Hey mate, I just wanted to express my gratitude... I accidentally stumbled upon your tutorial about 3-4 hours ago and just thought I'd give it a go since I've been learning Blender for about a month and this seemed like something fun to tackle in my journey to learning blender. This was fantastic! Not just in terms of the value provided as a Tutorial, but also as an inspiration. I had previously used 3Ds Max for about 10 years so I was already pretty familiar with the 3D Workflow, as a result I've been able to grasp Blender quickly, but this tutorial was so well made that I managed to complete it with no hurdles & learn so many new golden tips along the way. On top of that, I used to create games as a hobby back in my High School years and you made me remember how fun it was to just mess around in Unity with no definite goal in mind. So, I quickly downloaded the free version of Unity and jumped right in to complete the Unity part of your Series and boy oh boy did it bring back memories as soon as I saw the Unity UI. My point is, you just inspired me to get back into Unity and start making games while at the same time incorporate Blender into it. It's worth pointing out just how amazing both Blender & Unity are considering the fact that they are free and anyone can access them at any time and start creating stuff. You achieved the ultimate goal of Value & Inspiration packed in a 1hr Tutorial Series about a Barrel, it's a fun world we live in!
Wow, I'm glad to give you that inspiration! Blender & Unity are amazing tools. Once you master them, you can create anything. Thank you for stopping by ;)
BROOOO finaly, when i first started making my 3D Models i thought the making them was the hardest, NOPE, it was the exporting to unity and actually getting the textures to render. Thank You so much!
Most straight forward tutorial on this I have seen that actually works. Thanks for this was incredibly helpful, the extra touches, dialogue boxes etc are really appreciated and add to the quality will be saving this for quick reference and checking your other stuff out.
I'm on my final project. I took a virtual reality as the final theme of my lecture. It's very difficult because I don't have the base at all about the unity and blender, but watching this makes me more excited and knowing the base of the blender. thank you for giving this important knowledge. I hope I get other knowledge again from this channel. you are cool, thank you ❤
Thank you so much for this professional tutorial. It was interesting to follow and delivered every point in a clear way. A question I have is this - in what cases do we need to triangulate our mesh in blender, in order for it to work or be proper as a game asset in unity? Thanks!
Thank you! You don't need to triangulate your mesh if it's already made out of quads and triangles. When you import your mesh into Unity, your mesh will be always made out of triangles. Let's say your mesh has quads, triangles, and N-gons. When you import it to Unity, all of the quads and N-gons will be basically converted into triangles. That's one of the reasons you should never leave N-gons in your mesh (shapes with 5 or more vertices) because when you export to Unity those N-gons will be randomly changed into triangles which can brake the shape or shading of your mesh if that part is not flat. Try selecting any mesh in Unity and look at the wireframe, you will see that they all made out of triangles ;)
@@LMHPOLY i've been subbed for a while but only noticed today that youtube wasn't sending notifications, so it appears i missed several of your videos, which i'm now going though to see the ones i'm most interested in.
thanks for your work. Very well edited video. Sometimes I couldn't understand what you said because of the slang(mine is not that perfect either) but because you put dialogue box each time important stuff happen, it really helps me understand the content as whole and not missing anything. Thanks !!
Отличный гайд, спасибо огромное! Такое ощущение что на ютюбе какая-то стена, и уроки нормального уровня качества существуют только на английском, даже если автор русскоговорящий :)
At 15:37 you mention adding post-processing effects, but you didn't explain how. Could you maybe add a quick note to the screen (a text box we can pause and read through real quick) that walks your viewers through how to install the component? Just copy and paste the following, if you like. "Go to 'Window' and open the 'Package Manager'. Click the drop-down arrow next to 'Packages:' and select 'Unity Registry'. In the search box, type 'Post' and select 'Post-Processing Volume'. Go back to your scene, select the Main Camera, make sure you're in the Inspector tab, and add component 'Post-Processing Volume'. Now, in your new component, to the right of 'Profile' click 'New' and then beneath it, click 'Add effect'. Hover over the box that says 'Unity' and select 'Ambient Occlusion'. Click 'Add effect' again, and add 'Color Grading'." I had to do several searches to figure this out and a little bit of trial and error, and it would be a handy addition to the excellent product you've created with these awesome tutorials.
