#๐Ÿ”€โ”ƒart-asset-workflow

1 messages ยท Page 75 of 1

burnt harbor
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You probably got the import settings wrong. Like where it says pixels per cube or something

cloud lion
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i dont know if thats a model or not

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how do i know what the correct ppu is?

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all the guides online just say "set it to the right number" lol

tawdry valley
cloud lion
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100 is the default

tawdry valley
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well.. pixels per unit

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how many pixels do u want to fit inside 1 unit

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and its usually set it to the right number

cloud lion
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i dont really care. i just want to be able to use an art pack and have it fit in my tile map/tile grid

tawdry valley
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cuz theres no way of knowing what everyones image size is

burnt harbor
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100 is usually well too big. Most will be like 16 or 32 or something. But like, where you downloaded the texture from should say what it should be

tawdry valley
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or the scale of their game

burnt harbor
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For example if it says itโ€™s a 16x16 tile set then you would put 16

tawdry valley
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works gr8 to start with

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cuz i make my sprites usually 1920x 1920

cloud lion
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Each of the included isometric sprites is 512 ร— 512 in size, a flat single tile is 128 ร— 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 ร— 64.```
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the point is im not making my sprites. i want to use something off the shelf

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given the above information, what should my PPU be?

tawdry valley
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not really a point tho, regardless of whether its ur art or someone elses.. u need to adjust the Pixels Per Unit, the texture type, the filter mode, the pivot

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etc etc

burnt harbor
tawdry valley
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if its 512 pixels wide..

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and u want it to fit in 1 tile..

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then 512/ 1 =

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512

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if u want it to fit in 2 tiles... then 512 / 2 = 266

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etc etc

cloud lion
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so i drag my png file into my project, and i change the ppu to 512

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then i drag that entry in my project list into my tilemap

burnt harbor
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Itโ€™s in the import settings after you drag it in yes

cloud lion
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that cant be correct

tawdry valley
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thats 1 unit i bet... the tilemap grid appears to be 4 units x 4 units or something similar

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put it in ur scene

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and then adjust the PPU

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u can drop in a sprite too to compare it to

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like a basic square sprite

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and use that as reference

cloud lion
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now in my scene view, they arent connected at all

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im so lost

burnt harbor
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Oh it might be the 128x64 flat single tile from your list? Try 64 maybe instead

cloud lion
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try 64 what

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ppu?

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now it just looks bad in a different way

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and to select the tile in the palette to draw it, i have to click some offset tile that is always different based on the size of the tile

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oh and now the tiles do not cleanly occupy my tilemap in my scene

tawdry valley
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im awful with tilemaps.. i suggest u watch a crash course on tilemaps

cloud lion
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they just drag in tilemaps that magically fit

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lol

tawdry valley
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bummer... lol

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should be ez tho.... as long as u set the same settings for each tile..

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whether they are too big or two small as long as they have a uniform size they should fit together

cloud lion
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well im totally stuck ๐Ÿ˜ฆ

tawdry valley
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yea sorry.. im a 3d guy so i cant help ๐Ÿ˜ฆ

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good luck tho

feral quail
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Im very new to unity but I have this character in blender that I want to export into unity but all the materials are an image texture so every time I import it on unity it is just grey. How do I make it so the material is included?

feral quail
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yeah got it all sorted now thanks tho

lime bluff
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Does anyone has any good guides on the artistic side of Post Processing? Like how to know what is good haptics, camera shakes, chromatic abrations, etc.?

blazing phoenix
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this is a desk

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i think

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how do i make it look better besides materials

eager mist
blazing phoenix
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k

shadow cradle
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are the adam models still available?

red socket
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Does anyone here have experience importing skinned meshes from Unity into Blender?
ive found plenty of documentation on the opposite, pulling skinned meshes from blender into unity, but not the reverse
Unity has an FBX exporter which can be used to export skinned meshes into FBX files, but when i import this into blender there are some serious problems with the model in blender
this is the exported mesh from unity, in unity

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but when i import this same mesh into blender, the rig is rotated relative to the visual mesh

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i can manually reposition the rig to align properly with the model, which makes it work halfway decently in blender, but when i export this as an FBX and import back into unity, it has a similar issue of being misaligned on the rig
right off the bat i can see that it's backwards when imported, but the rig itself seems to be in a completely different place, at least when animated

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same model when animated, the animations are positioning everything 90 degrees offset from it's actual rotation

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has anyone else run into similar issues to this, and have you been able to resolve them?
if not, does anyone have any advice i could use to figure out how to resolve this myself?

worn sable
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Hi all! Im newer to Unity and Probuilder and Im trying to figure out how to make this bit of floor curved, because im going to be making the curved area into carpet, I dont know how to do this. Im trying to subdivide faces and move the vertecies, but 1: It snaps even if i turn snapping off, and 2: theres gotta be a better way to do this i dont know. Any ideas?

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๐Ÿ™ Sorry if this is in the wrong section as well. I didnt notice the Probuilder section until as soon as i posted

vapid loom
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Hi all, I have a question about importing FBX models. I made a simply cube in blender with 3 materials and random cube faces assigned to a material. I want to import this to unity with only 1 material, 1 uv set but no matter what I change it always generates 3 materials for the mesh renderer. How can I change this? I only want to use materials for ease of painting in 3dCoat but have 1 uv map, 1 material in unity.

frail hedge
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Guys, I have this model of a chest that has children objects

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but for some reason when I import it into my unity project I don't have them

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does someone know how to fix it?

red socket
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make sure you select the entire heirarchy when you export from blender

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right click -> select heirarchy

frail hedge
fluid oak
serene geyser
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guys have some true isometric blocks assets? on unity forum said i need put 0.57735 on Y to be isometric instead dimetric

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but seens almost all assets

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arent isometric as you can see

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it isnt on correctly angles

outer halo
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You have to set it to whatever projection you're using on the tileset. Changing the grid projection in Unity isn't going to make the art change.

Looks to me the tiles are using the half height, so 0.5

blissful relic
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is Aseprite any good?

serene geyser
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where?

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that scale thing?

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okie bet

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also how do i find the perfect pixel pear unit for the tiles sprites? it seens bigger than should be @outer halo

long hare
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Does anyone know how I would mask a Mesh Renderer? I want to hide the scrolling of the slot as you can see the feet and coins in the pictures attached. THanks in advance!

honest storm
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Hello. How long is the average waiting-list to upload packages to the asset store?

tall sonnet
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How do you make it so 2D pixel art sprites are displayed correctly ? I changed the bilinear thing to point, but I remember there's something about camera size and / or resolution. What's camera size actually refers to again ?

shadow cradle
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just use the pixel perfect component

tall sonnet
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What is orthographic size supposed to be

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To make it work correctly

shadow cradle
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its automatic

foggy spade
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can anyone help me get my blender model into unity? i cant get my shaders to transfer properly

frigid widget
# foggy spade can anyone help me get my blender model into unity? i cant get my shaders to tra...

check out how to get materials and texture over to unity
https://www.youtube.com/watch?v=5UZ-niuRWz8
custom shaders from belnder will not work in unity

Export 3d models from Blender 2.83 to Unity with textures and Materials.

โœ…Asset Used: House Model
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๐Ÿ’Ž Watch advanced tutorial on Patreon ๐Ÿ’Ž
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foggy spade
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watched that one, it didnt help

frigid widget
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what part did not work ?

spark vigil
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u just uv and mark seams n sharp and then just make a material in unity and then assign that texture that u put

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its really that simple to use textures

placid kestrel
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why does my tree look fine in blender but shite in unity (i tried recalculating normals)

sullen plank
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Need to unwrap UVs properly

placid kestrel
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But it's made out of materials

placid kestrel
sullen plank
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Model needs valid UV, even if it points to just one pixel

placid kestrel
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but i'm using materials ๐Ÿค”

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dont they get natively imported to unity

sullen plank
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Blender preview doesn't use material until you set it. If you do, you'll see the same broken thing

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You can use automatic unwrapper

placid kestrel
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I tried that

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no change

sullen plank
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Follow any online guide how to do that properly

dawn sentinel
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if you want to add detail to the textures, then you'll need to unwrap your models in an external DCC application

placid kestrel
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is there really no way

dawn sentinel
oak bluff
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Hey, I tried to import an image and tried to turn it into a cubemap for the skybox, but for some reason I can't change the mapping on it and i don't know why. The next steps that I have to do are quite simple, but it's just this roadblock that I don't understand

serene geyser
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why it loses quality (its a dimetric square)

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if you get closer it be fine

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otherwise

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dimetric projection btw

hard kelp
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Any idea why my UMA looks like this? All the textures on it are flat colors.

hard kelp
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found out it was the shader. Don't know why diffuse shaders do that but I switched to a toon shader that looks good.

errant kestrel
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Guys, how do i make better quality 2D game characters, which i can use to make aninations later too? Can anyone show me the steps please?

fluid oak
modern shuttle
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Is there a way to make multiple sprites into 1 prefab?.
Instead of copy pasting multiple grass and creating multiple objects which floods the workspace.

outer halo
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Kind of? You can child a bunch of grass to a single parent and prefab that. It'll still have all the children, but at least you can collapse it in the hierarchy.

errant kestrel
# fluid oak That is a very large and vague question. Can you be more specific?

