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Discussion in 'Open Projects' started by cirocontinisio, Oct 1, 2020.
Not really. I mean like this:
You mean edit mode of blender, in which the edge lines are visible. Ok
And can you explain me that three "next-level" things more clearly, I did not understand the second one.
"2: You can add a few polygons and then literally move the vertices in random positions, very slightly, to make the shape much more interesting.
2b: this way you can add small details like the one below"
Would not 2 cause distortion to the shape. Give me some guidance to properly do this.
2b is some kind of railing (triangular) at the two shorter sides of the top rectangle. I will just do a loop cut near the edge and lift the sidemost edge. It will create that feel and look
The bottom one also has a similar mesh (just the scale is smaller)
That's good, so you didn't add extra geometry! Just smoothed.
It would! But objects are rarely so square and aligned, especially a piece of wood which is also probably a bit deformed because of people sitting on it!
But be careful: just move them very slightly, so the eye doesn't see the line as straight anymore. It doesn't need to be "curved" or "bloated". Just a little bit.
Understood, I will make a backup first.
I made a few "wooden" cuts in the upper part of the bench.
How are they?
And a triangular railing at one side (It has some problems with UVs, I will fix them later.
I wonder what it would look like if the cuts were a bit larger in size? Not too much deeper per se, but enough that you might be able to see them from a bit more of a distance.
I thought they were much larger in size, so I scaled them down. But the screenshots with larger cuts are also coming.
Here are they:
I also modified the side railing type thing:
This is the full Image, from a distance:
@cirocontinisio, please tell me, should I open a PR?
Is the bench right?
Thinking we will certainly need some ingredients, I made some lemons.
All lemons use the same texture which is 512x1024.
lemon leaf 18
lemons in box (12 lemons) 1755
lemon slice 238
lemon slice part 132
lemon stem half 224
lemon tip half 190
Started working on an oven today in the style of the amazing buildings.
243 Tri as is though I think I want to add a simple chimney to it.
It definitely needs a chimey to show it's an oven.
A typical oven would also have a door to keep the heat inside. Which begs the question whether the player can open the door. To be on the save side maybe the door should be a separate mesh with the origin at it's hinge (this way it can be opened very easily by rotating it around the vertical axis).
After the lemons the oranges seemed kind of logical to me. I wonder what's the piece of the orange lying in front is called - could it be a "vertical slice"?
All oranges use the same texture which is 512x1024.
orange leaf 64
oranges in box (8 oranges) 1192
orange vertical slice 156
orange stem half 218
orange top half 180
Several of the reference images that I grabbed surprising to me didn't have doors, though many did. I think in many cases the openings were smaller though which I did not think would translate well.
Either way, a seperate door on a hinge would be an easy addition. Better to have one and not use it than need one later and not have it.
Today we have cucumbers on the menu.
All cucumbers use the same texture which is 512x1024.
cucumbers in box (7 cucumbers) 2277
cucumber slice 132
cucumber half 268
Thinking about some rare and valuable ingredient I came up with vanilla. At about 500$ per kilogram I don't think it makes sense to make a box.
I made 2 different vanilla beans, both having 458 triangles and using the same 512x512 texture.
Now we can open a grocery store.
And, Happy new year to all.
Happy new year to you too.
If it says "cooking festival" and after @treivize kindly made some tableware we obviously need some food. Since I was at rare and valuable ingredients I made fresh black truffles - albeit I have never physically seen any.
I made 2 slightly different truffles, having 242 and 232 triangles, both using the same 512x512 texture.
Next challenge I set myself were artichokes. They come with 2 textures - one for fresh, raw and one for cooked.
Both textures are 256x256.
artichoke without stem/cooked 430
artichoke with stem 510
artichokes in box (6 artichokes) 2292
I began the texture painting on the oven over the weekend. Still have a way to go. I also have to make the door, but I am hoping to use the existing texture from the house on that one.
Thanks all, these look great!
@Harsh-099 I think you can open a PR, yes. Please only send the model you're working on, no scenes or other assets (that might introduce a conflict)
@Smurjo great idea on making fruit and vegetables! They look great!
@danten66 cute oven, now we just need a pizza model
I really like it, it does match the overall style while still introducing a new element (stone).
Well, I was planning to continue - but I do have an onion problem. In Blender and when I see them close up they are textured ok. But as the camera gets further away in Unity, strange artefacts appear:
Do you know what is causing it? I am suspecting the point on the texture isn't calculated correctly - or averanging more points than it should - there is a light green close to where the artefacts appear on the texture (intended for peeled and cut onions that I have yet to make).
Ok, and Thanks very much.
Should I include a .fbx and its textures in Assets/Art/Props/WoodenBench/
Directory? What other things should be made in Unity? (like material)
Please correct me.
And @danten66 , how you changed the face expression of Pig Chef? I can also see different face expressions of all charcater. How are they changed?
I think either that is facial rigging or something like blendshapes.
