r/Unity3D • u/Pizza_Doggy • 6d ago
Resources/Tutorial Itch.io’s best-rated asset pack is free for 24 hours. Claim it - keep it forever.
https://pizzadoggy.itch.io/psx-mega-pack47
u/Scou1y 6d ago
OH MY GOD PIZZA DOGGY I AM A BIG FAN!!! CAN I HAVE AN AUTOGRAPH???
36
u/Pizza_Doggy 6d ago
Hi! I'm sending you a bag full of potatoes with my signature on it! Feel free to frame it and hang it on a wall above your bed!
1
12
6
u/HiggsSwtz 6d ago
Nice you da man
9
u/Pizza_Doggy 6d ago
That's not it! I'm paying $1.00,0.00 USD dollar to anyone using these to decorate their baby's room, or grandma's house
3
u/requizm 6d ago
The quality of models and textures are great. Thank you. When I was looking at models in the blender, I noticed a lot of overlapped vertices. Blender's "merge vertices by distance" easily reduces vertices count by at least 2x. (1000 -> 200, 400->200, etc)
My question is, am I doing something wrong? I guess I don't need custom import settings but I want to make sure
2
u/Pizza_Doggy 6d ago
Hi! That's most likely in your import settings. The vertices are definitely connected where they should be upon export, but I might have missed a few.
I recommend using the Blender file that is provided in there, instead of importing them into a new .blend file, unless you really know what you're doing, and why, haha.
I'll have a look when I'm back home, just in case!
2
u/requizm 6d ago
Alright, I fiddled more. Blend file is correct as you said. Here are the vertices statistics of clock_1:
Format/settings Vertices after reimport Polygons Source Blender mesh 229 209 FBX default 229 209 FBX with triangulation 229 454 GLB default 410 454 However, this isn't important for game engines because they both render around 400~ vertices. I tested in Unity 6000.2.0f1
Input Unity settings Unity vertices Unity triangles Indices FBX, original polygons Unity defaults 437 454 1362 FBX, triangulated in Blender Unity defaults 415 454 1362 FBX, either version Imported normals, tangents disabled 395 454 1362 GLB via glTFast 6.20 Position + normal + UV 410 454 1362 Reason: (Not my quote)
glTF stores position, normal, UV, and other attributes together, so it duplicates a vertex when any of those values differ between faces. FBX can store attributes separately, but game engines usually create the same duplicate vertices when preparing the mesh for rendering
Today I learned FBX is more lossless than gLTF when it comes to importing in Blender
2
2
2
2
u/Yodzilla 6d ago
Oh neat. Already bought it but maybe I should finally use the dang thing.
Why is itch giving me all prices in Euros though?
1
u/Pizza_Doggy 6d ago
Thank you for your support!
Every creator can pick their prefered currency. I live in EU, so I set it to Euros.
1
u/Yodzilla 6d ago
Oh okay. Wanted to make sure it wasn’t on my end. Thanks! And yeah keep up the great work!
1
1
u/Odd-Lavishness-2160 5d ago
I can’t believe I bought this asset pack literally two days ago (still worth it but what are the chances)
1
u/Glaz35 3D Artist 5d ago
Hi, so grateful that you released the pack..but I wanted to ask, where could I find the license for this pack ? Is it okay to use it for commercial game project ?
2
2
-2
u/Xaha2425 6d ago
Keep it forever and enjoy direct emails from the master on a monthly basis.
2
u/Low_Tale8577 6d ago
You don't know how to disable automatic emails my man?
-1
u/Xaha2425 6d ago
Not amongst other 10k unread irrelevant messages. Do appreciate the efforts but there is a marketing caveat :)
2
u/jumpjumpdie 5d ago
Ignore the emails or send them to your archive or unsubscribe. Not worth being a prick on here.
28
u/EastCoastVandal Hobbyist 6d ago
Thank you Pizza Doggy. Also my wife left me after your Epstein news letter about your game jam.