why does this happen to video game textures?

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  • Опубліковано 24 лип 2022
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КОМЕНТАРІ • 594

  • @StylizedStation
    @StylizedStation  Рік тому +896

    yes I'm aware of nanite thank you

    • @Jadebones
      @Jadebones Рік тому +22

      Lmao...
      Glad to see content creators that actually read their comment sections.
      😆

    • @felipeandrade7940
      @felipeandrade7940 Рік тому +34

      i'm not. could you turn nanite into a 3 mins video like this? will it make me stop crying over uv unwrapping?

    • @tigerija
      @tigerija Рік тому +2

      :D

    • @pbgamer115
      @pbgamer115 Рік тому +10

      Nanite does have its weaknesses sometimes you have to still do the old fashion UV unwrap

    • @TwoWayOrbitalStation
      @TwoWayOrbitalStation Рік тому +15

      Unfortunately nanite only works with static objects, like rocks, cliffs etc. So you still have to UV unwrap guns, people, etc. but it does take A LOT of work away though. Unfortunately i don't think it works very well with low poly meshes (Someone correct me), so you still have to unwrap anyway.

  • @Finreii
    @Finreii Рік тому +1159

    As someone currently studying 3D environmental art for my 3rd year at university, UV unwrapping is by far the most tedious and annoying thing for me to do. This is annoying because of how important it is... Its all good trying to unwrap a cube or any other basic shape, but when you get to higher poly game items like First person view gun models or characters, it is such a pain. It is very much a part of my workflow where I spend a couple of hours doing it with netflix on in the background.

    • @AdulAhmad68
      @AdulAhmad68 Рік тому +68

      At some point it will click and you will learn to love doing it. For me right now its honestly one of the favourite parts of making game assets, its "rest time" of not really having to think much, very relaxing.

    • @knl654
      @knl654 Рік тому +13

      Try to use Rizomuv, it’s really worth it, I was unwrapping a pillar when halfway through I realised that I can do it automatically and it worked like a charm only few clean up, not jus that it even orients them perfectly. Lots of good features too.

    • @AdulAhmad68
      @AdulAhmad68 Рік тому +15

      @Flash At the start it was difficult to comprehend, to a point where I was even dreaming about UVing lol, but once you get into texturing and get experience you will start to understand the sort of UVs you need to prepare for yourself and it becomes a lot easier.

    • @IGuessIsMe
      @IGuessIsMe Рік тому +20

      It's retopo for me. I will do anything necessary to avoid retopologizing my mesh, even if it means scrapping the work. I've memorized every song on my multi-hour long work playlist with the accumulated time I've spent doing it.

    • @AdulAhmad68
      @AdulAhmad68 Рік тому +7

      @@IGuessIsMe Yeah nothing quite like a week spent only doing quad-draw, makes a person want to hurt people...

  • @MikeCauchiArt
    @MikeCauchiArt Рік тому +328

    Quick tip for an 3D beginners out there for UVing more organic stuff like creatures or humans.
    Look in to clothing patterns for seam placement on humans, and pelting animals for seam placement on... well, animals.
    Especially with things like taxidermy, pelting animals requires you to do as little damage to the skin as possible while also being able to flatten it out, this is pretty much exactly what good UVs are for simple assets :)

    • @AntonLejon
      @AntonLejon Рік тому +3

      Great tips!

    • @notjaller
      @notjaller Рік тому +26

      Instructions not clear, I skinned a man and now I'm being chased by the police

    • @Xbob42
      @Xbob42 Рік тому

      @@notjaller Bobby Kotick wants you on his team STAT!

    • @Starfloofle
      @Starfloofle Рік тому +2

      @@notjaller time to go to a rimworld and make some armchairs

    • @mastershooter64
      @mastershooter64 Рік тому +1

      @@notjaller Don't worry that's normal for a 3D artist, the instructions weren't unclear.

  • @ligth3977
    @ligth3977 Рік тому +185

    Designer: It's not like they're gonna stare at this rock for hours and see the flaws in it.
    Stylized Station: You sure 'bout that?