So actually i wanna make my own 2d characters for my game in photoshop...I was trying to make one using pen tool in photoshop but it came out to be pixelated...so i wanna know how can i make my character with better quality that every other game developer does. What should be the approx. size of canvas/image? And is making character with pen tool better or just simple brush.....

fluid oak
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Okay, that's a lot of questions. Let's see...

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Pen tool vs brush is a matter of taste. The biggest thing you can do for making high quality linework and details is to work at a much higher resolution than you actually use in game, and then scale down.

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The actual size of your sprites will depend on the target resolution of your game, and how large on screen the assets will be.

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If you are importing as a spritesheet, then the maximum size for your platform will be very important in your image import settings. If you're importing as a character rig using the psd import package, it does most of the packing for you but you'll still need to be careful about the filtering and max size settings.

serene geyser
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@fluid oak ayo pink

errant kestrel
fluid oak
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Depends on the device.

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Pick a device and you can look it up.

wild ermine
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guys how can i make pixels i exported from aseprite unblurry in unity? everything i import there gets really unblurry

sullen plank
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you can also set those presets to be default on import

wild ermine
sullen plank
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it's on the asset-texture

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There's importing guide in the Manual as well

wild ermine
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cant find it

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i m stupid

sullen plank
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filtering is "Filter Mode"

wild ermine
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the second i wrote i m stupid, i found it

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but it still doesnt change much in quality

sullen plank
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and compression. Then apply

wild ermine
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oh, ty got it

dawn forum
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Not sure where to ask this so thought this channel might be the most relevant for it.
For fiverr art asset commissions, I need the commercial rights to the art but the package details are inconsistent with whether commercial use is mentioned, does that mean that none of those packages include it or did the seller just forget to include those details and I have to ask them about it? UnityChanThink

sullen plank
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Legal side of things would be better addressed by their own support.

frank lynx
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Trying to import this goofy ahh fbx with texture, yet in unity it doesn't import no matter what I try.

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any ideas on why?

misty lantern
frank lynx
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I actually tried separate exporting, the texture wouldnt stick, only the UV maps alpha or something did

buoyant swallow
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okay so i kinda got an obscure question, but i need some help with handling rigs and shit. so im trying to import some of the enemies from amnesia and the brute (the one with the blade) shares the same rig and animation as the grunt (the one with the long mouth). the problem is that the legs are messed up and idk why. i linked the animation from the grunt to the brute which works, but again, idk why the legs are broken when they should share the same rig and anim (in fact, importing one of the brute animations imports a grunt animation instead which further proves the fact that they share the same rig). and by weird i mean that it's so spread out

so any ideas guys? im so close to importing animations to the brute but the fact that the legs are weird annoys me alot

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tl;dr, both enemies share the same rig but one of them has their legs spread out: why?

buoyant swallow
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nvm solved it lmao

frank lynx
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Why are my textures not exporting from blender? The UV mesh is getting exported, not the texties.

fervent breach
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Why is weighting so painful

fluid oak
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Is it painful?

fluid oak
frank lynx
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I did, it didnt work. A different one did though.

hazy kindle
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Hello! I have small problem and looking for kind soul who maybe got answer . We bought character from asset store and team wanted me to makes more skins to it. I work in Blender and when tried to export it in to blender it breaks prefab or hides and not showing in viewport. I tried to even add it to prefab as diffrent object but when used skinmesh renderer it disapear lefts only bounds box. Does anybody knows how add new mesh to already existing prefab with bones?

hazy kindle
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How Import from unity to blender armature model? maybe i making something wrong with importing what breaks scales or something?

light vine
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Hey guys, I've got a MagicaVoxel model that I've rigged in Blender using Rigify for Unity. I've exported that as a .FBX and I've imported that into my Unity game. The GameObject itself is perfect, rigged and everything. But I cannot get it to be coloured as it is in Blender. The material that is included just paints it grey.
I've tried exporting the palette from MagicaVoxel and setting that as the albedo of the material, but that changes nothing at all. When I change the palette texture to point/no compression, it changes to a slightly darker grey.

Ultimately; how do I get the colours to transfer, as it has from magicavoxel to blender, to unity?

I am using URP

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^ If I export from MagicaVoxel as an Obj and import it to Unity, it has its colour already applied on the resulting gameobject

misty lantern
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@light vine How are the "colors" applied to the mesh once it's in blender?
Usually it's either an UV mapped texture, solid colors all in different material slots or less commonly vertex colors

light vine
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Vertex Colours

misty lantern
# light vine Vertex Colours

To display vertex colors you need a shader that supports them
I don't think unity supplies any such one by default, but with URP it's fairly simple to create your own vertex color shader using shader graph
Another option is to try to find an URP compatible vertex color shader on the asset store

light vine
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Oh I see, damn, that's a bit confusing to me haha. Seems mental to me that the countless tutorials I've watched that do it just fail to mention it. Thanks for pointing the way @misty lantern โค๏ธ

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https://www.youtube.com/watch?v=YfyFqUemD40 8 minutes of this tutorial has solved it, thank you so much man @misty lantern

This one is to help get you started using Shader Graph.
Uses Vertex Colour, 1 texture and 1 base colour.
Lerp node and multiply node.
Colour Property, Texture property and Vector1(float) property.

Apologies for the banging noises, my girlfriend is a bit of a chef maniac! Also the first few minutes of the video is me trying to work out how to s...

โ–ถ Play video
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Literal hours of my life

misty lantern
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great! ๐Ÿ‘ sparkleclassy
I admit when I started I spent way too long being confused why vertex colors as a feature seemed to be entirely missing from Unity

wheat heath
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Quick question. Can I make a tiled sprite that will stretch until a certain point, at which it will then add another tile? I'm trying to get my UI to look right but the tiles don't add up easily.

whole lily
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Why is unity scaling my models down to 0.032808 when I drag them into a scene? The import settings is set to a Scale Factor of 1. And Convert Units is checked to be true.

fluid oak
whole lily
# fluid oak Is there scaling on the model prefab?

Well, not the prefab. I mean dragging the model (the imported .fbx) straight into a scene. There does seem to be some default scaling on that. So I need to have our artists ensure that all meshes (even child meshes) on exported .fbx have their scale normalized at 1, 1, 1...is that correct?

fluid oak
frank lynx
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why are my models like this

hazy kindle
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What am i doing wrong?

misty lantern
hazy kindle
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No i trying to import to blender object and export it back to unity without broke it. Becouse i had to made skin for character and when i trying add it to orginal file it breaks

misty lantern
# hazy kindle No i trying to import to blender object and export it back to unity without brok...

