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We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.
I've never done this before so I was wondering how can you port something from blender (model, textures, etc.) to VAM as an asset? I found the whole Gerudo Town and wanted to port it over.
After some people essentially begged me to do it, I spend several evenings this week and the this entire Saturday on writing a tutorial on Unity AssetBundles. It ended up to be an 13 page PDF of 2700 words. Lots of pictures, obviously. This...
hub.virtamate.com
MacGruber did a guide which is really useful. You need to use the correct version of unity to be compatible with Vam.
After some people essentially begged me to do it, I spend several evenings this week and the this entire Saturday on writing a tutorial on Unity AssetBundles. It ended up to be an 13 page PDF of 2700 words. Lots of pictures, obviously. This...
hub.virtamate.com
MacGruber did a guide which is really useful. You need to use the correct version of unity to be compatible with Vam.
Don't misunderstand the intention of that reaction, we're here to help, but... there is no such thing as "a blender model". You might wanna learn a bit about the 3D pipeline before trying to port models.
Blender files are a "scene files" for blender. They are proprietary files and you need to export them as compatible files for the engine you're targeting (in that case Unity). For instance FBX or OBJ.
I recommend you learn a bit the 3D pipeline / workflow of a game engine before diving into VAM ports... because you seem to lack that very basic level of information and it requires a LOT of knowledge (modellling, topology, UV unwrapping, texturing, materials, and so on).