    • @Bobdylan12121
      @Bobdylan12121 Рік тому +9

      As a normal gamer I do this. I would always get crap for mentioning stuff like this when people say games look good, and I would say "does it pass the up close inspection test" and they told me I was being too harsh. But things like this stick out to me, and are organically noticeable.

    • @gdog8170
      @gdog8170 Рік тому +2

      @@Bobdylan12121 complain to UVs' system then and not the game or the devs lol

    • @HyperMario64
      @HyperMario64 Рік тому +2

      ​@@gdog8170 UVs are basically impossible to avoid if you want to use textures. The devs of the engine also implement texturing this way because that's basically the only way.
      The only way to make them disappear for good is to duplicate data across seams. This is easy to do on a seamless planar texture but as the model gets more complex, this is basically time inefficient (nor effective). Also good luck on doing that on 50GB of assets and see if the game ever releases.

    • @gdog8170
      @gdog8170 Рік тому +2

      @@HyperMario64 Ik, I model stuff myself I was just talking to the dude above me who decides if a game is not or not because of seams

    • @HyperMario64
      @HyperMario64 Рік тому +1

      ​@@gdog8170 Nice, I think the seam test is fair enough, mine is the quality of global illumination in some dark settings. Both are very expensive to get right. I think we can all enjoy a game with some barely apparent seams 👍

  • @IyeViking
    @IyeViking Рік тому +1726

    UVs is easily one of the worst parts about 3D

    • @ConnorEllisMusic
      @ConnorEllisMusic Рік тому +116

      Rigging

    • @cptcaveman1986
      @cptcaveman1986 Рік тому +196

      UVs, rigging and weight mapping.

    • @Snowfly1
      @Snowfly1 Рік тому +34

      Where did you learn to speak fax?

    • @chopsuey4698
      @chopsuey4698 Рік тому +17

      No rigging/animation

    • @GamingDrifterGD
      @GamingDrifterGD Рік тому +65

      UVs are great. They are generally a sign you are close to texturing. It can also be relaxing as solving a puzzle.

  • @vernal.equinox
    @vernal.equinox Рік тому +117

    I legitimately took 2 whole classes on 3d modeling in college and couldn't wrap my head around UVs. This video explained UVs so much clearer and better in 3 minutes. Very well explained.

    • @gahmuretvanbegonia994
      @gahmuretvanbegonia994 Рік тому +26

      you musthave had incredibly bad teachers

    • @cripplettv1309
      @cripplettv1309 Рік тому

      Actually, UV doesn't have anything to do with this. Well, it mighty since there's 2 different ways to solve this.

    • @featherfruit
      @featherfruit Рік тому +2

      @Zachary Gough not all colleges offer Game Design or Game Systems Design as a major, but you're taught UVs in those majors

    • @bradman7281
      @bradman7281 Рік тому +2

      "wrap my head around" kek, that pun probably wasn't intentional but made me laugh anyway

    • @ozanozenir2503
      @ozanozenir2503 Рік тому

      Bruh you are just lazy

  • @gustavolrcoelho
    @gustavolrcoelho Рік тому +137

    I'm having PTSD flashes from my Maya classes 10 years ago. Nowadays the software has become so much more reliable to do UV mapping and such, but back then you had to do it manually because the software was still starting to take over and were crappy at best.

    • @F_R_I_E_Z_A
      @F_R_I_E_Z_A Рік тому

      I want to know the game name only

    • @myslef7636
      @myslef7636 Рік тому

      @@F_R_I_E_Z_A its not a game

    • @F_R_I_E_Z_A
      @F_R_I_E_Z_A Рік тому

      @@myslef7636 you mean that girl game is not a game? But it looks like a well made game.

    • @myslef7636
      @myslef7636 Рік тому

      @@F_R_I_E_Z_A Maya is an application for 3d modeling and animating not a game

    • @phir9255
      @phir9255 Місяць тому

      Maya was still starting to take over 10 years ago? Not 30 years ago?