That's usually what happens
Armature deformations expect all transforms to be the exact same to be able to have its mesh swapped 1:1, but when exporting to FBX the transforms will irreversibly be altered
When exporting that FBX again, the transforms are altered again
It's a miserable effort and I don't recommend it
If you want to stay sane I recommend doing all reskins on the source armature, or another re-created source armature used for all the skins

hazy kindle
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Well how i told before i get this model from assetstore so i dont have source

misty lantern
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I don't see many options besides
-figure out export settings that work for that specific mesh through trial and error, I would assume you'd have to apply the inverse of the transforms that were applied by the asset creator when they exported the mesh, not exactly sure about that though
-ask the creator for the source files
-re-make the source armature based on the imported one so that you can get it working reliably upon export and re-export all skins to use that new source, animations could be transferred with retargeting

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All of these options are kinda bad
using premade assets sucks like that

hazy kindle
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I agree with that but work just told me well we have that asset use it. And now im trying to not fall in to madness failing with adding it every time

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well i will think about that . thank you

misty lantern
# hazy kindle well i will think about that . thank you

It's a tedious situation definitely
There may be some guides for this exact issue because I've seen many struggling with it, but I haven't found any of them
Personally if I had to do that I'd try to contact the asset author on the off change they might be kind enough to give the source files

hazy kindle
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Okey i figured out with Informatic. He found addont with transform skinmesh renderer from file to file. and like for now it looks like it works.
Here I place link to that it's free. Maybe it will help somebody else with similar issue

dusty jewel
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Is it better to scale the sprite or to change Pixels per Unit for the png?

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๐Ÿ†˜

blissful relic
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generally, pixels per unit should be the same for every sprite

woven crater
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Hai guys, i just learn unity now, so i want to make house in unity, anyone have a recomended assets to make a house?, or have tutorial video about make building or house in unity?, i will appreciate

outer halo
woven crater
fluid oak
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@hazy kindle unlike unreal, unity assets are usually the source file.

frank lynx
fluid oak
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Probably.

misty lantern
fluid oak
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Yeah. Flipped normals, bad UVs, messed up skeleton and weights. So hard to pick just one ๐Ÿ˜„

frank lynx
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What are normals

neat juniper
frank lynx
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A strange name

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Can I reset them automatically

neat juniper
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I know you can recalculate normals easily in blender, not sure in Unity

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Pretty new to unity myself, speaking of which

I have a material, but I don't want the material to scale with meshes that I put it on, how can I achieve this? ๐Ÿ˜…

misty lantern
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Incorrect bone transforms can also cause normals to flip around

neat juniper
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I want to prevent this stretching automatically, is what I'm saying

I know I can manually enter texture tile numbers but that's really tedious ๐Ÿ˜“

misty lantern
neat juniper
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Right

I had this thought of just making a bunch of materials in S3dDesigner for quick mock-up work in unity without faffing about with UV's

Too ambitious? haha

misty lantern
neat juniper
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Ah brilliant, I'll look into that, cheers!

frank lynx
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bRiLlIaNt

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trolled.

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Anyways looked into normals, think I got it. Thanks

mental frost
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Iโ€™ve got an issue. I need to either figure out how to make the sprite renderer act like a canvas element or make an image act like a sprite render

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I need to use the tiled (width and height) feature of the sprite render to adjust a sprite; since when I use an image it wonโ€™t scale just from the pivot point it always scales out both ways. So the solution wouldnโ€™t be to use a sprite render, but my games 3D and idk how to make it work such that the sprite render completely overlays the screen like an image

misty lantern
sinful night
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Hey, I am in the process of creating a game and I need to create stylised art. I've used blender for a while but only in the hard modelling phot realistic side with minimal sculpting. I can't find any beginner friendly tutorials that explain a workflow for this. Does anybody know how I can get started?

glacial vector
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Whereas with a shader you can bypass that

flint sentinel
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Hi, I wanna create a character for my game in photoshop but I am not sure which resolution I should use

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any recommendations?

flint sentinel
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nothing too realistic but not pixelated either

solar python
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Hi, I'd like to set my project's saturation very, very high. Setting Unity's default postprocessing saturation to 100 is not enough. How can I make saturation more than this?

low arrow
flint sentinel
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ok, thanks!

flint geyser
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Hey I have a question as a beginner
When it comes to making low poly Unity Assets how come I see a lot with no textures or only base colours? I'm scrolling through the asset store to judge the market on what I should be producing and I just wanna know if textures add too much bulk to the file or something?

spark vigil
narrow elbow
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Any idea why this is happening to my trees? When I use the terrain tree painter? The tree looks normal when manually placed, but too small up close and large/black far away? I didn't add any lodding to the tree in blender yet so I'm confused as to why this is happening.

fervent sphinx
narrow elbow
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Ah that's a shame. Really annoying. But I'll have to place my trees manually I guess Sadge

fervent sphinx
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if you use it you might want to lock the paint rotation to up in world space because by default the prefabs will be rotated to the mesh's normals

narrow elbow
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the rotation isn't the issue, just this weird 5x shadow tree it creates haha

fervent sphinx
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no but it might be if you use this ^

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should be fine on flat planes though

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though as said earlier ive run into issues with using this. which might be just by the nature that it might or might not be good for final products but rather prototyping only

tribal parcel
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Hello im tiring to import my model with textures into unity but the textures doesnt show up

sullen plank
tribal parcel
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there all one kind of shader, aistandard from maya

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so i thought it might not be that difficult to read the files

fluid oak
serene geyser
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Any hire Channel ?

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Trying hire a artist

outer halo
dusty jewel
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ANy suggestions for the terrain? I use Sprite SHape Profile. I was thinking of something grray but with more grass etc. Not too detailed but not that simple as well

spark vigil
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use reference lot of refs availabe at unity assets store

dusty jewel
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reference?

spark vigil
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yeah everyone uses reference

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u don't make things from thin air

dusty jewel
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I draw em on IPad

spark vigil
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u can refere to that and try replicate with ur own art assets

dusty jewel
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alrightt Thank youuu ๐Ÿ˜„

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Also is there a way to put more than one sprite shapes?

spark vigil
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why don't you install pure ref on ur laptop or pc and make a moodboard

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read the book by unity

dusty jewel
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How do I use those 2 randomly?

dusty jewel
steady tangle
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Hello, I am trying to do a pixel art outline, and put together a shader that does this.
However, it gets cut off by my sprite bounds, so I search online and saw the "Extrude Edges" import setting is what I need.

But even when pushing extrude edges, the sprite bounds are not changing, and my outline still gets cut off.

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I have this sprite

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and my outline produces this

wary bloom
outer halo
wary bloom
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to do it in photoshop i just need to put all the images together?

outer halo
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Yes, but in a properly spaced grid ideally so you can easily splice it in Unity by row and column count.

wary bloom
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its also losing qualiy in photoshop... could it be because i compressed the images before?

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hm no..

misty lantern
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It even stores the sequence as an asset so it can be regenerated as soon as you make changes to the source frames

wary bloom
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should i worry about this?

misty lantern
wary bloom
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im not sure how to use this, i exported and my images just got a weird background and are not in sprite sheet format

misty lantern
wary bloom
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so first i drop my images here?

#

then when i put "import as sprite" everything just disappears

#

ok on processor i needed to add somehting

#

they still lose qualityy ahhh

#

also, the file size of a spritesheet is bigger than of all images separated UnityChanThink

#

or maybe the images just get bigger when i put them on unity

outer halo
#

Well, yeah, there's going to be space between the different sprites. The whole point is that they all get packed into one larger texture.

wary bloom
#

i drop one 100KB image into unity and in unity it has 1.9MB

#

but in file explorer in the assets of the project it says the 100KB as well

obtuse oyster
#

Unity encodes textures to be rendered en masse by the GPU. It's the size in memory, not on disk

#

It also can store more complex info like mipmaps for example. It's not comparable to a image file format

sinful night
#

Hey, I am in the process of creating a game and I need to create stylised art. I've used blender for a while but only in the hard modelling phot realistic side with minimal sculpting. I can't find any beginner friendly tutorials that explain a workflow for this. Does anybody know how I can get started? Sorry for asking twice, I just didn't previously receive a response\

misty lantern
sinful night
#

this style in particular

#

or something along these lines

#

in terms of subject matter, buildings are the main things, so architecture inspired by Polish, Dutch, Serbian, Romanian and Hungarian architecture.

misty lantern
#

I doubt there are tutorials specifically for this kind of style, as there isn't really a special workflow required

sinful night
#

some examples

misty lantern
#

Most of the style comes from the simple and hand painted textures

sinful night
#

Right

#

On the topic of texturing, are there any good free alternatives to substance painter? Or is that my only option?

misty lantern
#

The same techniques you use for photorealistic modeling are useful here, but without so much of the baking or PBR material parts

#

Photorealistic modeling includes low poly techniques anyway so it's useful either way

misty lantern
sinful night
#

I see. So it mainly revolves around creating more simplified lower poly models and letting the textures be the centrepiece?

wary bloom
#

@misty lantern do u have any tip on what options to use here? Some of my characters are getting way worse quality while others only almost unnoticeable decrease of quality

#

I removed the background of my images with photoshop and they have some parts that are not so well removed dont know if thats causing problems

misty lantern
#

And what format are you saving them to in photoshop

wary bloom
#

the left images are the ones that dont come from the spritesheet

wary bloom
#

i also changed the color of my project from gamma to linear and everything in the game looks worse now.. maybe i should go back

misty lantern
#

I believe 2048 width and height is the default max size in import settings

wary bloom
#

hmmmm yes that helped

#

i still dont think i can fit them perfectly tho

#

but that explained why a character was worse than other

wary bloom
#

and i have characters that have like 1000 pixels width uh.. maybe i should just forget sprite sheets

#

i could also resize them and then make them bigger in game but i dont know if they would lose quality with that

forest ember
#

Hello, don't know if this is the right place. I'm not that good at art but need want to get better. What's the best workflow for creating interior designs?

