between tiles?

fluid oak
candid gate
#

Looking for some advice from a newbie, I’ve 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 I’m developing for VR so obviously all the lighting needs to be baked.

lime pollen
cloud lion
#

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

crude mango
#

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

lament kite
#

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, I’m unsure what the best approach is? Because from what I understand now, I don’t think 8640 plus pixel sprites is going to be very wise approach… thanks!

lime pollen
misty lantern
#

Anything that's repeated needs to be just one sprite usually

versed glen
#

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

fluid oak
versed glen
fluid oak
#

yes

#

On the z axis too

versed glen
#

the word is within the white rectangle

#

so not sure why it's not showing

fluid oak
#

So the background might be in front of the text

versed glen
#

ya I oso tried making the text z - 4

#

so it's in front of the background

#

still not in the game view

fluid oak
#

and what is the UI set to?

#

it is world space?

versed glen
fluid oak
#

πŸ€¦β€β™€οΈ

#

Your textmesh pro is on a UI, not in the scene.

#

Did you mean to use the scene version of it?

versed glen
fluid oak
#

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

versed glen
#

i used the second one

#

Text-TextMeshPro

obtuse oyster
#

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

versed glen
#

isnt it the camera

#

is the white box

fluid oak
#

No.

obtuse oyster
#

look under 3D Object to get the other one

fluid oak
#

That is the UI

obtuse oyster
#

Select the canvas and press F

fluid oak
#

Or rather, the camera will have a white box but it isn't the same.

obtuse oyster
#

then you will see where the UI is, it's in screen-space coordinates (represented as world space in the scene view)

versed glen
#

the 3d text mesh pro

#

appeared

fluid oak
#

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. πŸ˜„

versed glen
#

that couldnt be edited

fluid oak
#

You can edit it, just not from there. You'd change the reference resolution for that.

versed glen
#

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

versed glen
#

i dont get how the camera and the camera box works

#

how does this lead to this

fluid oak
#

Select the canvas and press 'f'

#

like Vertx said πŸ˜„

versed glen
#

isit we imagine the scene is the outer box

fluid oak
#

The SCREEN is the outer box

#

The UI is on top of the scene

#

It is separate. Has its own rules.

vestal hazel
vestal hazel
glacial vector
lapis sedge
#

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

fluid oak
#

Good question!

glacial vector
#

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

dapper pawn
#

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 ^

lapis sedge
# glacial vector Static and dynamic objects will *never* get batched together <@35275513126531892...

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 πŸ‘

#

Select all objects, right click and select join.

lapis sedge
# dapper pawn Hello hello, A question related to unity and blender. Any help is appreciated. ...

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...

β–Ά Play video
dapper pawn
lapis sedge
# dapper pawn 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.

dapper pawn
#

I see, I dont have animation in the fbx, they are in the unity.

lapis sedge
# dapper pawn 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

GitHub

FBX exporter addon for Blender compatible with Unity's coordinate and scaling system. - GitHub - EdyJ/blender-to-unity-fbx-exporter: FBX exporter addon for Blender compatible with Unity&...

dapper pawn
#

I didnt know that, hope it helps; thanks!

#

now the model becomes huge while playing the animation.

#

and the shape is still not correct.

lapis sedge
#

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?

dapper pawn
#

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.

lapis sedge
dapper pawn
#

I thought it would break the connection between rig and mesh.

#

Letme try

lapis sedge
dapper pawn
#

I see, thanks!

lapis sedge
# dapper pawn 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.

dapper pawn
#

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.

eager mist
#

im trying to set up a gradient in unity shader graph

#

like a sphere mask

#

it is not workng

misty lantern
#

Instead of adding it as a wholly new mesh object

dapper pawn
#

@misty lantern

#

I imported working mesh and exported only mesh.

misty lantern
#

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

lapis sedge
dapper pawn
lapis sedge
dapper pawn
#

It is generic

lapis sedge
# dapper pawn 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.

dapper pawn
#

nothing moves here

#

Do you have time if I show you by sharing screen?

lapis sedge
#

Sorry no not right now I'm at work.

dapper pawn
#

oki, thanks

lapis sedge
dapper pawn
#

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.

lapis sedge
#

What settings are you using when importing FBX into Blender?

dapper pawn
lapis sedge
#

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

dapper pawn
#

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.

#

(I forgot to stop background sound, sorry for the voice)

lapis sedge
dapper pawn
#

thanks for all the effort. I appreciate.

obtuse hound
#

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

Gumroad

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...

dapper pawn
#

@obtuse hound I havent, I will try now, thanks!

dapper pawn
#

@obtuse hound Still have some minor problems, but it almost works. I think I can fix current problems myself. Thanks a lot!

eager mist
#

i have been trying to get the sphere mask node to work for the past day with noluck

eager mist
obtuse hound
eager mist
#

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

rough geyser
#

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?

wary bloom
#

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

outer halo
rough geyser
#

And how would I create that? All of unity's tutorials and threads are outdated due to unity updating.

outer halo
#

Shadergraph has a built in Triplanar node you could research an example for

rough geyser
#

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

outer halo
#

First, you need to change your profile banner. We have zero tolerance for hate here.

rough geyser
#

Scrolled up.

outer halo
#

Secondly, you would go here. Builtin, URP or HDRP depending on your pipeline.

rough geyser
#

It's urp.

#

yes, but I don't have that.

outer halo
#

Install Shadergraph from the package manager

rough geyser
#

I See.

#

what was pbr graph changed to

#

lit shader graph?

outer halo
#

Yep

rough geyser
#

Alright, much appreciated thank you.

dusky topaz
#

I'm trying to learn unity to make VR things and I'm having a few issues.

  1. the model I imported from blender (as an fbx) rotates 90 degrees when I pick it up
  2. the model is very shaky when moving it even when making very smooth movements
  3. 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

eager mist
#

how can i reduce shader editor gpu usage

outer halo
cloud lion
#

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 πŸ˜„

tawdry valley
#

@cloud lion is it a model?

cloud lion
#

is what a model

tawdry valley
#

😐

#

the question u just asked..

cloud lion
#

i have a png file of a tile