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Your PNG processed fine for me.
Although there are a lot of semi-transparent pixels that could be improved by editing the image [Gimp].
I flattened the image which remove all transparency, then I selected all of the 'teal' background pixels with the magic-wand, and deleted them... and finally added the alpha channel back in. This takes longer to process, but it gives a much better result. Also cropping the image to avoid bothering with all of the background you don't want anyway speeds things up.
We are a bit under informed...
If you post the actual tree PNG image it might help resolve this...
Did you restart SketchUp? Did you install Libfredo?
That's impressive as a native only approach.
I don't think Kinetic Constraints would work here because the slave objects would not 'see' the path you want to follow.
@majid said in Game Assets:
What piece of software are you using?
To render I used Cycles. All the assets in this scene, except the Axe, were Polyhaven models.
The axe was modelled in SketchUp, UV unwrapped using WrapR and painted in Substance Painter.
If Rayscaper had proxy support for Polyhaven assets then you could render it SketchUp. Maybe Skatter support too for grass particles. But try this in SketchUp with raw meshes was something I didn't want deal with this time.