Sometimes it’s useful to see the 3d world you are creating from multiple different angles simultaneously. Many 3D programs like 3Ds Max even offer quad views that have four different angles available. In Unity you can view your scene from multiple angles in the editor by right-clicking on the scene window tab at the top and choosing “add tab” and then “scene”. You can now drag and drop this new scene window tab to a place in the interface that you prefer and change it’s view angle to your liking. One way of working could for example be to have always one top view available and next to that one free view.
The workflow between Cycles and Unity hasn’t been very optimal because the FBX exporter in Blender doesn’t support the node based Cycles materials.
Blender 2.8 brings significant improvement to the game developer workflow along with it’s new glTF exporter and the Eevee render engine.
Here we have a PBR textured public domain asset in EEVEE. We can select materials and check how the nodes are mapped to the principled shader. We have a standard RGB image for the albedo/base color input. The metallic and roughness texture maps are just grayscale images, so for the sake of efficiency they have been mapped to to blue and green channels of an RGB image.
And we have a normal map plugged into the normal input via the normal map node.
Let’s see how easy it is to transfer all of this into Unity.
I’ll select the entire object hierarchy by control clicking the parent object in the outliner.
The let’s go to file, export, glTF 2.0.
Let’s only export the selected objects by checking this checkbox. There are plenty of other options as well and the glTF standards supports also animations, including shape keys.
While Blender is working, let’s prepare Unity for the import by downloading the UniGLTF package from Github.
Well simply install this as a custom package and now we have the UniGLTF menu option up here, from which we can choose import. Unity want’s us to save the imported objects as a prefab so let’s do that.
Now this does take some time, so we’ll speed up the video a bit here.
After the import has finished, we can simply drag the prefab into our scene and marvel at how Unity has automatically placed all the texture maps correctly.
This will make the life of game developers a lot easier.
Thanks for watching and see you next time on one minute video tutorials dot com.
Did you create some texture maps in Quixel and wanted to use them in Blender’s new EEVEE render engine? You plugged them into the principled shader but the outcome looked very different from what you had in the 3DO preview of Quixel? Maybe especially the metals looked way too dark and almost black?
Here is a simple workflow that seems to work pretty well between Quixel and EEVEE:
1. When you create your project, make sure you choose the metallness workflow.
2. Add your materials.
3. Export with the exporter into PNG files using the Metalness PBR (Disney) -preset.
1. Give your object a material with the principled shader.
2. Plug in the following texture map files into the following inputs in the principled shader:
-Albedo to base color
-Metalness to metallic (set node to non-color data)
-Roughness to roughness (set node to non-color data)
-Normal to normal map node and that to the normal input (set node to non-color data)
Now your metals and other materials should look pretty close to how they looked in Quixel 3DO.
Q: How do we change the 3d-cursor location in 2.8?
A: Hold down shift and right-click.
Q: Where is the button to start an animation render in EEVEE/2.8?
A: f12 renders a still image, ctrl+12 renders animation. You can also start it from the “render” drop-down menu in the top bar.
Q: Where is the 3d-viewport manipulator widget (arrows for moving stuff around)?
A: Enable it from the toolshelf (the tool that looks like arrows to four directions).
Q: How can I change the scrubbing for the timeline to left mouse button?
A: Go to edit –> preferences –> Input and find the category called “animation”. There you can set the “Change frame” property to the left mouse button.
Q: How do we deselect in 2.8?
A: “A” selects all, alt + “A” deselects all. You can also hit “A” rapidly two times in a row to deselect all.
Q: How do you select keyframes in the 2.8 dopesheet?
A: With the left mouse button, unless you change timeline dragging to the left button, in which case you need to hold down shift.
Q: How can I get to the search feature that used to open with spacebar?
A: Press F3.
Q: How can I enter the camera fly mode? Shift+F doesn’t seem to be working.
A: Search with spacebar (or F3) for “walk” or change the shortcut from preferences –> Input –> 3D view ” view navigation ” input. The current new shortcut is Shift + ~ which doesn’t work on all keyboards.
Q: Why can’t I see parent-child relationships in the outliner like in the old version?
A: You can, if you switch to the “Scenes” mode in the outliner. Unfortunately locating selected objects with “.” doesn’t work in that mode yet. Control-clicking on a parent object will select all the children just like in 2.79 though.
Q: How can I make a new scene or duplicate a scene in Blender 2.8?
A: Hit F3 and type in “scene” in the search box, it will give you the option to make a new scene with the same options as in Blender 2.79.
Q: How can I switch scenes in Blender 2.8?
A: Change outliner mode to “scenes” and simply click on the name of the scene you want to use. Unfortunately this feature seems prone to crashing Blender at the moment.
Q: How do you switch between vertex select mode, edge select mode and face select mode in 2.8?
A: These buttons are in the top row now. But there is also awesome news: the shortcuts are now much better than before: 1 for vertex select, 2 for edge select and 3 for face select.
Q: Why is ctrl+click extrusion not working in 2.8?
A: There is a “extrude to mouse cursor” tool now in edit mode. Just click on it and start clicking with the mouse.
Q: How can one hide the HDRi background when rendering in EEVEE?
A: Hiding it from the viewport while working is a bit more complex, but hiding it from the actual render only requires one to set film to transparent in the render settings, just like in Cycles.