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Assets [Infinity Series] Works-In-Progress Mega Thread

Discussion in 'Works In Progress' started by infinitypbr, Jun 2, 2016.

  1. jwvanderbeck

    jwvanderbeck

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    That's what is weird, given best I can see they are both using the exact same material on both models.

     
    Eldaas likes this.
  2. jwvanderbeck

    jwvanderbeck

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    I'm actually trying to use the Human characters with the Crafter animations from Explosive and having issues with the face, well the mouth specifically, but I don't know yet if the issue is with the models or the animations. The mouths are all left wide open in a very silly look. Tried it with the free RPG animations from Explosive and same problem.
     
  3. Eldaas

    Eldaas

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    I've just had a look at mine and can confirm I'm getting the exact same problem. The shaders/materials/textures all appear exactly the same on both male and female models. I'm using built-in RP on 2019.4.15f1 (LTS). Investigating at the moment and will let you know if I figure it out @jwvanderbeck
     
  4. MasonWheeler

    MasonWheeler

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    Yeah, that is weird! But you can check exactly rather than comparing them side-by-side. On the skinned mesh renderer, open the "materials" section and you'll get a list of asset references. Click on a material to ping it in the Project tab.

    If the two models are using the same material for both eyes and eye reflections, then that's not the issue afterall. But that should be what you check first.
     
  5. Eldaas

    Eldaas

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    This was the first thing I checked. They're using the exact same materials. What's even weirder is that the eyes render just fine in prefab edit mode, but not in scene or game view. I'm absolutely boggled.
     
  6. jwvanderbeck

    jwvanderbeck

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    I had already done that. The screenshot was for your reference.
     
  7. Eldaas

    Eldaas

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    Works fine in the demo scene, despite using the exact same prefab... o_O Starting to think this is Unity being wonky.
     
  8. jwvanderbeck

    jwvanderbeck

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    I don't see that. Have you customized your prefab editing environment in some way? That might be a clue. From what I see with the default prefab environment, the eyes are still black.
     
  9. jwvanderbeck

    jwvanderbeck

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    It is a lighting issue. Not sure of the specifics but I have recreated the problem in a simple scene and if the character's face is lit the eyes go black, if the character's face is in shadow the eyes work.

    EDIT: When I say it is a lighting issue I only mean the issue appears based on lighting, but the "bug" is probably in the shader or material at a guess.

    Would be great to get the author's input.



     
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  10. Eldaas

    Eldaas

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    You're right! How bizarre.


     
  11. jwvanderbeck

    jwvanderbeck

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    It is almost like the lighting on the eyes is working opposite of what it should. The way it works right now, besides being buggy, makes the eyes seem rather creepy and paranormal when in the dark.
     
  12. MasonWheeler

    MasonWheeler

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    I haven't seen it that bad, but the eyes have always looked just a little bit off to me. I solved it by replacing the Infinity PBR eye material with Eye Advanced.

    https://assetstore.unity.com/packages/3d/characters/eye-advanced-30762

    If you have a bit of a budget, it's well worth picking up. It's even currently 50% off due to the New Year's sale.
     
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  13. Eldaas

    Eldaas

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    Thanks heaps for the suggestion. The $17.50 is well worth my sanity at this point. :cool:
     
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  14. jwvanderbeck

    jwvanderbeck

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    Can you confirm those other eyes fix the issue?
     
  15. Eldaas

    Eldaas

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    Worked a charm! Not sure how blendshapes might be affected, but either way it's better than having black eyes.

     
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  16. Eldaas

    Eldaas

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    Just a quick warning @jwvanderbeck. I used the asset pack by deleting the eye objects that existed and replacing them with the prefabs from the asset pack. This has caused something super funky to happen with the models and I've got myself tied up in a complete mess trying to resolve the problem. Would strongly recommend just replacing the materials for the eyes rather than the eyes themselves. Hopefully you're having better luck than I am!
     
    MasonWheeler likes this.
  17. jwvanderbeck

    jwvanderbeck

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    Yeah I just replaced the materials. Had to replace both the eye and eye reflection materials but so far it seems to be working fine. I don't get the LODs that way but I don't need them anyway.
     
  18. Eldaas

    Eldaas

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    Glad you haven't fallen into the same trap as I have then. I don't know why I did it the way I did when it was so simple just to replace the materials. I'm going to blame the fact it's 2.30am. :rolleyes:
     
  19. infinitypbr

    infinitypbr

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    Try adding a reflection probe to the scene -- that seems to fix it. I'm not sure why this is happening. Like you, it seems that they're identical, but it only happens on the male.
     
  20. infinitypbr

    infinitypbr

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    We're looking at marvelous Designer for this purpose. But yes, any wardrobe for a rigged human isn't the easiest -- and since Unity doesn't have a "Standard human" that artists can use and trust most people will use, those who would make killer wardrobe just don't.
     
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  21. MasonWheeler

    MasonWheeler

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    Just taking a wild guess here, but is it possible that on the male, the normals are flipped for the relevant piece of the mesh?
     
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  22. Eldaas

    Eldaas

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    What did you replace the eye reflection material with? I'm finding I still get the black eye problem, regardless of what material I put in there. Adding the reflection probe like @infinitypbr suggested didn't do anything for me either. Just reflects blue and is glazed over. :/
     
  23. Eldaas

    Eldaas

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    Figured out a workaround to the entire problem for the time being. Putting the "main" eye texture in element 4 (so replacing the eye reflection material) gets rid of the black eye problem. The Eye Advanced asset handles reflections itself, so the reflection layer isn't ultimately needed. PHEW!
     
  24. jwvanderbeck

    jwvanderbeck

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    Yeah exactly. Sorry I wasn't more clear. To be clear, I replaced the eye reflection material with the actual eye material from Eye Advanced. The one eye material handles both the actual eye and the reflection.
     
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  25. rhall4

    rhall4

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    The armors are nice. Are there any plans to add additional clothing, robes, dresses etc.?
     
  26. infinitypbr

    infinitypbr

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    We would like to, yes. We're exploring Marvelous Designer for this.
     
  27. konradkozaczenko

    konradkozaczenko

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    Hi, I miss some materials on particles. Here is screenshot from particles demo scene. I also have a problem with elf and half-orc wardrobe. When I enable it on prefabs is looks like on screenshots
     

    Attached Files:

  28. MasonWheeler

    MasonWheeler

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    For the particles, it looks like you're using URP (or HDRP) and haven't converted the materials.

    With the elf and half-orc wardrobes, the materials are missing on purpose. They're in the respective character assets. The idea is that if you buy characters for multiple races, they'll be able to wear each other's clothes... but you do have to buy both in order to use them.
     
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  29. konradkozaczenko

    konradkozaczenko

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    Okay, thanks for answear. I have one more problem. Animation with weapon looks a little bit weird. On demo scene I enabled dagger and it is always pointed up. With a long weapon like sword it look really weird
     

    Attached Files:

  30. infinitypbr

    infinitypbr

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