#

I'm using archimesh with blender to make something usable but it isn't all that good. Would spending more time hand crafting levels in blender be ideal or should I find assets on the store and use that?

bitter pine
#

Hi, I've got an object in scene with cube Mesh filter, and I want to change it to FBX model I made in Blender. Is there any way to do it without dropping it in as a child?

fluid oak
bitter pine
misty lantern
#

A single mesh filter/renderer cannot represent multiple mesh objects

#

(excluding submeshes but that isn't something you run into normally)

fluid oak
light vine
#

Hi guys, don't know if this is the correct place to discuss this but I've just downloaded a pack of prefabs from the asset store with the aims to build a rudimentary map with them. They're packaged as they are in the image below (not sure why they're pink)... is the only way to build a map with these to sort of meticulously position them?

fading bluff
#

i know this sounds kinda odd. but whats the best way on deciding placement for something simple? like berries on a bush for example?

#

i wanna add berries to this but i cant figure out a good way to show them without them looking out of place

fluid oak
fading bluff
#

a problem as well is its a topdown game

#

sort of links awakening top down

#

so i gotta try and make the berries look like they fit into the bush properly

#

also oof

night ginkgo
#

heyyy quick question, I have a model in blender and i'm wondering do the textures i create in unity transfer over, or should I do the texture work within unity and shading too.

#

I wanna know if it's worth the investment learning it on blender 1st, cause i'm trying to get a lil a avatar done and uploaded to vrchat

lime pollen
#

shaders don't transfer over however

desert imp
#

I need import texture of size 513x513px, but when I import it, unity automatically convert it to 512x512px, how I can avoid it?

misty lantern
desert imp
#

I use it as cache for terrain paint.

#

What if I create Texture2d?

potent hemlock
#

I am building a marble track composed of individual track pieces. As you can see, the boundaries of the glass panes between each track piece are visible.
I want to make these invisible, so it looks like one continuous piece of glass on each side. Does anyone know how to do this?

#

Got it (see front wall)
For anyone having the same issue, here's how to fix it:

#

(ProBuilder)

#

For both panes:

dawn sentinel
vapid patrol
#

hay guys
I was working on a book with a flipping page
Is there any way I can apply texture to both the sides of the page
i made the animation in blender

#

here's is what I am working on
Right now I have used a cube for texturing both the sides
but the page does not coincide perfectly, which is why I will be copying a plane from the book itself and apply texture on it.

glacial vector
#

Do you need different textures on the two sides @vapid patrol?

vapid patrol
#

yes

vapid patrol
glacial vector
vapid patrol
#

does unity import the node setup?

#

I saw tutorial to apply textures on both of the sides using it

glacial vector
#

No, shaders from blender will not carry across. I'm talking about the shader graph in unity

vapid patrol
#

but its blender issue
so I'll look into it

misty lantern
proud sigil
#

Hi! I am trying to use LOD on my models, yet it works in unity when the LOD0, LOD1s are all single models but does not work when there's hierarchy under each LOD0, LOD1... is it required for LOD models to not have hierarchies?

hidden forum
#

Regarding performance, does using a blender icosphere improve performance by much over using lets say a unity sphere? These will be used as bullets. or is this a dumb question?

vapid patrol
craggy gulch
#

How do I resize the actual meshes of a model? Not the prefab, the model itself. I imported a bunch of stuff and they are all 100x too big (something that is one meter big takes up 100 meters instead). And I hear resizing the prefab causes performance issues so I want to fix the problem at the source by reimporting. I have no idea why there are no good google results for this.

lime pollen
craggy gulch
#

there are no options

#

and "reimport" doesn't show any screen either

#

pressing "open" does nothing. what are the point of all these menu items that do nothing?

slow abyss
#

Does anyone know of resources/tools for texturing of meshes to be used in a cell shaded world?

fluid oak
fluid oak
#

Make sure they are pooled if you are really worried about performance.

misty lantern
#

Assets contain more than just mesh data, such as more meshes, their armatures, armatures' animations and embedded materials
This is why the import settings must be inspected at the asset that contains all that

eager mist
#

Hey! I'm new to blender, but really new and uh, i have some problems making good ttextures, since i only know how to paint atm

misty lantern
eager mist
#

Thanks! I'm not anyways looking to make a really big realistic game for my first Unity game! Thanks

ember idol
#

i'm just getting started with unity; why is my material preview mesh so small?

#

i cant' find any way to make it bigger

flint warren
#

im having trouble exporting as FBX from blender

vapid patrol
red grail
#

How would I get started into creating scenes on Unity? Should I block out everything in Unity or should I model all the environments in blender and import them?

fluid oak
vapid patrol
#

i checked the weight graph its pretty much constant
and I am using blender

vapid patrol
#

nm

#

I need to figure out sonething

fluid oak
vapid patrol
#

by any chance do you have any experience with blender

#

and help me out
I understood the problem but dont know what to do

fluid oak
#

I don't use blender.

dawn sentinel
ember idol
#

changing meshes didn't help though

#

i think i tried selecting a different material then went back to the original one

#

it's probably just a linux bug

#

i selected something else then reselected the material and the preview worked as expected

#

i greatly appreciate your response though; seriously 10/10 i'm not sure why you were kind enough to respond to a question over a day old but i salute you @dawn sentinel

ember inlet
#

Could I get some advice on a skin texture map?

#

Trying to avoid having to edit this the hard way, lol

#

For an avatar that has metal on their skin, and I do not want it

lime pollen
ember inlet
#

Okay, do you have any advice on the easiest way of doing it? I'm using PS for reference. (Also; can I post it here or will I get in trouble for showing nudity, lol)

#

I assume I'd have to cut out those bits and just repaint it?

lime pollen
#

Just grab the texture file and paint over it

ember inlet
#

Okay, cool. Thanks

grim flame
#

hey so in blender i modeled something easy, that contains a sphere that was cut down from the middle, in blender i can see the interior of the sphere but in unity i can't, how can i fix this?

#

this is how it looks in blender

vapid patrol
#

jst extrude the hemisphere a tiny bit
like 0.001 times

#

that should solve the problem

dawn sentinel
bright fog
#

Hey does anyone know any good 3d modeling tutorials for making a person

coarse mountain
coarse mountain
void thicket
tall fiber
#

hey guys do u know how to change pivot point of an object ?

shadow cradle
#

make a parent object where you want the object to pivot from

#

alternatively use transform.rotatearound

#

or make a skeleton for your model

tall fiber
#

isnt it a way to just move the pivot point

misty lantern
#

The origin point is always the subjective zero coordinate of a gameobject, it can't be "moved" other than when moving the whole gameobject

#

Some components can be moved/rotated relative to it, but not all, that's why using parent objects functionally as pivot points is useful

#

Meshes also have their own origins, defined in the mesh editor when modeling/exporting

tall fiber
#

thxx

rough phoenix
#

Firstly sorry if this is the wrong channel - I wasn't quite sure where it went.

