Awesome bro. Really great to see other designs I wouldn't have thought of. Thanks for sharing
Keith at Fertile Soil Productions
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The sprite size is adjustable. I definitely recommend AssetForge. A new version will be coming out soon. Kenney's going to be going through a series of mini releases until 2.0 is finally completed.
In my experience, it's all about the poly count of the model file. I can use 2 fairly detailed models as long as I export them separately, but when I export them as 1 .obj, they are solid red. Sure it will be fixed in the next Assetforge.
Of course not! They're public domain so no restrictions on how they're used. I would like to see screenshots of how you use them if you wouldn't mind sharing. I'm on Twitter or the Pixeland discord server.
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.