Well, the way I made it look like that in the video is actually my quick artist hack: -Using Blender, I made a ground plane, extruded 1 wall up -added the Subdivision surface modifier at level 2 or 3 to the whole mesh to smooth out the corner between the wall and the ground -added a few edge loops in the middle of the ground and the wall faces -then applied the Subdivision surface modifier -Exported to Unity and applied the blue material -Palaced the camera in front of it and it looks like the whole scene is blue This way it looks like the ground and the sky has a perfect color transition ;)
Will u do a tutorial series like this on mid-poly meshes. Like for example making this same barrel but with normal maps, metallic maps, occlusion maps and stuff like that? U explain everything very well and i love watching your tutorials, they are very high quality in terms of content and education, so i'd love if u could do that too, if not its fine, i understand
I thought about making the bonus tutorial for making PBR textures on the same barrel, like a Metallic map, Emission map, etc. But I think it would be best to make a different asset, as you said, more of a mid-poly asset and show how to create all texture maps. Since this tutorial series is very beginner-focused, it took a lot of time to edit. If I would make a PBR game asset tutorial series, I think I would do that for more intermediate-skilled people, so I don't need to explain every single button pressed. I don't know, I should think about how I should do that. I could leave the Screencast Keys on, so you see what I press. Or do you prefer when I say in words what I press? What do you think?
How would you do a texture atlas for a game level in Unity? Would you create a blender file filled with all objects in the scene like props and ground planes first? So one atlas file for the entire game level? Thanks
It depends on the art style, and the platform you are making the game for. -If you are making the game level in a low poly style where you are using only solid colors without real textures for a mobile, you can get away with a 1 texture atlas for the whole game level. Fewer textures and especially materials = better performance. -If you are making the game level in a realistic art style with realistic textures for a PC, then you can create texture atlases like in 4k and put as many prop textures as possible into one texture atlas. For example, smaller props go to one texture atlas, ground textures to another, house textures to another atlas, every car to another atlas, and so on. You can always do that later on after you create all of the assets in Blender.
Skipped a section my rocket is just gonna be vertex painted until I repractice UV mapping a bunch or get funding to buy better models. Awesome tutorials though! Im prob just burnt out at this point from all the learning.
Awesome tutorial. I followed the past 3 parts and got the same result as you but I have a question regarding this part of the tutorial. When I open unity to create a new project I got loads of options (I don't really understand them). I know there is a URP and HDRP types so which one should I select?
@@LMHPOLY Thx, it works quite well but let's say now that I want to have a glass material too (it's a metallic one afaik) is it possible to make a separate map for this glass "texture" in Unity?
@@karolean8342 In that case, you can create separate material for glass. You can easily do that in Blender, and after you import to Unity, apply transparency to that second material. In Blender to apply 2 materials on 1 mesh: 1. Select the mesh and apply 2 different materials using the '+' 2. Open the 'Edit Mode' 3. Select the mesh 'Faces' you want to be glass 4. And press on 'Assign' (the button just below your material name in the Material Porperties tab)
great video and tutorials... when i generate the uv ligthmaps i get the foloowing error ....There are 1 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.
That is not an error, just a warning message. It's telling you that your mesh in this case 'Barrel' has overlapping UVs (UV islands on top of each other, intersecting with each other) after Unity generated the lightmap UVs. I recommend for you to read this thread: forum.unity.com/threads/overlapping-generated-lightmap-uvs.522747/
I love your tutorials and art style! I got everything you put on the unity store and they're my favorite assets. Have you tried characters? I'm always having trouble getting characters to match and look good with this style.