But does anyone know what this error means? I don't understand it.

glacial vector
#

Try opening the file path in Explorer and delete the meta file like it suggests @rough phoenix. Do you use version management? Hard to know why it would mess up like tha

rough phoenix
#

I dont use version control but starting to think I need to learn how to, and fast.

glacial vector
#

Not in unity, in windows explorer

olive ridge
#

where does one usually go in order to make new 2D pixel assets? like I want to make a platform, what should i use to make the said platform??

rough phoenix
lime pollen
errant dirge
#

Hey guys. I'm in the middle of creating a model in Blender (but I suck at making the textures) so I'm using BlenderKit to apply the materials. When I go to export them into Unity, they don't appear. Why?

lime pollen
errant dirge
lime pollen
#

or you can just drag the texture onto the model

errant dirge
lime pollen
#

although those look like custom materials so you should probably bake them out to textures first

errant dirge
#

Yeah I think the baking is what I gotta do, I just haven't figured that part out yet. Seen that referenced a couple times.

lime pollen
#

fyi thats not gonna work very well with metallic materials, you need to set those up in unity

tender frigate
#

Can I use Sprite Atlas to optimise build size when I'm using a bunch of NPOT sprites?

tender frigate
fluid oak
#

Also, are you talking a unity generated atlas or one you made yourself?

tender frigate
#

I don't know how to not include the original textures in the build

#

Should I make a sprite atlas manually?

fluid oak
#

You can, though you shouldn't generally need to.

#

And they shouldn't be included unless they are used by something aside from sprites(like being applied as a texture in a separate material) or are placed in the /resources folder

tender frigate
#

Is there a way to not include the original sprites?

fluid oak
#

Generally, if they aren't used by something else it they aren't supposed to be included.

tender frigate
#

They are only referenced by SpriteRenderer in the scene

glacial vector
#

The spriterenderer should only reference the atlas

tender frigate
#

How can I make the sprite renderer to reference atlas

#

And how can I not include the original sprites in build?

glacial vector
#

I might be misremembering. I also remember at just being automatic

robust hull
#

how to split image like this?

woven cradle
#

render with different shader then stitch together

mighty jacinth
#

Hello ! I was digging files in a Unity game, and wondering Can you, and if yes how do you extract single sprites from a sprite atlas ? I have near zero knowledge in Unity

#

Because the atlases I found are jigsaw puzzles

woven cradle
#

can you show an example?

blissful relic
#

then slice it

mighty jacinth
blissful relic
mighty jacinth
woven cradle
#

you probably need some meta data

mighty jacinth
#

I have a MonoBehaviour file referring to each atlas

tender frigate
#

For some reason sometimes the Sprite Atlas texture is included in the build when the Sprite Atlas is deleted, and sometimes it don't when I added it back

native iron
#

i need help, does anyone know how to find unity scenes, i cant find mine that has all the work i did, i saved it and all that before but for some reason now its gone and im scared its gone forever

fluid oak
mighty jacinth
#

Certainly not using it

manic coyote
lime pollen
hollow citrus
#

Does somebody why this happense?

outer halo
tame scaffold
#

Has anyone encountered this bug? My Rule Tiles are invisible in my tile palette.

boreal ivy
#

Hi, guys. I would like to make the tilemap sprites that players stands or walks behind appear translucent. What would be the right way to do it in a top down 2d game?

shadow cradle
#

You'd have to get a reference to the tilemap component and set the tile color's alpha to what you want

boreal ivy
#

How would I know if I player is behind a tree

shadow cradle
#

Use a colider

boreal ivy
#

A second collider? It already has a composite collider to prevent the player from walking through walls and trees

shadow cradle
#

Should be fine if its a trigger colider

regal frigate
#

Hi guys, for pixel art, is there any standard for the sprite size? 32x32? Would it be a problem if I mix different sizes for the sprites? Should I try to avoid scaling up and down?
For example, if my character is 32x32, but I want to create a statue for the map and make it into a 256x256, woudl it be an issue? Or it would be better to split the statue into 32x32 sprites and put them together in the scene?

novel garden
#

Is there a way to store just Line data in an FBX? Like no polygones or anthing, just many series of points that are supposed to form 0 thickness lines.

misty lantern
placid zealot
#

Does anyone here have any good modular or standalone 2D assets for endless space shooter type games? ๐Ÿ™‚

vestal hazel
carmine wagon
#

Can anyone help with this

#

I have rigged this character and done what I need to in blender

#

Can I just import into unity like that ?

#

If so how

fluid oak
wide wasp
remote path
#

So, I've been working on this nice lil' tank model for a few days now, and am quite pleased with it, but haven't been impressed with the appearance of it with textures in unity (it's currently rendered with Cycles, so really high resolution once the camera settles down). I'm obviously not going to push textures to something ludicrous like 4096x4096 because I'm not awful, and I'm already pushing it by using 2048/2048. I would love to be able to maintain the soft, clean appearance it has in blender in Unity somehow. Could I possibly just recreate the shader in Unity? It looks alright from afar in Unity, but the player gets really close where it ends up looking rough. The lighting also doesn't look great with it in Unity but I can fix that another time since I know what's causing it.

P.S: It also appears as if surfaces which are flat in Blender are not correctly lit in Unity. Is this something I did? Should I create a texture to store the normals to ensure they are imported completely by Unity? Changing import settings doesn't appear to affect things.

TL;DR, looking for the best way to maintain the appearance of my model in Unity, mainly normals and the quality of the textures (Should I consider LODs?)

Sorry for the wall of text and thank you in advance

#

Imported normals helps a bit but some places like fenders and transmission case are still strangely lit

wide wasp
#

You'll probably need to decide whether you are willing to sacrifice visual fidelity, geometry complexity, or texture size.

remote path
#

Alright, thanks!

#

Already weighted normals, looks fine in blender, but I might just not be able to notice the bad normals I suppose. Made extra sure problem areas were flat and reran the weighted normals. Might have fixed it

boreal ivy
#

So I get this weird effect when I'm rotating my sword around the axis. Is there anyway to fix that?

regal frigate
#

I am testing with sprites and I have this character sprite which is 15x15. I have a health bar which is 64x64. When both are imported in the scene, why it shows like this?

#

Shouldn't the health bar have the double width?

#

I made sure that the pixels per unit is 64 for the health bar

misty lantern
boreal ivy
#

@misty lantern the pixels move and the sprite becomes kinda obscure when it's not at right angles

#

When I rotate the sprite in editor it stays perfectly normal

#

But in game pixels start shifting

misty lantern
boreal ivy
#

How do I do that?

misty lantern
#

You probably have pixel perfect camera component in use?

boreal ivy
#

Yeah, I have cinemachine with pixel perfect component

misty lantern
#

You'd have to remove that

#

Personally I don't recommend going that route

boreal ivy
#

But now I get these weird tears

misty lantern
#

Indeed

#

The "shifting" here is technically authentic and a limitation which all old games were subject to

boreal ivy
#

Not really going for old style. How can I deal with these lines?

misty lantern
#

If the lines are showing the background of the scene, the solution is to use pixel perfect rendering

#

If they're bleeding color from adjacent tiles on the tilemap, you need a tilemap with margins
Packing a texture atlas lets you generate margins for sprites so that would work too

#

That looks like color bleed to me so you may be able to get by without pixel perfect rendering

boreal ivy
#

It's a free asset pack. Should I get some other with margins?

misty lantern
#

Perhaps, or try generating the texture atlas with margins

#

I haven't seen any asset packs which have margins in their tilemaps

boreal ivy
#

Is it done here?

misty lantern
#

Look for instructions in the docs, I haven't done that process personally

boreal ivy
#

Ok. So what I had to do is make a sprite atlas and pack my tilesheet with sprites into it and set the margin to 8

flint sentinel
#

Hi, I am planning to have artwork similar to hollow knight/ori and the will of the wisps and I was wondering what's the best size to choose for the character picture in photoshop, I was thinking of 512x512 or 256x256 but i am not really sure which one would suite me best and give me a decent performance in game

hoary kindle
#

I dont think you need to be thinking performance at this point, just choose the one that looks better

#

You can decrease the Max Size import option in unity later in the developement assuming its not pixel art (in which case you cant just auto resize)

fluid oak
boreal ivy
wide wasp
regal frigate
wide wasp
#

You decide how many pixels you want to be in a meter, and type that in.

misty lantern
fluid oak
#

yeah

teal hearth
#

any quick solutions for this?

