dev blog 3 10/03/25


Back with another dev log, finishing off tutorial 1, which covered bringing my work into Unity and looking at more tools within Blender.

I started off pulling my objects into Unity (the boom barrel and the shot tower) as well as bringing in some other assets from the Unity Store. I found it far easier to find useful assets there—mainly because when browsing other sites, I either came across someone's overly detailed, super cool 30-million-polygon dragon, an exact replica of someone's house, or some 500 dollar anatomically correct character models—which, for some reason, made up like a good third of what I saw on TurboSquid.

Anyway, I went through all the tutorial bits and bobs without spending days fixing major issues unlike last tiome—except for importing the texture files for the boom barrel. I still have no clue why, but it kept displaying very outdated versions of the texture.


Yet, when opened, it would show the correct up-to-date version.

I ended up fixing it by re-erasing the already erased spots in Paint.NET, and boom—it worked. I guess there are just ghosts in my computer. maybe its all the hidden vertices from the shot tower? who knows?

I only had a few issues when finishing off this tutorial, which I had been putting off for a few days. One was when I imported the downloaded model, and everything turned purple. After some internet sleuthing, I found out it was just a Universal Render Pipeline issue—one button press, and it was all fixed.

I also ran into a strange error when trying to use the Unity prefab editor. At first, I thought the instructions were just written weirdly, and I was struggling to understand them. But no, once again, it was the ghosts of the vectors haunting my computer.

following these steps : 

Open the Prefab Editor. There are multiple ways open the Prefab Editor:

  • Click the > next to the scene object.
  • Click on the scene object, then click on “Open” in the inspector.
  • Click on the prefab asset and click “Open Prefab”
  • Double-click on the prefab asset.

This turned out to be quite a challenge, purely because I had no clue what it meant by "open in the Inspector." Every time I clicked "Open," it would launch 3D Viewer—or whatever Microsoft’s shitty bloatware is called—which can't display FBX files. So clearly, I was missing the button somewhere else...

Until about an hour later, it dawned on me that no, I was clicking the right button—my computer was just trying to use 3D Viewer to open the files instead of Blender. Or maybe I was just misreading things i guess ill find out when you read this Ian.

Anyway, I moved on to the rest of the tutorial, which for some reason switched back to Blender. quick side note I feel like beveling, subdivision, and optimizing models should come before importing them into Unity, but eh—no issues for me. I've already played around with the bevel tool to make the slat gaps... between the slats of the barrel 

(though it still looks square because the bevels are so small). While the subdivision tool will be incredibly useful later, I don’t think it looks too good on the barrel. It smooths things out exponentially—the first subdivision is way too extreme, then it gets far less noticeable by the third, and fourth but by that point, it’s almost undetectable—aside from the fact that my PC wanted to implode.

The bars do look cool, though—especially with ray tracing on. But it does some funky shit to the lid because of how I modeled it from a single object.

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