Thank you so much! Appreciate your support, means a lot to me :) I have very little knowledge or experience in making characters. I mostly enjoy creating environments and cars. I don't even remember when I tried to create my last character model, maybe 4-5 years ago lol.
Hi, I would like to ask, since I am really confused...I know how to export textures to Unity (albedo, normal map, etc. - bake "image textures" in Blender and then export those...), but what about when I make a low poly object with 3 materials (solid colors like simple yellow, red, brown) and I want to export this object with its materials on it? Is there a way how to export a material from Blender to Unity? Or would I have to "hand-paint" those solid colors on a UV map and export it as an image texture? --> Is then the "proper" workflow to just export a low poly object w/o any color and color it later on in Unity? (I am asking, bce I managed to import 3 colors to Unity just by assigning 3 materials to the object, but colors in Unity aren't the same as those 3 in Blender)
If you export in FBX format the way I'm showing in the video, all materials applied to the mesh will export as well (material data is included inside the FBX mesh!). For example, in this video, my barrel has exported material too, but I showed the way how to create a new material in Unity instead, so I can show how to set up the material. At 3:17 where I set the 'Material Creation Mode' to 'None' --> do this instead: Click on the button 'Extract Materials' and choose the folder location where to export your mesh materials which you have applied, so you can edit them. Then open that folder in Unity and you will find all the 3 color materials you have applied. If you set the material 'Base Color' in Blender, that color should transfer to Unity as the same color. You can check the Hex code of the color in Blender and Unity, they are the same.
Can you explain your problem in more detail? If you have to separate objects and want to make them as one, select both and press 'CTRL+J' to join them together, and make one object.
terrific , amazing, thank you a million my friend. you filled alot of empty holes in my knowledge i appreicate it sincerely.😍 May i ask, what is the difference with convex option on with the original mesh with high detial compared with the new low poly mesh? i know covex optoin will always reduce the mesh detail, isnt it?? i hope you help with this information. thank you again
Thank you for watching, glad I can help :) GameObjects that have a Rigidbody component only support Mesh Colliders with the "Convex" option enabled: the physics engine can only simulate convex mesh colliders. Basically, gameObjects with Rigidbody applied must use the "Convex" option on Mesh Colliders so it can collide with other Colliders while having physics. If you want to use Mesh Colliders without "Convex" enabled, you must enable "Is Kinematic" on Rigidbody! - that mens your gameObject won't be driven by the physics engine, and can only be manipulated by its Transform (for example moving via script). Convex Mesh Colliders are limited to 255 triangles. So it's a good way to optimize your Mesh Colliders which have more than 255 triangles. It will basically remesh your mesh down to 255 triangles if it has more.
Navigation shortcuts are pretty much like in every 3d software. You use the Left, Right, and Middle Mouse Button combined with ALT, SHIFT, and CTRL to navigate. Just by trying to combine these shortcuts, you can learn pretty easily. For example use: LEFTMOUSE - to select MIDDLEMOUSE - to pan the camera ALT+LEFTMOUSE - to rotate the camera You can also check out my blog of the most useful Unity keyboard shortcuts: www.lmhpoly.com/blog/the-most-useful-unity-keyboard-shortcuts
Exporting as fbx is much better if you want to export only the mesh without any unnecessary data which blend file holds. It makes everything very easy to organize and work with. And with a cost of a much smaller file size! Yes you can always use blend file for prototyping, because it's a few steps faster to make a change in the mesh, but in the end I would always recommend to use fbx!
@@LMHPOLY Just like using PSDs, instead of images, for quick changes, then when i'm at final I just switch to images for size and performance, same concept.
@@SaifArabb That's right! You can use the blend file while working on the asset mesh. And at the end use fbx file. Personally, as a game asset creator, I always use FBX. It's fast if you know what you are doing, and makes things much smaller in size and more organized.
Isn't the blender file much larger than the fbx file? Do you really want to fill your game-asset folder with a bunch of blender files, and imagine if Unity corrupts your Assets folder :P All that work wasted if you don't have the source-file outside of your project.