  • @My-nl6sg
    @My-nl6sg Рік тому +46

    Control is one of the games I love for its stunning visuals and environment design but it was indeed notorious for sutface glitches and quite appropriate to be the background of this video

    • @connormccord4287
      @connormccord4287 Рік тому +9

      Every time I would encounter one I would just pretend like it's the hiss causing it so it would fit in with the lore

    • @houstonhelicoptertours1006
      @houstonhelicoptertours1006 Рік тому

      Nobody will remember that POS in a decade. 🤣

  • @ConradSly
    @ConradSly Рік тому +129

    triplanar mapping also really helps hide seams. Doesn't work that well for specific patterns, but for stuff like rocks it's great. The example of mesh intersection artefacts shown in the beginning of a tree branch is a bit of a different problem though. That is a vertex normals issue. There are ways to average the normals of two meshes that have a mesh intersection, using distance fields. This will become increasingly important IMO, especially for nanite meshes that overalp/intersect each other.

    • @orbit1894
      @orbit1894 Рік тому +1

      Yeah triplanar did wonders for some chainmail/helmet textures I made

    • @corentinambroise4777
      @corentinambroise4777 Рік тому

      @@orbit1894 y but triplanar is not easily usable in videogame because of his cost

    • @ConradSly
      @ConradSly Рік тому +6

      @@corentinambroise4777 yeah you don’t use it in engine, you use it during the texturing phase in Substance Painter, Mari, or 3D coat, or blender or wherever you like to texture. You bake the triplanar projection to the unwrapped uvs. It’s a very nice way to hide obvious seams. You can always do a bit of hand fixing in those programs for any artefacts that may appear from a bake as well :)

    • @rationaleuler7199
      @rationaleuler7199 Рік тому

      I absolutely love triplaner. Also, did he say triangles in the video? My eye twitched at that.

    • @aizen_3d
      @aizen_3d Рік тому +3

      @@rationaleuler7199 Why? All game-ready assets are made up of triangles. And even if you model with quads-only topology, in the end the engine automatically triangulates the mesh. Also, trying to keep all quads for a final game-ready mesh is unoptimized and uses way too much polys. Check out some wireframes from famous games and you'll see how horrendous topology is. It's because it doesn't need to be modified anymore. As long as the textures and shading look good on the model, topology doesn't matter (this only applies to static, non-animated assets; animated assets still need to be all-quads for deformation to work properly).

  • @Omnipotentous
    @Omnipotentous Рік тому +9

    "UVs are pretty cool"
    I thought the same until I had to start doing them.

  • @esscee96
    @esscee96 Рік тому +20

    Triplanar mapping can sometimes save you if you've got a chaotic enough texture for the rock.

    • @chopsuey4698
      @chopsuey4698 Рік тому

      Yes for a stone the triplanar is good enough
      Otherwise with the stamp it's very easy to correct a too visible seam

  • @kichmadev
    @kichmadev Рік тому +2

    Great summary, UVs explained in 3 mins and you pretty much covered everything. Box analogy works great for me when I try to explain it to someone.

  • @rjarora5054
    @rjarora5054 Рік тому

    Thank you for these short videos been loving them recently!

  • @Erksah68
    @Erksah68 Рік тому +6

    I heard all this terminology while modding the Elder Scrolls series. Never bothered looking it up myself but your videos actually explain it so well that the little interest I have isn't lost the moment I see a 300 word paragraph with 30foreign word.
    Thanks a bunch.

  • @sumkipplays
    @sumkipplays Рік тому

    I feel so smart when i can answer the question before u explain it. I feel like watching your videos has leveld me up as a 3d artest

  • @chekote
    @chekote Рік тому +7

    Short and to the point. Love it!

  • @colonelcrockett2250
    @colonelcrockett2250 Рік тому +12

    UV meshing is easy once you understand what it is you’re doing, but it’s a classic case of ‘if you want a good looking product, get ready for hours of tediousness and repetition’

  • @meowkittymeowmeow2786
    @meowkittymeowmeow2786 Рік тому +1

    Seeing Control, a great game I only just discovered last month and haven't seen anywhere beyond where I first found it, it gives me the happy

    • @M_Julian_TSP
      @M_Julian_TSP Рік тому

      Finished it today, I loved this game so much and hope I'll enjoy dlc's

  • @dreamisover9813
    @dreamisover9813 Рік тому

    The videos in this channel are so informative and well presented, really great to watch!

