Full Guide to GAME ASSET Topology in Blender!
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- Опубліковано 15 вер 2024
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In this video, I'll walk you through my simple guide to topology for games, you will learn tips and examples on how to improve your game assets and save time when modeling
cant even lie youve been saving my ass in blender so much times ty keep uploading the good content we know and love
great video, you make it very easy to understand and follow
Glad to hear that!
love the content. may i request buildings and structures at some point that is what i struggle with the most
I may put that in the pipeline for videos
Bethesda needs this video, given their showing in Starfield.
Lol
Those pictures were fake btw, someone took the models and modified them. The optimization problems were logic sided.
Where can I find 3D models from major companies on the market? just to check how is the topology
I haven't tried many games, but I have downloaded game characters for valorant, look into the communities for making youtube thumbnails/animations for a game to find the characters, there is a possibility that you're able to find more there
Mihoyo releases all their character models as MMDs which are free to download through bilibili
They are a pain in the ass to find though.
You can also hit up some data miners for them.
Most of the tutorials on UA-cam on which they made game assets
Bake small detail on substance painter
Can you please make a video on "how to bake detail as a normal on curve surfaces using cage techniques " in blender
It's very easy to bake normal's for high poly meshes to low poly ones, just look for baking tutorials for blender. But I might do one at some point
@@ThomasPotter thanks for the reply..... but bro I asking about some bake of curve surface or on bevels
Ex. If you make a high poly gun and optimized it to game
Then how can you bake small detail on its structure to normal make
Because its also have some detail on its bevel area
For example high poly have 6 edges on bevel but we gonna use only two then how we bake in that case
Because on UA-cam they told us about on
characters, stones or ruined structures
Or on flat surface. But didn't on hard surface model
I hope you understand...
@@mrprosatisfyvideos4715 If you bake the normal map from the high poly version, you can then use that texture as the normal map for your low poly model, and light will be treated the same as if it was high poly
Their all gonna be triangles in engine anyway
yeah this still helps for shading and creating clean models
Yes but while you're modeling, you still need make lots of cuts using loop cut and knife tool. If they are triangles instead of quads then it would be far more tedious and its probably gonna mess up the objects shading.
Also if you want to easily make a low poly version of your object then you can simply use the decimate modifier to do so as long as your object is completely made up of quads.