From Hobbyist to AAA: A Deep Dive into Tools and Techniques in Game Art

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  • Опубліковано 30 лис 2024

КОМЕНТАРІ • 21

  • @7bajwa
    @7bajwa Рік тому +3

    Hello everyone, I have uploaded the presentation again. see thw link at the bottom at 1:22

  • @RoboThePanda
    @RoboThePanda Рік тому +15

    tons of useful info in here i didn’t learn in college

  • @pro_rookie_gamedev
    @pro_rookie_gamedev Рік тому +5

    I'm also here from Kaizen.

  • @Sebastian-rw5if
    @Sebastian-rw5if Рік тому +2

    Thank you for showing that creating game assets is not black magic and you can cheat as much you want as long it works with the rest of the game.

  • @0rdyin
    @0rdyin Рік тому +3

    Thanks for the presentation..

  • @be3469
    @be3469 Рік тому +4

    This was fantastic

  • @Dianaranda123
    @Dianaranda123 Рік тому +3

    Would of been handy if he also showed how to make trimsheets of various textures without having to make it in GIMP or PS whatever have you.
    To generate a trimsheet, with normals, transparency etc mapped being put out.

    • @nullvoid3545
      @nullvoid3545 Рік тому +1

      In blender, I would recommend using A plane and orthographic camera.
      You can subdivide and add materials however you like, then bake the camera view to the various textures you need like: normals, depth, alpha, roughness, etc

    • @7bajwa
      @7bajwa Рік тому +2

      There are many ways it can be done. You can Use Ultimate Trim Sheet Addon and Grabdoc addon to ease the workflow in blender. I have updated the links in the presentation. Link at the bottom at 1:22
      Thanks for asking.

    • @Dianaranda123
      @Dianaranda123 Рік тому

      @@7bajwa Thank you for you're answer.

  • @Igoreshkin
    @Igoreshkin Рік тому +1

    8:05 actual deep dive

  • @kiwivi21
    @kiwivi21 Рік тому +3

    Awesome video

  • @Spartacular
    @Spartacular Рік тому +1

    Where to get the links from end of video?

    • @7bajwa
      @7bajwa Рік тому

      Hi, you can download the presentation from the link below in the slide at 1:22

  • @joseph.cotter
    @joseph.cotter Рік тому +6

    Hard to follow

  • @YPS-h4j
    @YPS-h4j Рік тому +2

    beginner to novice level knowledge. there's thousands of videos on this already.

    • @daniellee6912
      @daniellee6912 Рік тому

      Thanks for saving 50 minutes of my life lol

    • @yera_chad3352
      @yera_chad3352 Рік тому +2

      Can you suggest really good one for AAA asset from blocking up until baking and texturing
      Thank you for advance

    • @YPS-h4j
      @YPS-h4j Рік тому

      off the top of my head, not really, there are many that explain any of the subjects you are looking for, you just need to learn the proper terminology of what you want to learn and look for and that's something you pick up over time. I guess by "blocking up" you mean 'good topology', look for that with the terms 'blender', 'how to', 'explained' and 'tutorial'. instead of "texturing" look for the different kinds of texture maps that exist, i.e. uv mapping, normal mapping, diffuse maps, displacement mapping, specular mapping etc (although those are becoming easier with nodes, see the 'Shading' tab in blender) and for baking look for any guides that explain lighting either in general or in the specific kind you are interested in, global lighting/illumination, positional lighting, environmental lighting, dynamic lighting, realtime shadows or terms like 'baking shadows' if you are going for fake, static shadows. hope that helps@@yera_chad3352

    • @YPS-h4j
      @YPS-h4j Рік тому

      oh and forget about the term "AAA asset". that's not a thing. AAA refers to an established, large development team (high quality models with good topology). an asset is whatever anyone models for the game.. AAA teams don't generally make youtube tutorials on how to achieve their quality, that's something you have to learn either by picking up the bits and pieces on your own or taking classes@@yera_chad3352

    • @7bajwa
      @7bajwa Рік тому

      ​​@@yera_chad3352I have given many resources at the end. I mentioned the link in the slide at 1:22