dude i’ve been watching a bunch of blender tutorials and i’ve NEVER been told about the decimate modifier. While there are more tedious ways do make models more low poly, this changed my life. thank you wise man.
that's because you haven't been looking for game making tutorials.. the decimate modifier is VERY used, especially when modding games or optimizing while not losing too much detail, however it is pretty bad practice unless you know how to transform all those triangles into squares.
It depends on the type of meshes you're making, but in general I think I would recommend trying to target a lower poly-count in the first place if you can If you're making very high detail meshes I recommend checking out tutorials on "retopology" as it's an often necessary step of the 3D modelling workflow Otherwise if you just need a quick-and-dirty way of reducing a mesh's triangles if clean topology isn't necessary or you just don't care (background scenery for instance) then decimate is perfectly fine
For production this is absolutely useless. For your roblox game it is probably useful. For production you should make your model low-poly then subdivide, add details and bake the shading from the high poly to the low poly via normal map texturing. Depending on the model this is not possible so you start high poly and then retopologize manually. Quad remesher doesnt work because the edge flow is completely random, just an algorythm that finds the fastest way to make your model full quads until some amount of polygons. That means there are poles where there shouldn't be and this has a significant impact on rendering and deformation.
@@Something-3d It isn't. Saving the amount of faces/vertices through decimation modifier saves a lot of memory and potential operations through the CPU. Though, you must be careful about the quality/optimization ratio at times, because it might not be worth it. Honestly, I'd like to hear your opinion about it
interesting, I havent played roblox in over 10 years or more now, as a 3d artist, I have to admit this was a pretty cool video, I think the whole separate by material is really unoptimized, but I know nothing about the roblox game engine. If you're doing mid ploy modeling, I will always recommend learning how to do local topology, not only you can get even a lower poly count but you can also get a more clean topology with better supported lighting and disturpiotoin on lighting, also it would make life easier when UV unwrapping and rigging/weight painting.
Separating by material does tend to be less optimized than keeping everything a single mesh and using a custom material, but it's mostly a convenience/stylistic/performance tradeoff. I imagine most Roblox devs do it because It's convenient and can look decent enough, but yeah there is a tradeoff to be had
separating by material is a terrible idea - as a 3d modeller that has made models for roblox games before using image textures works far far better, and you don't have to do any stupid material separating. also texturing in roblox studio is lazy and Stupid. ico spheres SUCK because quad topology is better so you should use subdivided cubes - and if you want a more spherical look to subdiv cubes, add a smooth modifier as well. other than that pretty decent video
While the decimate modifier is cool, the geometry that it gives is terrible and "unstable", so its a nightmare to work with the geometry (texturing, etc.), if you're going for a solid color model then its fine, anything else and the decimate modifier is terrible, you could invest in learning retopo or a remesh addon instead
I have been modeling for a long long time, and tbh I use every single method in this video. But Trust me if you guys ever think of going from roblox studio to unreal engine or unity. They will throw you out of the industry, these methods are so so inefficient but then again its roblox so its ok
NEVER use the decimate modifier. Bad shading bad uvs cant rig. Its not worth it. Either model without the subsurface modifier or retopo later or find a different solution. DONT USE THE DECIMATE MODIFIER
when you import from blender on the side of the export menu there will be an object groups area tick that and then it will split all your different meshes up
I've always just been using asset manager and manually exporting each individual mesh... is what you showed in the video a better way of going about it?
if i export a roblox player model from blender, properly separated, would i still be able to import rigs from dummies onto it? or would i have to find a way to model around an existing dummy and lock everything to a new one imported in studio?
like i used the roblox rig as a base. its kinda modeled like how phighting models are, but im not too sure if itll work properly with imported rigs from blender like how they do on dummies imported directly into roblox studio from roblox studio itself
if you use a reference you're taking a 2d image and making it 3d by yourself, so thats "fair use" so u cannot be sued or anything for it. also u wouldnt even get a copyright strike or anything because most artists dont care that some 12 year old used their art for reference for some roblox game
THIS DOES NOT WORK, i export my model from blender to roblox and my model is nonexistant , like its MINITURE i even gave it a scale 500 AND STILL NOTHING
Ngl a salad made of just croutons would be very pleasing
Me when I lie
Now I want one
Garlic croutons😏
yes garlic croutons r da best
I hate croutons ;-;
Great advice, and the video is short and sweet and gets to the point without wasting your time. A rare treat nowadays
dude i’ve been watching a bunch of blender tutorials and i’ve NEVER been told about the decimate modifier. While there are more tedious ways do make models more low poly, this changed my life. thank you wise man.
that's because you haven't been looking for game making tutorials.. the decimate modifier is VERY used, especially when modding games or optimizing while not losing too much detail, however it is pretty bad practice unless you know how to transform all those triangles into squares.
It depends on the type of meshes you're making, but in general I think I would recommend trying to target a lower poly-count in the first place if you can
If you're making very high detail meshes I recommend checking out tutorials on "retopology" as it's an often necessary step of the 3D modelling workflow
Otherwise if you just need a quick-and-dirty way of reducing a mesh's triangles if clean topology isn't necessary or you just don't care (background scenery for instance) then decimate is perfectly fine
For production this is absolutely useless. For your roblox game it is probably useful. For production you should make your model low-poly then subdivide, add details and bake the shading from the high poly to the low poly via normal map texturing. Depending on the model this is not possible so you start high poly and then retopologize manually. Quad remesher doesnt work because the edge flow is completely random, just an algorythm that finds the fastest way to make your model full quads until some amount of polygons. That means there are poles where there shouldn't be and this has a significant impact on rendering and deformation.
