Been working on a new project after moving to Unity5 and the materials are creating these weird effects. It generates a line in the mesh and causes one half to be lighter than the other.
Picture here: http://i.imgur.com/OrwLZDN.png
I'm unsure if it is because of the way the material is set up or the model, however I have checked both and reexported the model multiple times in different formats and the result seems the same.
Any help?
Related
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'm working in a Unity application with HoloLens, where I place different prefabs across a room and I use TapToPlace to put it on a surface using SpatialMapping. I works great with some fbx models that I had, but then I received some models that I got in .max format, which I converted to FBX using 3DS Mask, they look good, but the exact setup as the other models, whenever I tap them, they are place halfway below the surface.
I've noticed that the working prefabs puts the cursor right at the bottom when in placing mode, while the "broken" ones put the cursor in the middle. Here is an example of how it looks in Unity:
Working:
Not working:
What is that circle there? it looks like the cursor, because everytime that I tap the object, the cursor is placed exactly there for each prefab, but for the ones in the center, half of the model shows below the surface, somehow it looks like it's related; is there a way to move that to the bottom as the working one looks like? if not, is there something that I need to do in 3DS max when exporting these new models to FBX? both models are using box collider, TwoHandManipulatable and TapToPlace.
Thank you, I appreciate the help.
The issue is on the axisof the model -- the pivot point of the model is not at the bottom of the model.
If at all possible it is recommended that you fix the model in your 3D modelling application, If this is not possible, you can fix it in Unity by adding an extra parent transform, more information please see:
https://answers.unity.com/questions/62675/redefine-axis-of-an-object.html
https://answers.unity.com/questions/357698/can-we-change-the-pivot-points-of-any-gameobject.html
I copied a project over from a different PC which had multiple scenes that needed to be baked.
The problem is in this one scene there are several different objects that textures seen to be stuck on black, even though I've changed the color of them. Some materials that where imported also seemed to be grayed out and I couldn't make any changes to them.
I'm not sure whether this is a baking issue or something to do with the material. I have tried to put the object on a different layer and used a real-time light and it does make it lighter but still nowhere near the color i set it too.
There are some textures/ Objects that are used in different scenes that seem to work fine but in this scene they don't...
None of the settings have been changed and it is the same version of unity on both PC's.
The issue:
What it is supposed to look like (from previous version):
I am supposed to work on a huge single mesh in Unreal Engine 4.13.2, imported from Blender v.2.74. My first task is to change materials of some parts of the mesh. It is possible to drag and drop a material into the viewport and apply it to the desired part. I can do that with the material already in use and everything is fine.
The problem arises when I import another texture, create a new material and apply it the same way as before. Suddenly, the material is not in place and distributed all over the surface of said object.
My research showed that I could be in need of a UV-map for the texture to create a material that correctly fits the object (I hesitate using the word "mesh", because, as I said, it is all a huge mesh). Still, I could not find a way to display a UV-map of the texture that is already correctly applied.
What I have tried:
compared the already imported texture the material in use is based on with my newly imported texture in every single aspect (they are simple 512x512 pixels .png-files, all options are the same)
re-imported the current texture to see if the .png in our resources is in fact the texture used to create the current material and created a material which could be applied just fine (but was, of course, not the desired motive)
opened the exact same .png-file, put my desired picture inside, saved, imported and created a material: this resulted in the same chaos as in the description in the beginning.
I am probably missing something very basic, but cannot find it, and would not ask, if I hadn't already put dozens of hours into research. Do you have an idea what could solve the problem I described?
I would rather not make the changes in Blender, because of other changes that were applied to the mesh in Unreal Engine, before I started working on the project.
Thank you for your time.
I've had the same problem and I gave up researching after a while, but I solved the problem myself in blender.
Sadly, you can't fix this problem in Unreal Engine 4 because you either didn't or didn't do UV unwrapping correctly. UV unwrapping in blender is very simple. Here is a link to a YouTube video that shows you how to UV unwrap a mesh: https://youtu.be/r7wC0d2CeSU.
You don't have to create the material in Blender, just make sure that you add a material in blender and then in Unreal Engine 4 you can edit it. Hope This helps!
I am currently using Unity 5 to setup a small game so that I can see the assets I recently made in blender in action.
I have created a uv-map in blender and added the necessary colour (it works and displays nicely and blender) but it doesn't seem to work in Unity. What I've done is created a material, chosen the uv (under the albedo option) and then applied it in the skinned-mesh renderer of the object but it colours the entire object only one of the colours included or it just doesn't colour at all. I tried messing with the import options (swapping the UV's) but it doesn't seem to work.
Any help would be greatly appreciated.
Is there a chance you've been tricked by the annoying new button in Unity's "new" shader,
To change the :actual texture", it's called Albedo which is annoying.
You must click precisely the little "dot" shown below!
The "little dot" is between the small square, and the word "Albedo".
Then, a selector panel appears. HOWEVER there is a soft bug: When the selector panel appears it immediately goes to the back of all windows.
Many people, certainly myself, get fooled by this. It's quite annoying.
So, hopefully the problem is just that you have not yet selected the texture to display, considering the "tricky button issue" on Unity's "new" universal shader.