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.
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
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.
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
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
Hello everyone, I have uploaded the presentation again. see thw link at the bottom at 1:22
tons of useful info in here i didn’t learn in college
I'm also here from Kaizen.
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.
Thanks for the presentation..
This was fantastic
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.
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
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.
@@7bajwa Thank you for you're answer.
8:05 actual deep dive
Awesome video
Where to get the links from end of video?
Hi, you can download the presentation from the link below in the slide at 1:22
Hard to follow
beginner to novice level knowledge. there's thousands of videos on this already.
Thanks for saving 50 minutes of my life lol
Can you suggest really good one for AAA asset from blocking up until baking and texturing
Thank you for advance
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
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
@@yera_chad3352I have given many resources at the end. I mentioned the link in the slide at 1:22