@@kiLLaima decimate is a very bad modifier dont use it
@@Something-3d It isn't. Saving the amount of faces/vertices through decimation modifier saves a lot of memory and potential operations through the CPU. Though, you must be careful about the quality/optimization ratio at times, because it might not be worth it. Honestly, I'd like to hear your opinion about it
interesting, I havent played roblox in over 10 years or more now, as a 3d artist, I have to admit this was a pretty cool video, I think the whole separate by material is really unoptimized, but I know nothing about the roblox game engine.
If you're doing mid ploy modeling, I will always recommend learning how to do local topology, not only you can get even a lower poly count but you can also get a more clean topology with better supported lighting and disturpiotoin on lighting, also it would make life easier when UV unwrapping and rigging/weight painting.
Separating by material does tend to be less optimized than keeping everything a single mesh and using a custom material, but it's mostly a convenience/stylistic/performance tradeoff. I imagine most Roblox devs do it because It's convenient and can look decent enough, but yeah there is a tradeoff to be had
I'm really glad I found a blender tutorial YT that helps with tower defense games!
THANK YOU THIS IS THE BEST TUTORIAL IVE EVER SEEN
Decimate modifier is extremely useful to know about tysm!
This guy is underated
that made my life so much easier. that deserves a sub
If you want to import a mesh that is over 10k tris you can seperate the whole mesh into a whole bunch of different parts and bulk import it all.
separating by material is a terrible idea - as a 3d modeller that has made models for roblox games before using image textures works far far better, and you don't have to do any stupid material separating. also texturing in roblox studio is lazy and Stupid. ico spheres SUCK because quad topology is better so you should use subdivided cubes - and if you want a more spherical look to subdiv cubes, add a smooth modifier as well. other than that pretty decent video
While the decimate modifier is cool, the geometry that it gives is terrible and "unstable", so its a nightmare to work with the geometry (texturing, etc.), if you're going for a solid color model then its fine, anything else and the decimate modifier is terrible, you could invest in learning retopo or a remesh addon instead
bruh u just gained a sub. I need blender now
I always imported as OBJ file and loaded it into a meshpart. I didnt knew about the import 3d feature, thx!
yea me to
50 seconds in and he already showed me what i wanted to know how to do
Video so good I even watched ad on the end od the video
This is what Sam O'nella does in between uploads
Broooo that 4 tip helped me so much thx bro :D
3:33 I can't see that normals option for some reason, do you know why it could be??
also ty for the tutorial
You earned a sub today
helped a lot brodie 👍
Can you do tut how to make hair in blender for tds rigs?
menacing bird stare
"3-5 buisness days later roblox studio is open"
killed me
“Cheeseballsfootfungus”💀💀💀
Those who know: 💀💀
Only balkans understand 💀
I have been modeling for a long long time, and tbh I use every single method in this video. But Trust me if you guys ever think of going from roblox studio to unreal engine or unity. They will throw you out of the industry, these methods are so so inefficient but then again its roblox so its ok
NEVER use the decimate modifier. Bad shading bad uvs cant rig. Its not worth it. Either model without the subsurface modifier or retopo later or find a different solution. DONT USE THE DECIMATE MODIFIER
Are you a pro or a noob that cant figure it out?
@BosnianBurekMuncher ive been modelling for 3.5yrs.
@@BeastShadyGG alr then
Can you make how to make blender models but the structure is easier and slow it a bit
I tried importing an obj file with different meshes, it worked but it was all combined into one mesh
when you import from blender on the side of the export menu there will be an object groups area tick that and then it will split all your different meshes up
at 4:16 what is that triangle thing you did
Ctrl + B with an edge selected turns it into multiple edges ("beveling")
@@clonemace THAAAANKS YOU AND GOD I WAS DOING THIS THING WITHOUT THIS HOTKEYS AROUND 5 hours MAAAAAAN
Could you do a tutorial on how to make TDS maps?
Are you one of the 50 devs they hired? If so tell them their support team and mostly the entire staff team is 💩
how you make edges ho from sharp to roundy?
10/10 dentists recommend
hi, youre funni. Dropped a sub
late but when u trace how do u like curve it?
I've always just been using asset manager and manually exporting each individual mesh... is what you showed in the video a better way of going about it?
it is
if i export a roblox player model from blender, properly separated, would i still be able to import rigs from dummies onto it? or would i have to find a way to model around an existing dummy and lock everything to a new one imported in studio?
like i used the roblox rig as a base. its kinda modeled like how phighting models are, but im not too sure if itll work properly with imported rigs from blender like how they do on dummies imported directly into roblox studio from roblox studio itself
why do kinda sound like kermit
me on laptop no num pad
WHY ARE U TALKING SO FAST AND EXPLAIN WHERE YOUR MOUSE IS PLEASE
How can I sell an avatar I made on roblox?
broodlord what💀
u right about refrence images but what about copyright u know .-.
if you use a reference you're taking a 2d image and making it 3d by yourself, so thats "fair use" so u cannot be sued or anything for it.
also u wouldnt even get a copyright strike or anything because most artists dont care that some 12 year old used their art for reference for some roblox game
@@foxude so is it legal ? to use any refrence image cuz im a modeler doing comissions
@@Ayzesh1868 it is legal
THIS DOES NOT WORK, i export my model from blender to roblox and my model is nonexistant , like its MINITURE i even gave it a scale 500 AND STILL NOTHING
I had this issue with import 3D aswell, go to view, asset manager and import in bulk. Fixed the issue for me
0:44 is where you lost me ngl
Bob
iop
cvb
asd
bro thinks hes broodlord
these ain't tips mate
Then what r they