Hey mate, I just wanted to express my gratitude...
I accidentally stumbled upon your tutorial about 3-4 hours ago and just thought I'd give it a go since I've been learning Blender for about a month and this seemed like something fun to tackle in my journey to learning blender.
This was fantastic! Not just in terms of the value provided as a Tutorial, but also as an inspiration.
I had previously used 3Ds Max for about 10 years so I was already pretty familiar with the 3D Workflow, as a result I've been able to grasp Blender quickly, but this tutorial was so well made that I managed to complete it with no hurdles & learn so many new golden tips along the way.
On top of that, I used to create games as a hobby back in my High School years and you made me remember how fun it was to just mess around in Unity with no definite goal in mind.
So, I quickly downloaded the free version of Unity and jumped right in to complete the Unity part of your Series and boy oh boy did it bring back memories as soon as I saw the Unity UI.
My point is, you just inspired me to get back into Unity and start making games while at the same time incorporate Blender into it.
It's worth pointing out just how amazing both Blender & Unity are considering the fact that they are free and anyone can access them at any time and start creating stuff.
You achieved the ultimate goal of Value & Inspiration packed in a 1hr Tutorial Series about a Barrel, it's a fun world we live in!
Wow, I'm glad to give you that inspiration!
Blender & Unity are amazing tools. Once you master them, you can create anything.
Thank you for stopping by ;)
BROOOO finaly, when i first started making my 3D Models i thought the making them was the hardest, NOPE, it was the exporting to unity and actually getting the textures to render. Thank You so much!
well this is me in after 8 months, and I have completely forgot how to do it lol, this video helped me a lot tho. thanks a gain!
Most straight forward tutorial on this I have seen that actually works. Thanks for this was incredibly helpful, the extra touches, dialogue boxes etc are really appreciated and add to the quality will be saving this for quick reference and checking your other stuff out.
Thank you. I was looking for a video "how to make proper prefabs from imported models and how to use them". But nothing was relative until this one.
I'm on my final project. I took a virtual reality as the final theme of my lecture. It's very difficult because I don't have the base at all about the unity and blender, but watching this makes me more excited and knowing the base of the blender. thank you for giving this important knowledge. I hope I get other knowledge again from this channel. you are cool, thank you ❤
was doin research this was presented as way more complicated in some other videos. thanks for the help
Thanks a lot. The best tutorial on importing and exporting fbx to unity.
Awesome tutorial playlist! Thank you so much for your work, time and sharing, very much appreciated!
Such a great tutorial! Clear and easy to follow, taught me a few tricks I didn't know :)
Thank you so much for this professional tutorial. It was interesting to follow and delivered every point in a clear way. A question I have is this - in what cases do we need to triangulate our mesh in blender, in order for it to work or be proper as a game asset in unity? Thanks!
Thank you!
You don't need to triangulate your mesh if it's already made out of quads and triangles. When you import your mesh into Unity, your mesh will be always made out of triangles. Let's say your mesh has quads, triangles, and N-gons. When you import it to Unity, all of the quads and N-gons will be basically converted into triangles. That's one of the reasons you should never leave N-gons in your mesh (shapes with 5 or more vertices) because when you export to Unity those N-gons will be randomly changed into triangles which can brake the shape or shading of your mesh if that part is not flat.
Try selecting any mesh in Unity and look at the wireframe, you will see that they all made out of triangles ;)
@@LMHPOLY Thank you so much for your clear explanation! 🙏
Thank you for this awesome video. This helped me understand the 2 things I really wasn't understanding about the materials from blender to unity.
Glad I could help 👍
Youre awesome bro. I love the subtitles and the directness of the video!
this is Perfect, really underrated.
It was neat making a different polygon for collision
Perfect man, I love your tutorials, I am following you.
Thanks for the follow and watching my tutorials!
