So I make some basic map in blender and I want to export it in unity project where I can play on it.
but it looks bad really bad, soo how to fix this?
sorry for low quality images.
Make sure your normals are orientated correctly in blender. Unity culls all faces that point away from the camera.
You can do this in blender by using the "Recalculate normals" tool. To make sure all your faces are pointing outward, you can enable visualizations in blender like this:
If you find any of these indicators pointing the wrong way, select this face and use the "Flip Normals" tool to flip any remaining inverted faces.
Related
This is what it looks like in blender:
and this is what it looks like after being exported to unity:
The above is what results after only dragging the .blend file into the unity Assets folder, that's all I did. In Blender all the objects have only one Material with a single color or a single texture, so there's no complicated Materials. And in Unity I tried the "Extract Materials" option and it does nothing; and the "Extract Textures" option is greyed out.
I want it to look the same in Blender and Unity. Can someone point me in the right direction? I don't even know what to google anymore.
It's quite easy to recreate that in Unity.
ShaderGraph also has a "Voronoi" Node, which is very similar. Instead of a Color-Ramp (Blender) I sampled a Gradient.
For the fidget popper, I used a HDRP/Lit Shader on a new Material and just set Color, Metallic and Smoothness.
I've decided to use Minecraft like characters in my small game since I do not know how to make 3d models (nor I want to learn how to do such thing in the near future).
However the task now seem a little harder than expected:
I've tried looking in the asset store for prefabs to use but without success.
So, I've decided to try and make a model on blender(by not knowing a thing about non parametric 3d modeling, my knowledge of blender is extremely limited) and import it into my unity game.
And surprisingly, I managed to create the model using McPrep, export it and import it into unity maintaining objects that drive the bones (the output is a bit messy but I think I can manage to clean it up a little).
However the imported version does not have any skin and appears in a gray shade.
Turns out that the output does not keep materials/textures with it!
I've tried getting the texture used by blender and it returns the same skin I fed into mcprep so, by using the same skin, I've tried creating a material with it by getting the .png and using it as texture in a unlit texture material.
However, the result is a bit messy as shown here (left is Blender, right is Unity):
How may I make the texture on unity3d be better and right? (I've heard there is a way using a C# script but I really don't know what it is nor how to do it)
EDIT:
Thanks for the answers before, I did set the filter to point obtaining the texture to be a bit better. However the part that should be transparent is displayed in black on top of the other part (I think).
The image on the right is only filter point and the one on the left is point + alpha is transparency and the transparent shader using unlit transparent
ANSWER FOUND:
As Bart said, make sure the textures' Filter Mode is set to Point, but additionally:
Minecraft player characters are made of 2 layers, the second layer usually has lots of transparency and is used for clothing or other relief detail. So you need to use a transparency-capable shader on your material in Unity.
You're running into a filtering issue. In your case you want no filtering to happen. So select your texture, and in the inspector change the import settings so that your "Filter Mode" is set to "Point". In this case it will do no filtering of the input and your large pixels should appear sharp as you want.
I created a model in blender and exported as fbx and then added the fbx file to unity. On generating colliders, unity distorted the model mesh so badly, that the collider wont fit.
Can someone help me or tell me what I am doing wrong. Is there a blender setting that I need to check before exporting?
Check your export FBX export settings in blender. I've had the best luck with setting the scale according to what I used in Blender, using "selected objects" while selecting the objects I care about, and selecting the experimental "Apply modifiers" checkbox if I'm using any. Those have ended in the most correct results for me.
In general I wanted to make it in unity3d but I saw that in tutorials, they made it in blender.
This is what I did in unity:
I want to make this high cube hollow on the inside, and make a small door so that I will be able to walk inside the cube. Later on, I want to somehow add stairs but the problem now is how to make it hollow on the inside.
I saw in some places the suggestion to use blender so I tried this tutorial in blender:
Blender
But got stuck there after I checked the Add Mesh Extra Objects and clicked on Save User Settings. I tried then to click on the bottom on Add > Mesh but then I don't have Extra Objects. I have Extras objects like in the tutorial video.
Anyone my main goal is to make the high cube hollow on the inside with a small door on the bottom so I will be able to walk inside.
From what I know Unity3D has no 3DModelling by default (maybe there is something for that in store), so you need to use Blender or some other program (for example Maya). There is https://blender.stackexchange.com/ where you can ask same question (since it is not really unity3d related)
Maybe this will be helpful : https://blender.stackexchange.com/questions/5849/how-do-i-create-a-solid-object-cube
Overall what you could do, but it is not the est way - you can build a everything out of boxes yourself in Unity3D
Try use to boolean modifier. Take a look this tutorial:
Blender 2.6 Tutorial 26 - Boolean Modifier
I created a hand model in blender, imported it into my scene in Unity and it does not get affected by my lights.
I created some seam lines and unwrapped the thing. I have other elements that I created in a similar way and the only difference I can appreciate here is that this one is not a mesh renderer, it is a skinned mesh renderer, because it has bones inside.
This is how it looks like, you can see the "torch light" focusing to it, making a round of light, and the hand is getting weird lights, like only the reflected light from below or something.
Those are the settings of the mesh
Looks like the normals are wrong. You can try to invert normals in blender or change the import settings (in Unity) of your hand mesh to calculate normals instead of using the normals in the blend file (See normals & tangents section here).
It is definitely an issue with normals. Something wrong is going on during exporting probably.
Try Calculate option under Normals in Importer settings
Hope that helps.