No plans for it at this time. If it ever becomes a stand alone program it would probably move to a paid model.
Recent community posts
Since this is happening in the viewport, it looks like it might be a mipmaps issue. The quick start guide has instructions for how to turn off mipmaps
I position the camera in its initial position, create an empty object where I want the rotation to center around and parent the camera to the empty. The empty is then simply animated to do the rotation and I render the animation.
Hi Colstar. This is more of a Blender question, here's a topic that might guide you: https://blenderartists.org/t/how-can-i-copy-paste/329090
The general principle of Sprytile is to work with existing Blender workflows. If it's not something that exists in Sprytile, you can check if there is a guide for doing it in Blender.
Hope this helps!
Using the paint mode will give the most control, but it may still be down to hand tweaking the UVs to get the best results. You can try turning off pixel and edge snap in the painting options, so the UV won't try to stretch out over your selection.
Using edge hinting might also be a good way to guide how Sprytile places the UV. If you select an edge on the mesh, Sprytile will attempt to use that edge as the “bottom” of how it arranges the UV.
Turning off the stretch options in paint might be a good idea. The grid on the right side of the paint options determines the alignment of the UV island on your selected tile.
Thanks for the feedback, I'll take these into account during development. Texture painting would take quite a bit of dev time since I have no idea how to even start with that in the Blender API. I have often thought about how useful it would have been to directly edit the image inside Blender though.
There isn't a built in way to do this with Sprytile, but it is possible to do this. How you approach it would depend on where you intend to use the asset.
If it's for sketchfab or a blender render the easiest way would be to create multiple tiles with the animation frames, and then use bone animations to hide the unwanted frames somewhere in the model that is hidden from view.
If it's for a game model, the most efficient way to do this is to animate the UVs in the engine. This would require some extra setup in separating the animated parts of the mesh and creating the system that animates the UVs in the engine which is a bit out of the scope for a forum post.
I'm not sure how Godot sets up materials, but you probably need to import the tileset into Godot and assign it to the material.
For the sides, it might be that the normals of the faces need to be flipped.
OBJ files need to have MTL files to tell other programs what texture to apply to the mesh. You may need to set the Blender OBJ exporter settings correctly: https://blender.stackexchange.com/questions/63624/how-to-properly-export-into-ob...
I'm not sure how it would be setup once imported in Unreal, but you can add a second UV channel for lightmapping in Blender through the data tab as shown in this video: https://streamable.com/ut6u7
You'll probably want to play around with the smart project settings to add more padding between UV islands or even manually unwrap the lightmap, but this is the basic idea.
Hi Gradar! It looks like you may have accidentally used the pick axis tool. There's a lock button beside Sprytile's XYZ axis buttons. Turning off lock should fix it for you :)
Hope you have fun with Sprytile!
The file that you downloaded is the zip file, you're looking at the contents of the file because Windows has a built in zip file viewer. Just use Blender's addon installation as shown in the tutorial/manual.
Hi TTerebesi, happy to hear that Sprytile helped get you into Blender! When you import your .blend file into Unity you get a folder called Materials beside your blend file. The materials in this folder is where you would set the texture/tileset.
First thing to do is import your texture into your Unity project and adjust the texture import settings. Select the texture and in the inspector, set it to the following settings.
Next, you'll have to adjust your materials. Go to the materials subfolder and edit each material in there, change the shader to Unlit/Transparent Cutout and set your texture/tileset into the material.
These are basic settings for materials, feel free to play around as you get more familiar with Unity. This material also doesn't do double sided rendering, that's a bit more complex to setup in Unity.
You may see seams inside Unity. The easiest way to fix this is to select the camera and change the Rendering Path setting to Deferred.
Technically, the best way to fix this is to set auto pad offset to 0.20 in Sprytile but unfortunately the defaults aren't set to that.
No need to apologize, the tutorials really didn't consider people completely new to Blender which I hope to address in the next documentation pass.
I'm probably not moving edges when tiles are moved at angles, it's more likely that they've been rotated. There's a section of the text advanced documents that shows how to do this.
Hope this answers your question, have fun with using Sprytile!
And here's the final version!
View the 3D model here: https://sketchfab.com/models/129257232ebf487eb8179dbc333391cc
Check out the post on Cartrdge talking a bit about the differences from the WIP
There are no immediate plans for this but if I port Sprytile to a commercial 3D package it would be closed source and paid. It would be the only way it makes commercial sense for myself.
I know of a few people who started on 3D using Sprytile, so Blender is not an insurmountable thing for beginners and there are a lot of resources to get people started.
Hmm, you shouldn't need to be doing anything else. I can't think of any settings that would do this. When you enter build mode, do you see the tile preview in the viewport? Are you still able to create faces with the build tool?
I was considering implementing this but decided against it when I seemed to be getting good results with pixel perfect UV positioning. Theoretically it's not too difficult to implement, might make it an option for the next release since I'm seeing more users come up against this limitation recently. Thanks for trying out Sprytile and giving feedback.
- While in edit mode, change to face mesh select mode by pressing Ctrl+Tab
- Select the faces to delete by right clicking
- You can also use paint selection by pressing `C` and painting the selection. Scroll the mouse wheel up and down so change the brush size
- After selecting the faces/tiles you want to delete, press `X` or the delete key and select `Faces`
The documentation update for v0.4,2 is still a work in progress.
In the meantime, I've made a couple of lower production quality videos covering some aspects of Sprytile usage.
In this video, I touch on two methods to create non blocky scenes with Sprytile. There are many ways to do this, these are just a couple of ideas.
This video is a demonstration of Set Normal Mode, which can be used to build with tiles even when the axis is not on the global XYZ plane.