Just one question: which shaders are better suited for Unity?
"Standard(Specular setup)"
"Standard(Roughness setup)"
After adding the shadow library, which shaders can I use?
Thanks for answering my questions.
- Specular and Roughness are perfect. They are different workflow and will render a bit differently. Use your favourite depending on what material you're doing
- When you got the lib installed, any. All shaders will generate proper NGSS2. Even custom ones.
This is an amazing tutorial, thanks for providing it for free to the community! I've been learning about porting into vam, and have made a ton of progress learning blender, R3DS wrap, and daz, but can't for the life of me figure out how people are getting CUA objects like hair to have physics. I've talked to certain creators who do this, and all I've managed to get is statements like "if the model has rigging in blender then it will work".... But it seems they are protective of their process, which I can understand. I have some rigged hair in blender that I'm trying to make work in a CUA. Hoping you might have some insight or maybe point me in the right direction!View attachment 270264
@hazmhox
"5 - Making clean materials" section, could this script be used as an alternative method?
When I used it, there were no glitches, even with materials using special shaders.
unity-material-cleaner/Assets/Editor/MaterialCleaner.cs at master · ina-amagami/unity-material-cleaner
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Why the assetbundle files I created are invalid in vam? Also, I wonder if your unity license is free? or plus?
I ues assetbundle browser to create asset .assetbundle files.
Also, I want to try to write a plugin for vam, but I can't even access the unityengine assembly.....
Yes dude.That's a very late answer, but it can be helpful to anybody else so:
- External tutorials links provide the version of Unity you need to use. 2018 1.9f2. If you have a version higher than that, the assetbundle will be invalid. Use a proper version of Unity.
- There is a basic "asset editor" plugin tutorial I made here. All plugins for VaM or available for you to read the code, you have A LOT of resources at your fingertips to understand how to make a first plugin just by looking inside of a couple of var files.
Everything is going well for me so far. But there are still many questions waiting to be answered: For example, how to adjust the ears to look better? Don't use any Vam morph, all in zbrush!That's a very late answer, but it can be helpful to anybody else so:
- External tutorials links provide the version of Unity you need to use. 2018 1.9f2. If you have a version higher than that, the assetbundle will be invalid. Use a proper version of Unity.
- There is a basic "asset editor" plugin tutorial I made here. All plugins for VaM or available for you to read the code, you have A LOT of resources at your fingertips to understand how to make a first plugin just by looking inside of a couple of var files.
You need unity Editor 2018 1.9f2. And you can must and only use this version. Unity is so unreasonable.
My next question is: how to set a collision body for the asset model?
For example, how to adjust the ears to look better? Don't use any Vam morph, all in zbrush!
Hello. i have little problem with 6 - Fixing the shadows
i do all as you write, but when i try to clean cache unity gives error; Cache setting cant be change while lightmapping compute. I try it both with clean new project and my default one.
Is it enough to delete cache folder manualy while unity is closed?
Edit: you have to do the mcgrubber tutorial first before this one as it makes references to things that you won't have installed otherwise.
What is the "configure tab" and where do I find it? The steps mention it and it's the last step to actually export your game object as an asset bundle in your guide. I can't find where this configure tab would be located. Is it an old tab from years ago that no longer exists in the latest unity versions?
Thank you, I'm sorry for not understanding that fully.
I have a collar that I have created/rigged in blender. I was able to import it into Unity and then export that as an asset bundle and then import that into VAM. It works, yay.
Here's a picture of my collar in Unity. It's very simple.
How do I define the original rotation? And what do you mean by proper configuration?Ho Damn! I thought you were refering to the behavior inside of VAM! haha. Sorry.
You should not think about the rotation from the gizmo. Of course it's never gonna block that, because you need to define the original rotation
The Hinge will work when entering play mode. (if you have a proper configuration)