#

supposed to look closer to this

boreal ivy
misty lantern
#

even with video the quality needs to be high enough to show what it needs to show
the gif has video compression underneath gif compression so that makes it quite difficult to see

boreal ivy
#

Can I record videos in mp4 or webm format with obs?

misty lantern
eager mist
#

People please help, How to crop a sprite sheet in Unity 3d.

#

Or is it impossible to do this in Unity 3d?

misty lantern
eager mist
#

Like I have 2d characters and 3d location

misty lantern
# eager mist Like I have 2d characters and 3d location

Sprites can be used in 3D space (with some considerations)
If you want to display only a part of a texture on 3D geometry you'll have to tweak its UV map, or UV tiling and offset in shader
The tiling and offset section of the default materials can do this

#

For the record there isn't a Unity 2D and Unity 3D, just Unity

eager mist
#

Thx.

fluid oak
#

You can just stick sprites into a 3d scene.

boreal ivy
#

You can see the pixels shift when it's being rotated in game. but when I try to rotate it in the editor everything stays perfectly normal

misty lantern
# boreal ivy Here

There's no blurring fortunately, just the expected shimmering / pixel shifting
You could try disabling "upscale render texture" in pixel perfect component while keeping pixel snapping on

#

That may give you the seamless rotation you want while mitigating tilemap issues

boreal ivy
#

Yeah, it kinda fixes it. Thanks

#

But now I get this

misty lantern
# boreal ivy

If you want to use pixel perfect camera you'd have to conform to its resolution constraints
But I think you stated that you didn't really want a pixel perfect look?

boreal ivy
#

Pixel perfect camera seems to fix more issues than I thought it could. If I remove it then when the camera moves it makes all of the pixels shift by small increments and it makes it look bad

autumn prairie
#

is blender free

outer halo
sharp sinew
#

Hi im relatively new to unity and i have began making my first game without using a tutorial and i am wondering how can i can add art to my 2d game that i have already coded some of it so is it possible to add art to a game object if its already been coded and if yes how?

misty lantern
sharp sinew
misty lantern
#

I recommend you find tutorials or the documentation of this topic

sharp sinew
#

@misty lantern pls help ive been trying for 3 hours

misty lantern
sharp sinew
#

thanks

autumn prairie
#

If i ever want to sell my game can i take free 3d models off the internet or is that not allowed

manic sun
#

I believe you can but you likely have to check licensing for them. Some specify that it's not for commercial use and some say that if you are to use it commercially you should credit them (which I'd advise everybody does regardless) so it likely just depends on the information you can find about the particular models you've downloaded

autumn prairie
manic sun
#

Sketchfab is a good one. Many models and they have the licensing info in the description, iirc

autumn prairie
#

ok

sick fox
#

why my sprite is looking like that>

wide wasp
sick fox
#

this is how it should look

alpine nimbus
#

So a made a model from Blender and imported into Unity, but whenever they walk around they are walking backwards. I thought that maybe I did the wrong setting for importing my model, changed it, same problem. I changed the rotation of the model itself in blender, still the same problem.
I'll also just say I am using the NavMesh component for them walking around if that is known to cause problems.
Any ideas for what is causing my problem?

wide wasp
sick fox
#

no

wide wasp
sick fox
#

the first one is how it should look

alpine nimbus
#

actually i managed to figure out the solution, but thanks for helping

#

I was still using the animations from the bad models ๐Ÿ˜…

wide wasp
wide wasp
sick fox
wide wasp
#

They are caused by unity compressing the image. You can change the settings for that in the import inspector.

sick fox
#

love you

#

thanks you so much

dire flicker
teal hearth
#

ahhh thank you. i was worried that was the problem. i might just go back to solid objects in future jams.

eager mist
#

How to make a regular pixel picture?

sullen plank
fair narwhal
#

Which channel would be best to ask stuff about ArtEngine?

sullen plank
fair narwhal
#

Do you know if there is a dedicated AE server?

sullen plank
#

Not aware of it, no. There could be a dedicated thread of the forums

sinful night
#

Are there any free courses on stylists art in blender?

vast kelp
#

okay this may seem a really simple question but im confused asf. Whats some good lengths and widths for a pixel art focused game?

#

wanting to start making some early concepts but i have no idea about sizes

sullen plank
#

It depends how detailed you want it to be. If there is full screen art, should aim how it would be presented for fixed resolution, which would fit better to most resolutions at proportional increments. Because otherwise rescaling will be a problem

vast kelp
#

yeah there is full screen art

sullen plank
#

For example some games with beautiful 720p art that suffered because they could not have been resized cleanly for common resolutions. You want to pick one that will closely fit when scaled 2:4 times

#

And also keep it fixed at closest one

vast kelp
#

Ahh okay that helps

#

thanks

vale spoke
#

How do I assign Unity material assets to the material slots in an Blender .blend asset?

sullen plank
vale spoke
sullen plank
summer cedar
#

building a 2d top down game...should a house be in a prefab or just a collision layer? I get really weird things happening with the prefab but I would like to throw a generic house around the map a lot

fluid oak
robust bane
#

hi i have a question. I want to make a level with tile palette system. Everything is on position 0 here.

#

but as soon as i draw something it changes the position and still says it's on 0

#

how to change that??

shut tendon
#

do you have your pivit on global, or local?

shut tendon
#

i mean center or pivot, sorry

robust bane
#

Center

#

what should it be?

#

@shut tendon

shut tendon
robust bane
#

oh that is also center

shut tendon
#

ye

robust bane
#

and that is the correct one?

shut tendon
#

um, idk exactly, change it and see if it works

robust bane
#

ok

#

i will try

shut tendon
#

ight

robust bane
#

THANK YOU (:
Pivot mode worked

shut tendon
#

your welcome :)
also the mode next to that allows you to switch to local movement, so if you need to move somthing straight at an angel (after you rotate it), it is good for that

robust bane
#

Okay maybe I will need that some time ;D

shut tendon
#

:D

wary bloom
#

im trying to use a sprite mask but for some reason the actual mask is way smaller than the size of the object

manic coyote
wary bloom
#

where are those

manic coyote
#

it's.. also a component

#

it's just called Mask I think

wary bloom
#

my objective is to make it fill the heart

manic coyote
#

if it's a UI, it's Image

wary bloom
#

mhm

#

guess that i need an image of the interior shape of the heart

#

or

#

this tells me to use a svg image? but we cant use svgs looks like

#

ok managed to use svg

#

but where is that "overflow" attribute

#

hm, will do it the dummy way is better

shut tendon
#

so im trying to render sprite textures in HDRP and it works fine with the lights in the scene turned off, even tho there are no lights in the scene, but when i turn them on they go gray. iv tried adding lights but nothing works

shut tendon
#

please @ me if you have anwser

vast kelp
#

I can't seem to change the pixels per unit. Whenever I click on it in my asset I can't change anything for some reason

#

Cant change it in pixel perfect camera either

#

where I also cant change the resolution for some reason

#

wait nvm I think my unity was just broken or something

shut tendon
#

:/

worn fox
#

is there a way to use multiple UDIMS on one material in Unity?

spark vigil
#

so if you add a shader graph water shader to a a tileset for example the water tileset

#

it works right?

fluid oak
#

You don't add shaders to tilesets, you add them to materials.

eager mist
#

can someone help me in 3D please ?? (or point me towards the right channel)

fluid oak
eager mist
# fluid oak You need to ask specific questions to get answers.

the thing is I am not sure where to post it but here is the question, I made a low poly 3d model, and as you can see in the pics, there are those white lines as if the model is not colored, but when i zoom in those same lines are colored... how do i make that disappear from far distances?

misty lantern
eager mist
lament smelt
#

Hello!
Hope this is a correct place to ask that question. Is there a way to replace my tiles with their updated versions without having to place them manually? Note I cannot use Rule Tile as I've gotta stick with the 2020 for that one

#

To expand on the topic, I have few grids with levels already built using them, but my art person created updated version of the tiles. I really want to avoid having to place them manually as that'll basically mean rebuilding the whole level

distant hearth
#

Hey is there any "basic list of Blender things to do to prep for unity" info out there? I just opened a tutorial and the XYZ being fucky drove me to ask. I assume there's more goofy things to manage?