@@LMHPOLY i've been subbed for a while but only noticed today that youtube wasn't sending notifications, so it appears i missed several of your videos, which i'm now going though to see the ones i'm most interested in.
Great explanation, great tutorial. Thanks !
This was great! Thank you so much for showing us all this!
Great tutorial, thank you so much again.
thanks for your work. Very well edited video. Sometimes I couldn't understand what you said because of the slang(mine is not that perfect either) but because you put dialogue box each time important stuff happen, it really helps me understand the content as whole and not missing anything. Thanks !!
Can you make a video on exporting a low poly house
And is there an alternative to rigidbody .
Отличный гайд, спасибо огромное! Такое ощущение что на ютюбе какая-то стена, и уроки нормального уровня качества существуют только на английском, даже если автор русскоговорящий :)
Watch the last video of this tutorial series: (Part 5/5) Creating LOD In Blender & Unity th-cam.com/video/v1xBGuxTqfI/w-d-xo.html
At 15:37 you mention adding post-processing effects, but you didn't explain how. Could you maybe add a quick note to the screen (a text box we can pause and read through real quick) that walks your viewers through how to install the component? Just copy and paste the following, if you like. "Go to 'Window' and open the 'Package Manager'. Click the drop-down arrow next to 'Packages:' and select 'Unity Registry'. In the search box, type 'Post' and select 'Post-Processing Volume'. Go back to your scene, select the Main Camera, make sure you're in the Inspector tab, and add component 'Post-Processing Volume'. Now, in your new component, to the right of 'Profile' click 'New' and then beneath it, click 'Add effect'. Hover over the box that says 'Unity' and select 'Ambient Occlusion'. Click 'Add effect' again, and add 'Color Grading'." I had to do several searches to figure this out and a little bit of trial and error, and it would be a handy addition to the excellent product you've created with these awesome tutorials.
I've a tutorial on how to light and post-process the scene: th-cam.com/video/uwYf1yMPuvk/w-d-xo.html
Awesome tutorial. Your content is just great. I just subscribed, Thanks man
Thanks for the sub!
This really helped me with importing the map for my game to unity thanks for the help
Great tutorial!! Just wonder in Unity how can we get the pure blue background in the scene?
Well, the way I made it look like that in the video is actually my quick artist hack:
-Using Blender, I made a ground plane, extruded 1 wall up
-added the Subdivision surface modifier at level 2 or 3 to the whole mesh to smooth out the corner between the wall and the ground
-added a few edge loops in the middle of the ground and the wall faces
-then applied the Subdivision surface modifier
-Exported to Unity and applied the blue material
-Palaced the camera in front of it and it looks like the whole scene is blue
This way it looks like the ground and the sky has a perfect color transition ;)
10:26 how to show this triangles? I dont see this info... thnx in advance
You can click on that same line where it shows the info for me, RCLICK and enable "Show Statistics" or something like that.
Awesome Tutorial! Thanks so much!
Will u do a tutorial series like this on mid-poly meshes. Like for example making this same barrel but with normal maps, metallic maps, occlusion maps and stuff like that? U explain everything very well and i love watching your tutorials, they are very high quality in terms of content and education, so i'd love if u could do that too, if not its fine, i understand
I thought about making the bonus tutorial for making PBR textures on the same barrel, like a Metallic map, Emission map, etc. But I think it would be best to make a different asset, as you said, more of a mid-poly asset and show how to create all texture maps. Since this tutorial series is very beginner-focused, it took a lot of time to edit. If I would make a PBR game asset tutorial series, I think I would do that for more intermediate-skilled people, so I don't need to explain every single button pressed. I don't know, I should think about how I should do that. I could leave the Screencast Keys on, so you see what I press. Or do you prefer when I say in words what I press? What do you think?
great tutorial!
How would you do a texture atlas for a game level in Unity? Would you create a blender file filled with all objects in the scene like props and ground planes first? So one atlas file for the entire game level? Thanks
It depends on the art style, and the platform you are making the game for.
