Mid-poly Game Art

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  • Опубліковано 22 чер 2024
  • A quick chat about creating Mid-poly 3d models. Looking for Blender 3d resources? Check out my website for links to assets, addons, discord, and more.
    www.pzthree.com/
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КОМЕНТАРІ • 14

  • @edwrd4178
    @edwrd4178 Місяць тому +5

    You make the best 3d modelling and game art tutorials on UA-cam. Thank you for all these videos.

  • @Just-CDR
    @Just-CDR Місяць тому +4

    Nice to have some more in-depth videos about game art :)

  • @mahkhardy8588
    @mahkhardy8588 Місяць тому +1

    Cool seeing your explanations in a game setting then hopping into Blender, kinda clicks, nice, thanks.

  • @YakOfArt
    @YakOfArt Місяць тому +1

    This video is a GEM! So glad I found it. Subbed!

  • @andallicansayis
    @andallicansayis 29 днів тому +2

    amazing! can i be your blender buddy?

  • @kickskii
    @kickskii Місяць тому

    Thanks for the insight

  • @joseterran
    @joseterran Місяць тому

    this is so good

  • @chipjaybo6663
    @chipjaybo6663 Місяць тому

    I just naturally defaulted to this workflow. I got a couple addons early on, and it felt natual

  • @theromanian8194
    @theromanian8194 Місяць тому

    Nice Sire

  • @shellwermir
    @shellwermir Місяць тому

    more about game art, please.

  • @serwizzart
    @serwizzart Місяць тому +1

    Nice video. Currently learning about Trimmsheets and its amazing.
    Could you tell me when you would use a UV Atlas? I have only heard about it once and the second time was in your last video, what is it used for and why would you want to use it? Thanks in advance!

    • @SkeleTonHammer
      @SkeleTonHammer Місяць тому +2

      Typically you would atlas a UV because one great way to optimize game assets is to have as many assets as possible all using one texture map and thus one material.
      For example, let's say you have several models: a ketchup, mustard, relish, salt, pepper, plate, fork.
      You could give them each their own material, but these objects are small and could all occupy space on one big texture. In the game engine, this means only one texture being sampled and often batching them together, fewer draw calls, and so on. Things like this allow major speedups.
      It's not always possible to atlas things though. Large objects demand their own space if only to maintain texel density as desired.
      For decals, especially small decals, you should always atlas them for the same exact reasons.

    • @apemant
      @apemant Місяць тому

      There's also texture arrays, where you have an array of equally sized textures in the shader, and then for each vertex you need to store an index, which is the index of the texture that the face is using. Probably some pros and cons to consider there.

    • @kagan8579
      @kagan8579 17 днів тому

      @@SkeleTonHammer Can you pls give me a good article, or video .. about uv atlas? Im hearing this first time