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Asset Forge

Create your own 3D models and 2D sprites! · By Kenney

Importing Synty Polygon models

A topic by alwaysawake created May 31, 2020 Views: 1,072 Replies: 4
Viewing posts 1 to 4

So I'm trying to kit bash in Asset Forge (AF) using models from Synty. They provide the FBX or OBJ in their source files for each of thier packs so naturally I copied the OBJ files into ~/AF_2.0d/Collections/Synty and they appear in AF but with crazy scaling and a single white material. I've fixed the scaling issue using the meta.ini which was simple enough, however, the material problem has me stuck. Synty's source files don't include a MTL so this is obviously the root of the problem. However, they do include a Textures folder with a bunch of PNG files so this was the next logical step to try.
I imported the model into Blender and under Shading, I added the .png associated to the model then exported the model from Blender as an OBJ which also generated an associated MTL file. Great I thought, so I added these to a collection in AF, went to import and it appears fine with the correct material until I actually add it to the scene. The PNG tiles as the material as in the screen shots below, which is no more progress than I had before. Any thoughts or ideas to try next? I'm definitely out of my scope here.

This is the asset before I actually add it to the scene by left-clicking.


This is after I left click to add it to the scene.

Synth game assets use a texture map which is not compatible with Asset Forge, Asset Forge overwrites an UV map. Custom blocks are meant to work with both the Kenney assets plus custom made models - but not all models that can be downloaded on the web unfortunately.

My only work around is to re-texture the assets individually in Blender manually which is just not practical as there are thousands of assets of varying complexity.
Given that Asset Forge was written in Unity and the functionality is clearly there... is there any intention to add UV map support to AF in the distant future?

Other than the models from the Collections and blocks thread and the Kenney assets, I've not really had much success with other third-party models which is a shame.

The UV mapping in Asset Forge will remain world-based, automatic. This is far more useful that relying on blocks to be UV mapped, as this wouldn't allow them to be scaled using texture maps.

However! If you don't mind this workaround, it might allow you to start 'texturing' your models - Go into blender and on each model, create new Material slots (woodenPK, metalPK, stonePK, GlassPK) Then, if you look at your particular UV map for the blender file, you'll see that some of the model takes up a section of the UV. Grab up each section of the model, and ASSIGN those vertices to that particular material. Then save as OBJ file. If you use a uniform format for the materials of each structure model, you SHOULD be able to affect each one. ALSO!!!!

I have found that importing each model into Blender as 1.2 scale makes each wall approximately 3 units. This makes things a bit easier to work with for me and the gridding.