-If you are making the game level in a low poly style where you are using only solid colors without real textures for a mobile, you can get away with a 1 texture atlas for the whole game level. Fewer textures and especially materials = better performance.
-If you are making the game level in a realistic art style with realistic textures for a PC, then you can create texture atlases like in 4k and put as many prop textures as possible into one texture atlas. For example, smaller props go to one texture atlas, ground textures to another, house textures to another atlas, every car to another atlas, and so on. You can always do that later on after you create all of the assets in Blender.
Thank you for this tutorial it's very clear.
~~don't know why this do not need to rotate 90degrees because of axis problem but~~ this is GREAT!
great tutorial, thank you
right to the point, i like that 👍
Thank you SO much!
Skipped a section my rocket is just gonna be vertex painted until I repractice UV mapping a bunch or get funding to buy better models. Awesome tutorials though! Im prob just burnt out at this point from all the learning.
Awesome tutorial. I followed the past 3 parts and got the same result as you but I have a question regarding this part of the tutorial.
When I open unity to create a new project I got loads of options (I don't really understand them). I know there is a URP and HDRP types so which one should I select?
To follow my tutorial, use the 3D one. Its standard built-in Unity pipeline.
Here, take my like
If I wanted to have the metallic circles around the barrel more metallic and reflective, should I use two different materials?
Instead of using 2 materials, use 1 material and a metallic/specular texture.
@@LMHPOLY Thx, it works quite well but let's say now that I want to have a glass material too (it's a metallic one afaik) is it possible to make a separate map for this glass "texture" in Unity?
@@karolean8342 In that case, you can create separate material for glass. You can easily do that in Blender, and after you import to Unity, apply transparency to that second material.
In Blender to apply 2 materials on 1 mesh:
1. Select the mesh and apply 2 different materials using the '+'
2. Open the 'Edit Mode'
3. Select the mesh 'Faces' you want to be glass
4. And press on 'Assign' (the button just below your material name in the Material Porperties tab)
@@LMHPOLY Ok, I was going to do that but I wondered if there was another way to do that to avoid adding drawCalls, thx for answering my questions :)
great video and tutorials... when i generate the uv ligthmaps i get the foloowing error ....There are 1 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.
That is not an error, just a warning message. It's telling you that your mesh in this case 'Barrel' has overlapping UVs (UV islands on top of each other, intersecting with each other) after Unity generated the lightmap UVs. I recommend for you to read this thread: forum.unity.com/threads/overlapping-generated-lightmap-uvs.522747/
sorry for unrelated question but have you voiced the guys from hl2 mod kill the monk?
I've never voiced anything other than my own videos. Never heard of that lol.
I love your tutorials and art style! I got everything you put on the unity store and they're my favorite assets. Have you tried characters? I'm always having trouble getting characters to match and look good with this style.
Thank you so much! Appreciate your support, means a lot to me :)
I have very little knowledge or experience in making characters. I mostly enjoy creating environments and cars.
I don't even remember when I tried to create my last character model, maybe 4-5 years ago lol.
Hi, I would like to ask, since I am really confused...I know how to export textures to Unity (albedo, normal map, etc. - bake "image textures" in Blender and then export those...), but what about when I make a low poly object with 3 materials (solid colors like simple yellow, red, brown) and I want to export this object with its materials on it? Is there a way how to export a material from Blender to Unity? Or would I have to "hand-paint" those solid colors on a UV map and export it as an image texture? --> Is then the "proper" workflow to just export a low poly object w/o any color and color it later on in Unity?
(I am asking, bce I managed to import 3 colors to Unity just by assigning 3 materials to the object, but colors in Unity aren't the same as those 3 in Blender)
If you export in FBX format the way I'm showing in the video, all materials applied to the mesh will export as well (material data is included inside the FBX mesh!). For example, in this video, my barrel has exported material too, but I showed the way how to create a new material in Unity instead, so I can show how to set up the material.
