Jump to content


Photo

First venture into Unity 5.


  • Please log in to reply
28 replies to this topic

#21 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 15 June 2016 - 07:52 AM

Excellent video. I remember watching it when he first posted. That is pretty much how Ive been doing things manually in unity, ie i had the base texture which was my satellite image, i then overlaid my actual texture, including a normal map, but then reduced target strength at various levels so they kind of blend together. Looks like CF works the same way only its a bit more rigid in terms of the "strength" of the 2 original textures is fixed.

 

Very much looking forward to getting my hands on CF now.


OGT Simulator Tour Admin

 


#22 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 16 June 2016 - 03:24 PM

Were into the final stages. Now looking at buildings etc. Ive managed to get a few involved, but struggling with a .obj manor house that ive imported from turbosquid

 

Model shows fine and all the materials are there, but for some reason none of the textures are mapping automatically onto the materials so the whole model appears white.

 

Tried using FBX convertor to change from .obj to .fbx but getting .mtl read errors there too. 

 

Any advise on when importing assets, particular 3d models etc, shoud each have its own folder, and then within that folder a materials and textures folder?


OGT Simulator Tour Admin

 


#23 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 16 June 2016 - 04:45 PM

Wavefront objects are best imported with all their data and textures inside one folder. If that data is dispersed, Unity struggles with linking all the bits and pieces. Unity has zero tolerance for dodgy folder structures: One thing not in its intended place and it will conk out on you pronto!

The way you describe it, you seem to be missing the .mtl file. The .obj file contains the 3D geometry, the .mtl has all the info about the intended texture mapping. 

 

Also: Once imported, Unity creates a subfolder "Material" inside your object folder. You need to add normal maps to the material therein (and first set them as normal maps in the inspector). You may also try to grab the material and drag and drop it over your 3D model in the scene to reconnect the object with the material.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#24 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 16 June 2016 - 06:09 PM

Yep .mtl file is indeed missing. Guess only way is to reload a different format version in a modelling software such as maya etc and re create the .obj and .mtl

 

The materials themselves all seem to be mapping correctly, just the textures are missing from the materials. Its quite a complex model other wise id just manually do them all myself dragging them onto the materials


OGT Simulator Tour Admin

 


#25 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 16 June 2016 - 09:34 PM

I have always had to manually drop my textures into their materials once in unity. I import blender files which bring mesh and materials correctly mapped and once in unity rebuild the materials. Inconvenient but not terrible to do. Not to hijack but are their any preferable shader choices? I have been using Standard and Legacy Bumped Diffuse. Seems I get an NFAA shader error I will have to figure out at some time when running CF build. I believe that is coming from the Standard Shader.

#26 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 17 June 2016 - 03:49 PM

Luckily that guys at Turbosquid did a conversion for me into an .fbx and all now good. Was able to remove all the bits of the model I didnt need and now have a perfect manor house over looking the 15th at Heacham Manor. My only regret with the project is not upping the texture control resolution at the start as texture joins are blocky to say the least. But hopefully once CF comes i can just overlay the CF splines over the top and re add the textures and itll sharpen all the edges up nicely. Couple of areas here the Tri count gets up there a bit but finally it feels just like the real course when running round it. 6 holes of planting to go and itll be ready for the CF treatment :)


  • RobC likes this

OGT Simulator Tour Admin

 


#27 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 17 June 2016 - 04:39 PM

John, not sure if you care to waste any additional time learning another program but you could probably open that file in blender (which is free) and resave to whatever extension you want. However, you can actually save as a blender project and drag and drop a .blend file into unity and it brings mesh and materials. It just may save you in future. As an aside, watching any youtube from a dude named CGgeek will train you in a few sessions to make any object you made need. I have made a clubhouse, starters clock, adirondack chair, steps, bridges and railroad tie walls for my kiawah project without too much cursing. Need a few hours to put together a decent alligator. I debate putting up a brief object tutorial but figure there are probably enough of those out there.
  • RobC likes this

#28 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 17 June 2016 - 09:42 PM

Blender downloaded last night. 2 holes left of Manor and then will tackle Blender, and perhaps some more "intermediate" unity stuff, shaders, uv stuff etc etc.

 

I did have  quick balst on blender but been doing mosy of unity on laptop and I think for 3d modelling will need a to get onto a desk with a proper mouse (middle button will be helpful in blender i gather)


OGT Simulator Tour Admin

 


#29 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 18 June 2016 - 12:43 AM

Yes middle button is helpful. In blender preferences, I have changed my input to Select with left mouse as well. Default is right mouse and messes with how my brain has been trained on every other program. Biggest key in blender is learning keyboard shortcuts. TAB to cycle object and edit mode. "A" to select and deselect all. "B" to box select and "G" to grab and move your selection. Those are ones I use the most.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users