Please post here if you have questions about Sprytile. Also feel free to contact me on Twitter.
A Blender add-on for building tile based low-poly scenes with paint/map editor like tools · By
Hey! I love the tool so far! Thanks! I did experience the bleeding issue when exporting to Unity (following the guide and using the guide tileset), but I'm going to try following the advice in the other thread for that.
In the meantime, there was another issue I haven't read about. Within Blender, each tile/plane renders on both sides, however, when I export the object to Unity, each plane only renders on one side and the other side is invisible (as expected for a plane). Do you know how I can view this true render state in Blender? And is there any way to automatically place two opposing planes so that it renders on both sides? I have a feeling if I just try creating two tiles on the same vertex but on each side, it'll just replace the first one I place with the second one. Does that make sense?
Thanks for trying out Sprytile! You can see how Unity will render your mesh my turning on Backface Culling. In the right hand side panel of the viewport (press `n` if it isn't visible) expand 'Shading' and toggle Backface Culling on.
There's a way to make faces double sided using a utility that comes with Sprytile, covered in the advanced documentation.
Hope to see the cool stuff you make with Sprytile!
I feel like I'm so close to getting this working! I finally got bleeding turned off, finally got the textures to stop being blurry, and double sided planes all work... but now when I actually import the .obj into Unity, I get the weirdest layering issues!
I feel so close and yet so far away! I haven't seen anyone else mention this so I'm guessing it's another thing I messed up :P
You're right, I feel like an idiot. I stayed up all night playing with Sprytile so my brain must be fried, sorry! I had it set on the Standard shader with the UV map set for albedo but the rendering mode was set to fade. I've set it to opaque and it works mostly great, with the exception that it did something weird to the transparent tiles (the image on the left is before, on the right is after). I'll keep playing around with it within Unity and figure it out, thanks so much!
Cool! If you come up with good settings for the standard shader, could you please share it in the Unity Import Settings thread? Would be nice to have alternatives to unlit materials in that thread. Thanks!
Sure! OK, so I finally got a perfect result I'm happy with, but I'm going to play with it more before I post to that thread. I think it was just another case of me being dumb. I'm using the "Standard" shader with the "Cutout" Rendering Mode--the fatness/weirdness of the wooden bars were due to Alpha Cutoff being set to 0 (I progressively feel more like an idiot the longer this thread lasts, haha, the DEFAULT is .5, not sure how it got set to 0). I set the Alpha Cutoff to x >= .5 and it renders perfectly. I can't use unlit since I have a day/night cycle in the game, and the light adjusts accordingly.
I combined this with the technique posted about in the other thread describing the GIMP script that automatically spaces and margins the tileset and I get zero bleeding / perfect rendering. I'll post all the stuff I learn about the Unity workflow after I finish one full asset and I have a bit more experience in this--I don't want to post something incorrect. Thanks again for all your help and for making this and sorry for all my stupid questions!
Hi. There isn't a way to repeat the same tile on a single face because it wouldn't be technically possible without a specific shader.
What you could do is use the set normal mode on the face and use the build tool to create to roof tiles along that normal. There's a written explanation of set normal mode in the advanced documentation.
Hope this helps!
I saw your Twitter post so this might have been sorted out already, but replying in case it helps other people as well.
Which renderer are you using? I've only really tested with Blender's internal renderer and the quick material setup is really designed for an unlit look. The material settings may have to be changed to use the Cycles renderer or for a differently lit scene.
The work plane being stuck on a single axis sounds like Axis Lock might be on. It's not covered in the basic tutorial but the written advanced tutorial does. Basically the toggle on the left of the axis indicators in the Sprytile panel.
Sprytile's tools are untested with subdivided meshes and is not really designed for that use case.
This style of rendering is really neat and an unexpected use of Sprytile for me! Would love to be updated with how you push these renders.
Thanks for using Sprytile!
Whenever I try to create something using Sprytile, it displays an orange color instead of the tileset I'm using.
However, if I render it, the tileset shows up like normal.
I'm still learning the ins and outs of Blender, so it may just be a problem on how I set it up. Any help would be greatly appreciated!
Thanks for taking the time to check out Sprytile!
Can you please try going back to object mode and pressing the "Set Material to Shadeless" button in the Sprytile panel?
This might be something to do with your Blender system settings. Can you open your user preferences window and switch to the system tab? For reference, this is what mine looks like.
You can also try deleting the lights in your scene.
I switched over to cycles and added an image texture and then this worked in cycles but upon returning from this back to blender render. I found that this made my screen do this whole orange thing too. It may be related to this that caused you this issue especially if you tried experimenting around in cycles and then switched back and so on.
I tried everything you said above, but the tileset still doesn't display right. My settings seem to be the same as yours. I found a temporary fix where you set the objects viewport shading to rendered. It displays correctly, but the grid is disabled and editing is a bit slow.
I'm not really sure what the problem is.
Thanks for the help!
Came across this too when I tried to reproduce the issue. Textures not showing up seems to happen when you start a new scene with Cycles on before using Sprytile. It's a little strange that it continues to work when switching to Cycles after setting up Sprytile, but this issue has been noted in the recent docs update :)
This is using Blenders internal renderer? I've been rendering using that and don't remember having to take any extra steps, the material and texture setup should theoretically take care of it.
I'm afraid I'll only be able to help with this tomorrow since I'll be AFK, but try searching for mipmap settings, either in the system settings or the material.
The same method that fixes this issue on other engines fixes it for me so I'm currently using a script to convert the tilesets and it's probably for the better anyways since it seems to be an issue outside of blender even if it isn't an issue internally for everyone. I've also had to start unchecking transparent after setting the material to shadeless which I do not recall having to do before (I also recall the first time [before this shadeless issue], I tested this that it just worked without seams as well not sure if the two issues are related or if im just having a false memory though.
Hi there, is there a key to delete tiles?
Also: [There's a way to make faces double sided using a utility that comes with Sprytile, covered in the advanced documentation.] - This link is now broken. :(
The documentation has moved to a different URL. If links to documentation are broken, you can probably find it in the new URL.
http://docs.sprytile.xyz/advanced-features/#make-double-sided