Posted: 19th Aug 2021 16:01
NoNoNo.... do your work in the latest version of blender because you get the nice UI and new tools, then export as any format you like, open 2.79 and import, then re-export with advised settings ...

Soz, I should have mentioned that.
Posted: 19th Aug 2021 17:58
Ok so I will download and install 2.93 also.

open 2.79 and import, then re-export with advised settings ...


Export out with the settings you or he said? I know you mentioned how to do the process briefly. Sorry I'm simple minded, but learn fairly well if explained easy lol
Posted: 19th Aug 2021 18:58
The videos are just blender, the guy is not a game dev he is an artist so I would think he knows very little about export settings for a game engine as most of them differ, follow his advice for the texturing only.

Right, I got a bit of a brain fog going on here as I am juggling 20 things at once (Life Huh!), but in hindsight if the model is not animated than you do not need blender 2.79 as that only applies to animated objects that load with LoadObjectWithChildren, for non animated objects the default FBX export from blender 2.9xx is just fine and load them with LoadObject, the "jump through loops" method only applies to animated objects.

but learn fairly well if explained easy lol


The texturing part is pretty easy to be honest but its to involved to type out in a forum without visual aids, l am more of a visual learner if I see it done I get it, but honestly Grants videos are a fantastic resource, check the playlists, make a coffee and soak up some info for a couple of hours, once you seen it done a couple of times you should get it.

Sorry I'm simple minded


I don't believe that for a second!
Posted: 19th Aug 2021 19:44
I can learn from videos pretty well if the videos are explained out good. I hate it when people say something and click a bunch of times and you don't know what they are doing unless you slow mo the video to see the clicks. Lol thank you
Posted: 19th Aug 2021 23:19
Yea some people, although I appreciate the effort of making and uploading the video some peeps just are not cut out for the tutorial business, "a beginner tutorial with some prior knowledge expected" is an oxymoronic way of thinking, observational learning still needs some foundation, Hey, learn to code with XYZ then they open some random console and type commands, push this, pull that then start tapping keys saying this is hello world and push this pull that ..... seriously like WT....

Not that I would be any better at it, tis why I don't bother.

The only man who never makes a mistake is the man who never does anything.


^^ Sometimes its good just to play around inside a software, make mistakes, delete it all and start again, rinse and repeat, its not a very productive strategy but its great way to learn what not to do and sometimes serendipity will strike.

Anyway, goodluck, let us know how you get on.
Posted: 20th Aug 2021 0:32
I noticed that blender 2.93.3 has a parent feature. Do you think I should set the field as parent in blender? Would it help or not? Or should I just stick to original plan? I also just noticed my 2 goal nets before I do anything, as far as UVmaps they have a base and lightmap, all other children objects have just a UVmap

I attached an image to show where I happen to see it. I rightclicked on the field and saw it.
Posted: 20th Aug 2021 3:26
I noticed that blender 2.93.3 has a parent feature. Do you think I should set the field as parent in blender? Would it help or not? Or should I just stick to original plan?


To be honest I don't really know, I only ever use that parenting with animated objects, for static objects I just select all and CTRL+J to join them into a single object but you don't even need to do that for an export its more of a workspace management thing for me to tidy up the scene tree, you can generate the UVMap and bake the diffuse with them joined or not it really does not matter.

I also just noticed my 2 goal nets before I do anything, as far as UVmaps they have a base and lightmap, all other children objects have just a UVmap


You pretty much do the same thing but bake only the normal but the are a few factors to consider, I would need to see the project file for that one, are the normal already loaded in the shader? do they use the same map?

Personally speaking I would sack the old normal and light map and generate new ones from the final scene, place some lights and a cam and bake an AO map and diffuse with full lights and stuff then merge the AO with a RGB Ramp and rebake (more advanced stuff here)

I'll mock something up in the morning.