At 3:17 where I set the 'Material Creation Mode' to 'None' --> do this instead:
Click on the button 'Extract Materials' and choose the folder location where to export your mesh materials which you have applied, so you can edit them.
Then open that folder in Unity and you will find all the 3 color materials you have applied. If you set the material 'Base Color' in Blender, that color should transfer to Unity as the same color. You can check the Hex code of the color in Blender and Unity, they are the same.
Thank you
Can you help me with a problem, the model im using uses multiple objects. what am i supposed to do
Can you explain your problem in more detail?
If you have to separate objects and want to make them as one, select both and press 'CTRL+J' to join them together, and make one object.
@@LMHPOLY nvm i fixed it but thank u
Hello! What pipline are you using for this? :)
Do you mean Unity render pipeline? Built-in, but this workflow works on any rendering pipeline.
terrific , amazing, thank you a million my friend. you filled alot of empty holes in my knowledge i appreicate it sincerely.😍
May i ask, what is the difference with convex option on with the original mesh with high detial compared with the new low poly mesh? i know covex optoin will always reduce the mesh detail, isnt it??
i hope you help with this information.
thank you again
Thank you for watching, glad I can help :)
GameObjects that have a Rigidbody component only support Mesh Colliders with the "Convex" option enabled: the physics engine can only simulate convex mesh colliders.
Basically, gameObjects with Rigidbody applied must use the "Convex" option on Mesh Colliders so it can collide with other Colliders while having physics.
If you want to use Mesh Colliders without "Convex" enabled, you must enable "Is Kinematic" on Rigidbody! - that mens your gameObject won't be driven by the physics engine, and can only be manipulated by its Transform (for example moving via script).
Convex Mesh Colliders are limited to 255 triangles.
So it's a good way to optimize your Mesh Colliders which have more than 255 triangles. It will basically remesh your mesh down to 255 triangles if it has more.
my mesh got -90 degree in unity even if I make it into 0,0,0. Can I know why sir?
2:03 Make sure to enable *Apply Transform* when you are exporting from Blender.
@@LMHPOLY thanks sir I will try it
Thanks.
when i export my fbx file it doesn't show in my folder but it does show if i try to replace it how can i fix that.
Very strange. Do you mean that after you export fbx file, you can't see it inside the folder using OS file explorer?
Excelent.
Great tutorial but i kind of got lost when we moved to unity cause the controls and navigation is not the same.
Navigation shortcuts are pretty much like in every 3d software. You use the Left, Right, and Middle Mouse Button combined with ALT, SHIFT, and CTRL to navigate. Just by trying to combine these shortcuts, you can learn pretty easily.
For example use:
LEFTMOUSE - to select
MIDDLEMOUSE - to pan the camera
ALT+LEFTMOUSE - to rotate the camera
You can also check out my blog of the most useful Unity keyboard shortcuts: www.lmhpoly.com/blog/the-most-useful-unity-keyboard-shortcuts
Arigato!
Thank you, LMHPOLY
If model not have animation, no need convert to FBX, just drag and drop blender file into Unity and finish. 😐
Exporting as fbx is much better if you want to export only the mesh without any unnecessary data which blend file holds. It makes everything very easy to organize and work with. And with a cost of a much smaller file size! Yes you can always use blend file for prototyping, because it's a few steps faster to make a change in the mesh, but in the end I would always recommend to use fbx!
@@LMHPOLY Just like using PSDs, instead of images, for quick changes, then when i'm at final I just switch to images for size and performance, same concept.
@@SaifArabb That's right! You can use the blend file while working on the asset mesh. And at the end use fbx file. Personally, as a game asset creator, I always use FBX. It's fast if you know what you are doing, and makes things much smaller in size and more organized.
Isn't the blender file much larger than the fbx file? Do you really want to fill your game-asset folder with a bunch of blender files, and imagine if Unity corrupts your Assets folder :P All that work wasted if you don't have the source-file outside of your project.
@@saiverx Thanks, i never checked it,but FBX is smaller size. You right.