Facial rigging is usually done by assigning motion constraints to parts of the face and linking it to shapes like rectangles and circles which act like controls for creating expressions.
What would you like on your pizza? For a start I have some onions rings...
As work-around for the problem described above with the texturing getting incorrect depending on the camera distance, I made a separate texture for the peeled and cut onions. So there are 2 textures, each 512x512.
onion (2 slightly different versions) 300
onions in box (20 onions) 1523
onion peeled 412
onion cut bottom half 220
onion cut tip half 222
onion slice 60
single onion ring 130
onion rings (3 rings) 390
I'm kidding, we can proceed to focus on stuff we really need
Vegetables and fruit and base ingredients are great because we can use them in recipes too.
In the case of the pig, it's a different technique involving flat planes (usually called "cards") that are textured with different eyes and mouths, and appear/disappear. Their visibility is animated in the animation clip, by enabling/disabling the MeshRenderer component.
Yeah - Everything that was said above is how it works for animation and in Unity - for me just to have a model for scale I hid the extra mouth and eye layers (so he didn't stare at me weirdly!)
And I forgot to post this yesterday:
So I've noticed that a lot of the characters only seem to have a rig if they've been animated already. Is there somewhere I could find a clean rig to do some tests? Or are they all under a separate branch for now?
Another nice ingredient might be almonds. I wasn't mad enough to make a box full of almonds but I put them in a basket. It's @laczkyl 's basket, I wonder if I should give it just a little more triangles so that it fit's better with the almonds.
The texture is 512x1024 for the unpeeled almonds, the material for the blanched almonds just uses a color.
There are 2 slightly different almonds, both with 132 triangles, the almonds in the basket have 1382 triangles.
Next thing I made is ginger. Apparently if I don't have a challenge, trust me to find one...
It is the same texture for all, it's size is 512x512.
ginger (2 versions): 768 and 512
ginger cut: 228
ginger in box: 2697
Hey all, I've added a paragraph to the ArtGuidelines doc about organising a PR. Just give it a read, please, and let me know if you think there is something missing.
Following these guidelines will greatly help our reviews!
I have a problem with one thing: "The model needs to be the right size while being scaled 1, 1, 1". But when using .fbx made with Blender, then it will be automatically scaled 100,100,100 when placed in the scene.
So far I have imported a character model and made my stuff in a size that's a compromize between the characters hands and their head. But also the characters have this 100, 100, 100 scaling.
So should I make my stuff 100 times bigger?
Thank you very much @cirocontinisio, and I will remember to make art PRs to art-assets branch. (I was going to change it when I read your post about guidelines, but saw it merged and you changed it to art-assets branch)
But I think I want some help.I have Bench files in my local and origin main branch. Should I delete them? (beacuse when I pull from upstream main, it tells me to commit)
My main branch on github also says that,
this branch is 4 commits ahead, 44 commits behind UnityTechnologies:main
Those 4 commits are of the bench.
Here comes some maize. I am wondering what I should do next... Any suggestions?
It's the same texture for all, 1024x1024.
- maize cob 640
- single grain 88
- maize in box 1630
Ah sorry, didn't think about that. But it's fine. Can you pull your local art-assets branch into main? That should give you the bench back, in both local branches. Later it will be also on (remote) main, since I'm merging the two as usual.
@Smurjo yam, Jack fruit, star fruit, sweet potato, pumpkin, persimmon, water melon, limes/sweet limes, apples, walnuts, pinenuts, pasta, noodles. Lots of stuff left if we keep thinking
I'm not sure, that depends on what unit you have in Blender. But there is a way to have them have 1,1,1 scale in Unity, and it's usually by scaling them the right size and then using Apply Transform + an option when exporting. I mentioned it here: (exact time linked)
git checkout main
git pull origin art-assets
Edit: Thanks, it was solved.
I found the magic experimental button, applied it 43 times and updated the PR as well.
Yes, its Apply Transform button which just applies all the Transforms to the models.
Alteratively, you can press Ctrl+A in the Object mode while selected an object and click the Apply Scale option.
For example if a objects is scaled down to 0.4, then we may have issues with it (like yours). But after applying Scale, 0.4 will the 1.0 scale. Means that it's current scale will be the default scale.
Same goes for Position and Rotation.
That's not the button I missed. There is another one - or rather a box to be ticked when exporting the model to .fbx. I recommend to watch the video above even if you know how to raise PR (that's why I didn't watch it before).
Sent in a Pull Request for the oven. It should come in as a rotation of 0,0,0 (In Blender when I exported Z Forward, Y up - I had to rotate the oven 180 to make it come in without rotation. )
It is not added to the actual scene but should be in the right places otherwise. (Prefabs and Art Folders.)
I added mangetout to the menu - I couldn't resist given their name.
I made 2 slightly different versions plus one with the ends cut off as if prepared for cooking or cooked.
The texture needed to be 1024x1024.
mangetout pod (2 versions) 380 and 290
mangetout cooked 134
mangetout in box 2885 (I really tried to remove triangles)