How to make a mesh editable for unity3D - unity3d

well i have a 3D model of the human digestive system I found it in the internet, this model is :
a .obj file
if a fixed model (not dynamic)
here is screenshot of the model :
so what I want is to make this model editable on the game like for example
the user of the game can cut the intestine and suture it (so in other way making a surgery)
I'm not sure if it is possible or i should create a new model from scratch to do that
Note :
I'm working with unity3D for creating the game and I'm trying to adapte the model with what I want using blender and cinema 4D so whatever the tool needed to do it i will use it

You should first go through these two pages to understand how meshes work and how you can manipulate them in Unity.
Using the Mesh Class
Mesh
Unity isn't a mesh editor, it's an engine. You can write your own scripts to add the functionalities you need, or also there are some pre-made assets that do some mesh editing available in the Asset Store.
The best approach is to remodel all in small fragments so you can easily cut the pieces you want.

Related

AR Foundation face mesh for creating custom assets

I'm looking for either a 3D model or an image file over which I can apply my own custom graphical elements, such as eyeliner or lipstick.
In the ARCore docs, the solution to this issue is very well described. You can get either an FBX file or a PSD template, over which you place your own elements.
From what I can tell, the principle of ARCore and ARKit are very much the same - there's a standard face mesh which gets contorted to the shape of a detected face, however, I'm unable to find any such materials using Google.
Just use the same face model and use slightly larger copies of it for the makeup. No one is going to get close enough to see how thick its caked on, because all the polys would start disappearing anyway...

Is there a difference to creating your scene in the Game Engine or the 3D creation software?

Hey I have a simple question which I am having trouble finding any info about it online.
Situation: I am making an island explorer game.
In Blender i am creating my islands and all the static objects with the island (Trees, rocks, folliage, buildings, etc.) and exporting this island & static objects together in 1 FBX file. Then in Unity3d I have my scene already done I don't have to perform the scene creation there, i can focus on developing the interactable objects.
When I want to make a new island I just use the same project in Blender and re-use my previous works if I want to. Then export the new island to unity3d.
Is this correct? Am I supposed to "dress" my scene in Unity3d or in Blender? Does it make a difference (performance wise)
What I understand is that when I export multiple islands that are reusing the same tree for example, in Unity3D even though these trees are the same they are in different fbx's. But this only affects project size afaik?
It depends what you are making. Unity has a lot of tools, specifically environment creation tools that are much faster and more powerful to use in Unity rather than import from blender, especially for laying out a scene and prototyping.
Tools to check out:
ProBuilder (Asset Store)
PolyBrush (Asset Store Deprecated) :(
Terrain (Package Manager)
It is good that you are learning blender as for making characters / detailed objects its still the way to go.
Performance is based on verts / textures and won't matter if you make something in Unity or import from Blender.

Implementing payed 3D models into Unity Games

I've started learning gaming development using Unity and there's a thing I wasn't able to fully understand. I stumbled across the Sketch Fab website and noticed this cool market with 3D models and I was wondering what are the requirements to import such a model into an actual game.
For example this one already has animations:
https://sketchfab.com/3d-models/royal-knight-895d1c1d222d4efd9f264318e8ab0cb2
But on the other hand others don't have:
https://sketchfab.com/3d-models/crusader-knight-b079a8e34f454836bc8107c21c8c47fe
I have basically 2 questions:
If I buy the first model is this going to save me a lot of time and I can jump straight into implementing the character into an actual game and add custom scripts to it etc?
If I buy the second one, what would I need to too to actually animate this character? Is this something that somehow I can learn from Unity tutorials or would I need to import it to a tool like Blender to further improve this model with animations?
This question provokes a lot of answers. The first model you show does have a .fbx format and the animations will hopefully work fine. This format is typically what you want to use with Unity.
The second model is not Rigged (look at the product description). What this means is you will have to rig every bone yourself (in Blender) and make it compatible with Unity. I never buy a model that isn't rigged.
To add animations to the second character, you can download some from www.mixamo.com or use many of the animations you will find in the Unity Asset Store.
Personally, I prefer getting my models from www.turbosquid.com. You can search against multiple formats including .unitypackage
As Jiveturkey said, the first model is directly compatible with unity and doesn't require any additional steps - so if you're looking to focus solely on building the game without worrying about animation then you might want to go with the first model.
The second model isn't rigged, so you would have to manage all rigging and animating yourself - Unity does have a built-in rigging package, so you would be able to do that within unity rather than using Blender (Link to tutorial for rigging in Unity, Rigging tutorial directly from unity)
Unity can read .fbx, .dae (Collada), .3ds, .dxf, .obj, and .skp files for 3D models, and that's pretty much the only requirement. There are tons of sites with free 3D assets if you don't want to spend the money as well Itch.io, Unity Asset Store, and tons more - these are just the ones that come to mind

How to modify parts of 3D model imported in Unreal Engine?

I need to find the parts of a 3D model imported in Unreal Engine through fbx importer in order to change something (e.g. a texture, a color, etc.) using Unreal Engine and C++.
I was already able to do so with other open source libraries (e.g. OpenSceneGraph) using the Visitor design pattern to find a pointer to the part and then modifying it but I don't yet know how to do so in Unreal Engine.
Does exist a class to analyze an imported model to find parts? Or is it better to use another approach to modify textures or color of an imported 3D model (e.g. import the parts of the model in an independent manner)?
Generally people reccomended to start poking around the engines FBXImport class since you'll have to homeroll your own FBX conversion code to do anything other than say, change the material during runtime (obvsiously), assuming you mean changing the geometry or such things of an asset thats already been imported.

Photogrammetry: Software to modify/correct details in 3D objects

I started to work with 123D Catch and Blender a while ago. I made some photos and created 3D object in 123D Catch. Next step is to put it into Unity.
But before it I need to correct some details (some edges have inappropriate shape, colour is missed in some places etc).
I tried to import this 3D object into blender but I couldn't upload texture automatically (I watched some tutorials about mapping, but exaples are easy and my object has complicated construction).
Can anyone reccomend me a software where I can correct basic stuff like egdes, shape or colour easly?
Thank you a lot.
When downloading the models the textures are included as 1 or more
image files.
you can edit them in any image manipulation software (e.g. Gimp or Photoshop)
When opening the model in blender
make shure that you use file>import>obj
and turn on textured mode :
Mapping is not neccesary as the UVs are contained in the model alredy.
After editing the shape you can
export the model via file>export>obj or just drag the .blend file into your assets and let Unity convert it automtically.
Before you use your model in unity you should consider reducing its geometry/detail as the generated models can be very high poly.
For that purpose, I can recommend "Meshlab"
Further reading: http://www.shapeways.com/tutorials/polygon_reduction_with_meshlab