fluid oak
#

If you changed other stuff is is trickier

lament smelt
long knoll
#

Hi, got a question but not sure how to word it.
Im working on blender making animated charatcers. Export to unity via fbx an all works fine.
The problem is when updaing the fbx file with new aniamtions
The new animations dont show up unless i delete the file and re-add it but then all the import properties are broken like aniamtion events, loop flag and avatar settings. is there a way to make unity reload to see the new animations but not destroy any existing meta data attached to it?

glacial vector
#

Are you exporting from blender directly into the unity assets folder @long knoll?

long knoll
#

not always, usualy have a spereate working dir but not sure how that would effect things

#

https://answers.unity.com/questions/476839/not-importing-new-animations.html
i do thin ki found the issue on the forum. thers a few places asking and some giving long winded ways. Answer by legoblaster1234 is what i was lookign for though, they understood the issue and have a good solution.
Turns out the aniamtions were being imported they are just stuck in this dropdown. so u have to create a new track with the plus then use the dropdown underneeth to add it to the list

boreal ivy
#

Why is my text all blurry?

outer halo
boreal ivy
#

Ok. Thanks

formal shale
#

Any1 who knows how the leaves in Overwatch are created, i am very familiar on how to use normal shading and such to smooth out vegetation and not make em look like rotated planes, but these ones are just beautiful

formal shale
#

And what is the best way of achieving this

#

Cus in blender i usually take a spheres normal and transfer em to the leaves

misty lantern
#

Sure, that's how it usually is done
sculpted shapes work too

formal shale
#

mhm

formal shale
#

wanna have a look myself

formal shale
#

thx

glacial halo
#

can you use normal tiles with an isometric tilemap?

placid kestrel
#

Model looks fine in blender but shite in unity.

I don't think its the backface culling since there are two separate faces for the inside and outside.
I already tried recalculating normals

Any ideas?

fluid oak
obsidian axle
#

@placid kestrel did you try turning on backface culling in blender?

#

just to see if those 2 triangles are the wrong way

brazen fable
#

hello, is there a way i can group many sprite to one gameobject?

#

i have this and i want to know if you can group the sprites in one gameobject

#

i know

#

but the sprites of the tilemap insert them all on one gameobject

#

i just wanted to know if i could do that

celest turtle
#

how can I fix the quality of my character, I mean because I see it pixelated but it shouldn't

proper kite
#

I'm just curious if anyone here has any solutions to color banding on their gradients. I switched to HDRP and it helped a decent amount but the banding is still there...

placid kestrel
fluid oak
#

That is what you do to make pixels more obvious, not less

placid kestrel
misty lantern
#

Is it in lighting or in the textures themselves?

proper kite
#

Probably textures but I'm not quite sure

celest turtle
sinful night
#

Not sure if this is the fully correct channel but
I am struggling to come up with an art style/direction for my game. I have no clue what itโ€™s gonna look like and when I come up with concepts either in my head or in blender, I never end up liking them and/or am not able to execute them well/efficiently.

Let me give you some context

My game is about an orphaned girl who is raised by a local village tramp. She eventually becomes a mercenary to make money and adopts the mindset that her job is dictated by the prices and prices alone.

Itโ€™s set in the fictional land of Irone, loosely based off of Dutch, Polish, Serbian, Italian, Portuguese and Byzantine Culture. Iโ€™ve even created a conlang for this. The world is expansive and packed with lore.

#

The story events basically follow the mcโ€™s jobs and where they lead her. She discovers a weapon called the amber moon, loosely based off of the Game Bolg spear. She visits other kingdoms and finds out that people were being massacred in a genocide. Famines swept across the land, fields were black with the soot of war and houses reduced ancient remainders of deeds long gone. She fights these off, and goes rogue, gaining a sense of moral drive, rather than pure monetary drive. The story is about the external struggle of the world in shambles but also the internet struggle of our protagonist figuring out who she is. Asking big questions. Then the amber moon starts behaving weirdly and it turns out the amber moon has built a consciousness from the main character and is now fighting back. It has decided what is right, and wants to change the world into itโ€™s image. So in the final boss, you are fighting the real physical threat, as well as all of you that you want to cast away, that has turned into this being. The Amber moons personality was crafted from all that the MC wanted to forget about themselves, all that they had carved out, all the worst parts, all the inhibitions.

Thatโ€™s the main plot. I need t come up with a style I can make efficiently, fast, and most of all, one that can represent these themes and tell a story. I plan to have cutscenes with va, so the style canโ€™t be too simple. And to clarify it is 3D.

Any help is greatly appreciated.

dry geyser
#

if i had 4 cubes side by side by side. as 1 FBX but 4 individual objects. And i textured all 4 in 1 UV space so they all shared a texture but had their own spaces in the textures. could I then bring them into Unity as 1 object and delete some of the squares as variants? or would I be better off exporting each cube individually, so i had 4 objects imported in Unity, and just share the same material with all 4?

fluid oak
#

Find something that resonates and try replicating/iterating on it

fluid oak
dry geyser
#

im making rack mounted studio gear

#

but for variety. i would like to 'move' the individual items around

#

so its like, do i export 'each' one, so 8 exports + 1 for casing

#

or can i get away with 1 model, and 8 variatns, that move the loose objects around?

#

never really tried this concept in unity

#

but if there is minimal to no difference in performance / optimization / draw calls / etc.. then i could paint the whole thing substance, then go back to blender and export 'just' the items individually that i want and rebuild it in unity etc

sinful night
#

it's always something just a little bit off

slender fossil
#

Just try a couple of different things and you'll probably get a better of idea of what will work and what won't

fluid oak
#

Well, I suppose that little bit is where the 'art' comes in ๐Ÿ˜„

slender fossil
#

Of course that's time intensive, but I think it'll get you closest to what you need

#

Sort of like art triangulation

sinful night
slender fossil
# dry geyser

I would probably just do the 1 chassis and separate buttons so you can stay flexible. It will increase the amount of draw calls but seeing as your object is already pretty low poly I think you should be ok

fluid oak
#

And as a bonus they will be movable if you need to animate them.

dry geyser
#

the only issue with the buttons seperated is that when this goes into substance painter, i will have 'shadows and artifacts' left over on the orange and blue, if that makes sense.

#

this is just a quick pic to show the discord not realistic final

fluid oak
#

Separate the pieces in the baking mesh

dry geyser
#

imsaying substance itself does it

#

like see the shadows in the orange

fluid oak
#

The baking mesh doesn't have to be identical to the in-game one, as long as the UVs are the same

dry geyser
#

i'd have to photoshop / clean it

#

because its using the generators like 'dirt' dust scratches

#

and accounting for the buttons and dials

fluid oak
#

If you move the buttons and dials physically away from the other surfaces, AO won't add those

dry geyser
#

i am less worried about the buttosn, i am going to move 'racks'

#

1x 19U

#

i just want variety in the 4 items vertically

fluid oak
#

You can just have all the pieces floating independently in space for the bake model

dry geyser
#

ah thats true

#

so i can paint behind it

fluid oak
#

Or even just turn off all but the piece you are working on

dry geyser
#

so can i go in unity and seperate 1 loose FBX and make variants

#

or is it better to go back to blender and do it

#

and have the shroud and a few racks

#

ok thanks for your help, i will give things a go

royal prairie
#

can someone help me fix this issue? for some reason some of the bones on the rig are missing, i'm trying to make a VRChat model for a friend of mine but i'm having issues

#

shoulder bones are missing, arm bones are not where they need to be

#

and for some unknown reason a left leg bone is missing too

fluid oak
old steeple
#

is there a way to import an .obj file with individual models still being split up within that .obj asset?

viral field
#

I've a problem. I made a background, but after putting it into Unity, its darker and the colors aren't as consistent as they are in the image

#

the difference

viral field
#

If someone has an answer, please dm me!

fervent slate
#

Having a problem with Sprite Shape. So i got the middle sprite and i wanted to fill up the gap but Sprite Shape somehow changed that sprite and it causes weird filled texture. So if somebody know how to fix this, please help

fervent slate
#

Okay, solved by myself thumbsUp

obsidian moon
#

hey i made a gun i know the texture is trash. please give me any info on how to make it better (the model not texture). thanks ๐Ÿ˜„

terse siren
#

so half the time

#

i'm making sprites

#

the background is either white or just alpha 0

#

how do i trim that crap out

autumn prairie
#

For vfx artist is it to early to start learning vfx if you dont have a game to use it on

solar arch
terse siren
#

uh is this for 2d assets?

solar arch
#

there are couple of ways to achieve this, either by using bsdf-tranparent node or just as straight as toggling on the alpha-clip in the material property

#

oh wait, you're using blender?

