Here are a few of the new screenshots, showing escarpment and cave/mine additions.
Keith at Fertile Soil Productions
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if that's a real question, the answer is that you will need to duckduckgo some tutorials. Unity has a large community. Also, there are premade game engines that do most of the work for you like uMMORPG
Doublecheck where you're saving it. Make sure you're using the Export > 3D option in the top-right. Also, the filename is defaulted to xxx.model.obj. You can change the name as you save it.
Lastly, don't use .OBJ. instead, use .FBX. The exported .OBJ files don't register materials properly.
After a little research I found that you can split a mesh by material in many 3D modeling programs, including Blender. You can then export each material separately.
That means you would assemble in Assetforge, then use something like Blender afterwards to take Assetforge export and generate a model file for each material. I saw a few videos on this as well.
It may also be possible to generate a png file from the materials and have the model material assignments replaced with uv mapping coordinates. This one I've seen forum posts on, but haven't looked for a plug-in for doing it.
Ouch! Well, I definitely use multiple materials for my models. It sounds like the error message pretty much states that my models will be incompatible.
My apologies. I designed these mostly for Assetforge and Unity and have not tested them on any other platforms.
Currently, if I rename a collection folder or model name, then attempt to load an existing Assetforge file, it gives an error I have to skip for each missing model. The end result is a scene with gaps or just an empty scene. It would be nice to have 2 options on these errors.
Choose new collection folder: would attempt to load all missing model files from the specified folder going forward until it encountered another problem.
Choose replacement model file: would replace all instances of that model with the one with the updated name or location.
Just like how the merge on export option currently works for OBJ, it would also be nice to have a Merge Groups on Export option. I'm referring to groups of blocks that will be available in Asset Forge 2.0. This will allow for easier animation of exported models without having to group certain blocks again later in Unity/Unreal/Godot or model each movable piece separately.
UE4 uses Unreal Units, with is measured as 1 UU = 1 centimeter.
I use standard units which is in meters. This is a standard used by Unity and Assetforge and lines up to their natural snap settings, but it causes the models to be 1/100th the size in UE4.
You can use Blender or some other 3D modeling package to scale the models 100 times larger and export them, or something like Spin 3D which I think can bulk scale them all at 1 time.
Looks good so far. TBH though, backface culling will keep the backfaces of models from being rendered and wasting processing power. Just build everything as solid models. It's simpler to build and simpler to place in Assetforge.
Welcome to Kennydom. I actually keep wanting to call Kenny "Lucky" for some reason. No clue why.
Post some of what you made in the models section. I'd like to see this forum brought back to life. I check it daily.
I am considering doing more natural hills and mountains. I already have stalactites and such that haven't been released. Also, the beach expansion showed me that these can overlap nicely so I will use that technique more.
Completely free and able to be used in personal or commercial projects.
I host here on itch.io now. View all the screenshots and download the collection here.
If you make anything cool with these, please reply and post your screenshots under this post or here. =)
Here are a few of my favorite screenshots:
The .OBJ exports are containing objects with meshes inside, so I think it would work without metadata. Still, if you export as FBX, it would be a problem. I corrected my first post at the end per your reply, Notthedan.
Still, this can be done with FBX exports as well. Unity keeps the Transform components that are performed in Assetforge. Here is a direct export from Assetforge and import into Unity without modification at all:
The final export shouldn't include the empty object I mentioned in the custom Assetforge format. Instead, the export should export the door directly with the other models. To calculate the door's new Transform, you would combine the containing object pos/rot/scale with the door's own pos/rot/scale (i.e. containing object pos at 30, 20, 25 and the door pos at -0.5, 0.0, 0.5 equals an exported door position of 29.5, 20, 25.5.) Performing a rotation of the door would rotate perfectly on the hinge still, since the actual model began with the hinge at 0,0.
Now, since you brought up the idea of Metadata, it would be AWESOME to create doors that already contained animations, contraints, triggers, etc. Also, adding scene lighting would natural come with this ability. Assetforge would have to be able to export directly to Unity package files in order to do this, though. =/
Since we are going to be able to group models, it would be great to be able to export these groups easily. I will use a door and doorway as an example (be forewarned, I was bored and made up pictures):
Right now, in order to create a model for a door that lines up properly in Assetforge "for placement", the door's hinge can't be at X 0,Z 0.
Instead, the door has to be offset in such a way that it can be placed easily a doorway.
Now, when the final model is imported into something like Unity, a rotation operation performed on the door causes it to rotate at a strange angle instead of at the hinge.
Instead it would be great for us model creators to:
- Import the door with the hinge at 0,0.
- Use Assetforge to translate the door to fit in the doorway.
- Export the model or model group in such a way that the original 0,0 for the door is kept. I know this can be done by making the models the children of an empty object. Maybe this will have to be in the custom Assetforge format.
- Allow this exported model/model group to be included with the other models in the collections subfolder, so it will show up in the model palette.
- This way we can include these Assetforge group exports along with the other models when we distribute.
The final result will be that the door can be easily placed in Assetforge, and the final model will export
contain a child object that is the door that still has it's 0,0 axis at the door hinge. Rotate operation successful =)