This is so awesome! Love these videos you’ve been making. So interesting to see all the different stages you go through to create the assets. Thanks for sharing!
Thanks! I always fix the topology while doing the UV's - I try not to focus on topology while blocking things out and making the main shapes, it always allows me to work more freely and then I clean things up after while doing the UV Mapping. I may have missed something along the way but there should never be any ngons in the model when its finished. Triangles however are totally okay, and in certain situations it actually makes more sense to use them. However quads are always the goal, especially if you plan on animating it.
I just didn't like how you painted the whole glass white. it should've had some scratches and be transparent. but then it would mean you had to have made an interior too. So I understand why you went with full-white. + great content!
Hey I was wondering, why and how did u end up texturing the switch button separately even tho it had same material assigned in maya as the grip. How did it know what to apply only on switch and what on grip? Usually when I do this I try using vertex colors, are u not using them?
It really depends on where and how its going to be used. For example, what engine, what platform, and if its a main character prop, background prop, etc.. Generally speaking, a few hundred to a few thousand would be fine for most situations. If its in UE5 for example, you could have potentially thousands+ of polys to work with, so there are a lot of factors that come into play.
Yes you're right, this is not showing HP/LP workflow though, which majority of game assets use. In this video one mesh was used, baking was done in Substance before applying materials. It was more or less to help show the process from 3d modelling -> UV mapping -> texturing. Poly counts can change quite drastically depending on how its used for example main vs background prop, which game engine its made for, etc.
This is so awesome! Love these videos you’ve been making. So interesting to see all the different stages you go through to create the assets. Thanks for sharing!
Thanks! :)
Okay you are crazy talented. Watching all of the steps you take and how much attention to detail you have is amazing!! Great job!
Thanks Tristan!! 🙌🏼😄
Impressive design :)
Thank you!
This is insannnneeeee. I’m still watching the video but this is bomb so far. Wish I had this kind of talent
Thanks!! 🙏
Awesome video, would love to see a series on detailed character design using these kinds of assets.
Thanks! Will do some characters in the future for sure!
Awesome!
Hi can you pls tell me ur pc specs ur using for this software and other related software and also suggest a pc spec and btw this content is awesome!
Great video, just have a question. I noticed a few ngons and tris on the model. Won't that be a problem when the model is put inside game engine?
Thanks! I always fix the topology while doing the UV's - I try not to focus on topology while blocking things out and making the main shapes, it always allows me to work more freely and then I clean things up after while doing the UV Mapping. I may have missed something along the way but there should never be any ngons in the model when its finished. Triangles however are totally okay, and in certain situations it actually makes more sense to use them. However quads are always the goal, especially if you plan on animating it.
@@polyrendr Appreciate the detailed response, thanks!
I just didn't like how you painted the whole glass white. it should've had some scratches and be transparent. but then it would mean you had to have made an interior too. So I understand why you went with full-white.
+ great content!
Thanks! and yea you’re totally right, sometimes there just isn’t enough time unfortunately haha good call out tho!
I like how fast this tutorial is but I can't catch what buttons youre pressing
Hey I was wondering, why and how did u end up texturing the switch button separately even tho it had same material assigned in maya as the grip. How did it know what to apply only on switch and what on grip? Usually when I do this I try using vertex colors, are u not using them?
No I dont use color id's. I usually use the Polygon Fill tool and either fill in certain objects or specific UV shells.
What Poly Count is considered acceptable for such assets now?
It really depends on where and how its going to be used. For example, what engine, what platform, and if its a main character prop, background prop, etc.. Generally speaking, a few hundred to a few thousand would be fine for most situations. If its in UE5 for example, you could have potentially thousands+ of polys to work with, so there are a lot of factors that come into play.
This is not a full game asset work flow, not all games can have every asset in high poly, so wheres the baking?
Yes you're right, this is not showing HP/LP workflow though, which majority of game assets use. In this video one mesh was used, baking was done in Substance before applying materials. It was more or less to help show the process from 3d modelling -> UV mapping -> texturing. Poly counts can change quite drastically depending on how its used for example main vs background prop, which game engine its made for, etc.