#

oh wow, I thought that Gun screenshot was part of your question haha ๐Ÿคฃ

terse siren
#

lol

fluid oak
autumn prairie
#

I also donโ€™t know where I would make them

fluid oak
#

Well, I mean, it wouldn't hurt to hunt up some tutorials and learn a bit.

hollow siren
#

So, ihave this image, is there a way to make it repeat itself and move horizontaly so it gives the impresion the camera its like moving in the city?

misty lantern
sour osprey
#

do you guys have a good explanation on why you can't morph meshes with different vertex number?

fair gull
#

hey,anyone know about any free 3d magic assets?

fluid oak
sacred grotto
#

Hi all
I'm designing my level in blender, and would like to maintain prefab connection to modular meshes used to make the shape of the level
But Unity doesn't recognize Blender's "duplicate linked", Unity imports each mesh as separate meshes

fluid oak
sour osprey
#

to the multiverse XD

fair gull
tame scaffold
#

Is the typical process for making low poly environments to use Unitys terrain editor, or make them in blender > import?

past glade
grand thicket
#

fro anyone that knows about blender, could you help fix the eyes? I dont know why they look like that, I got the 3D model from the model resource

lapis glen
#

Hello! I'm currently creating an environment with many posters on the walls. I'm considering two workflows, using either a decal projector or a mesh plane to display the textures. Which workflow would you recommend, and how would you optimize the large number of textures/materials required (i.e texture atlases, offsets, etc)?

fluid oak
coarse mountain
royal prairie
#

I noticed ๐Ÿ˜ญ

coarse mountain
#

I also struggle a lot and went to pixel art instead, what software you are using?

#

I just used my 3d model as base to do the pixel art

#

but I still was able to animate it except the face

#

is too advanced

royal prairie
#

You mean for 2d art?

coarse mountain
#

for the 3d rigging

#

I use maya I have a tutorial to recommend

royal prairie
#

I made a model from scratch in PMX
Slapped it into Blender, had some issues that i fixed there, now this is causing problems in Unity

#

Only used 3 things

coarse mountain
#

I use maya zbrush and substance painter only

#

I tried blender before maybe I should try it again

royal prairie
#

Yeah i have like 0 experience, im only trying to make a VRChat model for a friend of mine bc she doesnt know anything

#

Im just a simple 2D artist ๐Ÿ˜ญ

coarse mountain
#

have so many pipeline to import yo unity, I think it will take a year of hard work ๐Ÿ˜… to get it right and easy

#

1 year just to learn rigging well

royal prairie
#

Yeah i was trying to follow a tutorial

#

But the bones

#

Are so hard to do

#

Fix

#

Everything

#

Physics and rest works fine

#

But the bones are all over the place

#

I thought id be easy to do since i saw people making the model with 0 effort

#

It'd

#

I was simply looking for someone to help me out on this

#

So i never have to do it again

coarse mountain
#

rigging is expensive work

mortal axle
#

Hi everyone. I'm currently developing a top-down shooter based on a heavily limited ammo system and have a working prototype. My question is: when is a good time to begin implementing the final artwork? Should it be incorporated as early as my basic prototype or should I wait until I have absolutely all of the mechanics that I want for the final game? Thank you

fluid oak
#

No right answer, really.

blissful relic
#

once you have a well-polished prototype

#

having some basic artwork will make game easier to test and get opinions from others

fair gull
#

hey,anyone here knows where i can download a dummy model cause unity is giving me bugs when i try to import something from the store.

#

or it wont open the project

tame scaffold
#

Is it possible to add a material to my low poly landscape that changes depending on the height of the terrain? If so, where do I start looking for information?

#

And as usual I find the Brackeys video I need AFTER I can't find it. ๐Ÿ‘

fair gull
#

Anyone knows were can i get some magic assets?

#

cause its rlly hard to find any,and the good ones are kinda expensive

real glen
#

I'm having an issue with importing models and them not having their textures and materials applied. I've tried doing the 'extract materials' and 'extract textures' thing but that doesn't seem to be working.
I've run into this several times before and haven't ever quite figured out the trick to get around it

fluid oak
fair gull
#

my bad,but tbh,i rlly dont know where i should ask

fluid oak
#

Look up tutorials on making the kind of effect you want?

#

Or go on fiver and hire someone I guess

fair gull
#

got no money bro

#

im barely getting out of highschool

blissful relic
#

Well then go for a minimalist style

#

if you cant afford to buy nor make high quality assets

eager mist
#

I was learning how to do textures today in blender for unity and heres the result in blender (1st image)
but in unity it doesnt have the displacement like in blender (2nd image) Is it possible to add the displacement to unity?

lime pollen
#

if you want specifically a displacement map you will have to use a different shader, there are tutorials out there you can consult

eager mist
lime pollen
eager mist
#

oh so you need an entire displacement map for that?

lime pollen
#

yes

eager mist
#

whats the purpose of a normal map then, i thought it did the thing that the normal map did

#

oh just figured it out, alr ill watch a few tutorials, thanks for the help!

pallid arch
#

is there a way to fix this eye and eyebrow glitch ?

lime pollen
sour osprey
#

hi is it possible to create a mesh "filled" with mesh inside? is it maybe too "expensive" for any regular pc to handle?

fluid oak
sour osprey
#

I just checked on google, both could work, tetrahedra looks better to me though

misty lantern
#

But it does depend on how the inside is meant to be seen

sour osprey
#

I see...

#

do you have by any chance documentation on what you just said? like a tutorial video from the internet or something?

#

sounds interesting

glacial vector
#

Mesh Slicing is the term I would search for @sour osprey. It's been covered quite a bit

sour osprey
#

thanks Ole

spiral spade
#

hello, im doing an hpbar in unity, it currently look like this, and im trying to make it go to 0 without getting a distorted image

#

when i scale down to 0 i get this

#

is there any way to make the borders stay like the original image?

#

i already put, in the sprite editor, the green boxes on the borders

#

but i still get the image distorted, any solutions?

fluid oak
#

Or the borders don't do anything

maiden girder
#

guys can you tell me why are there these black lines in the game

#

it is 16 by 16

shadow cradle
#

Are u using pixel perfect component

hidden flame
#

how would i make if im in front of a bush im a layer above it so the bush is behind me but if im behind the bush the bush is a layer under me

outer halo
# hidden flame how would i make if im in front of a bush im a layer above it so the bush is beh...

Watch this video in context on the official Unity learn pages -
http://www.unity3d.com/learn/tutorials/topics/2d-game-creation/sorting-groups-and-transparency-sort-axis

In this live training session we will learn a workflow for laying out a simple 2D scene using 2D sorting groups, sprite meshes and 9-Slice sprites introduced in Unity 5.6. We wi...

โ–ถ Play video
hidden flame
#

thanks

hidden flame
hidden flame
#

how do i delete something part of a tilemap

#

or tile palette

valid rivet
#

@hidden flame the sprite editor is in the sprite import settings menu

hidden flame
valid rivet
#

and you need to set up both the bush and character w/ pivot at the base and sorting based on pivot

hidden flame
#

?

valid rivet
hidden flame
#

1 thing at a time

valid rivet
#

this is where you edit the pivot point

#

to get the sorting right

hidden flame
#

how do i delete something part of a tilemap
or tile palette

hidden flame
#

do i only have to change the players pivot

#

or do something with the bush and trees as well?

valid rivet
#

and both have to have the sprite renderer sorting based on pivot

hidden flame
#

so i have to go around and change every fking tree

#

and bush

valid rivet
#

yes

hidden flame
#

that is stupid

hidden flame
valid rivet
#

if they're set up as prefabs it shouldn't be too much work

hidden flame
#

..

#

tile palette

#

like i said