  • @darkjanggo
    @darkjanggo Рік тому +1

    wow- a concise, clean video with no outro? subscribed for style points!

  • @asmaafifah1262
    @asmaafifah1262 Рік тому

    Hey man thanks a lot. I was really overwheld and confused but now it all makes sense. Thank you.

  • @ColdEyesProductions
    @ColdEyesProductions Рік тому +35

    0:25 "but game designers can't add a million polygon rocks into their scene"
    Unreal Engine 5 Nanite: "Hold my beer"

    • @iloveblender8999
      @iloveblender8999 Рік тому +2

      Yeah, that is a very remarkable feature, but you still have devices with lower specs like smartphones. Also if everything is super high res, this should increase your file sizes significantly. This is problematic on mobile devices.

    • @11alekon
      @11alekon Рік тому +3

      Yes but how would consumers run it at 60fps when u got million poly rocks everywhere? Not to mention not everyone has the latest and greatest hardware like devs do

    • @Gojira_Wins
      @Gojira_Wins Рік тому +3

      @@11alekon That's what Nanite does. It only renders the triangles you see in clusters. The closer you are, the higher resolution they get. Further away, it automatically lowers the triangle count allowing the frame rate to stay high.
      You should look more into nanite and how it works. It's incredibly amazing how it works. It's going to change how games look from now on.

    • @TheThouZands
      @TheThouZands Рік тому +5

      wait to see the size of your game

    • @chopsuey4698
      @chopsuey4698 Рік тому +1

      @@TheThouZands Exactly... I feel that soon we will end up with indie games 10x too big because "we don't need to do lowpolly anymore".
      It'll take up unnecessary space on the hard drive and have longer load times

  • @Trickyred12
    @Trickyred12 Рік тому +4

    What game is that in the background where the girl is throwing rocks?
    Its called “Control” if anyone was wondering

  • @threecheslch7990
    @threecheslch7990 Рік тому

    Great video! To the point, extremely informative, and only 3 minutes!

  • @PikaBolaChan
    @PikaBolaChan Рік тому

    i don’t know that much about 3d modelling , or like it, but my goodness you made this video so easy and entertaining to watch. and that narration? OOFT. you killed it bro!

  • @Fouldeep123
    @Fouldeep123 Рік тому

    I always enjoyed messing around with these, I was at a period of time where I was power learning and trying to make rocks look great, I knew that rocks have alot of peculiar angles and UV wrapping and texturing would master your skill for it, once I could deal with rocks, wrapping other things became pretty simple.

  • @jpalz
    @jpalz Рік тому

    this 3 minute video has taught me more about UVs and texture than hours of blender tutorials

  • @Headcrabman9999
    @Headcrabman9999 Рік тому +12

    In your left 4 dead 2 example at 2:46, that stretched brick wall is not a UV-wrapped model, it is a "Brush"-- a convex primitive defined by simple vertices in the map editor; scaling/stretching of textures on Source engine brushes are arbitrary and up to the mapper's own discretion

    • @dkxtro2562
      @dkxtro2562 Рік тому

      Funnily enough they use some Vector stuff to actually apply lightmaps and textures, there is no "UV map" for them to begin with
      I'm glad you pointed it out

  • @johand3114
    @johand3114 Рік тому +16

    I used blender since the beginning and uv mapping was extremely easy and fun

    • @JoBot__
      @JoBot__ Рік тому +2

      I love UV mapping with Blender too!

    • @Mart-E12
      @Mart-E12 Рік тому +2

      Never learned it, never know where to put the seams

  • @sashabagdasarow497
    @sashabagdasarow497 Рік тому

    Just 3 minutes and so well explained!

  • @generalgrievous5549
    @generalgrievous5549 Рік тому

    Thanks, you explained this concept much better than my professor did!

  • @DefinitelyNotRin
    @DefinitelyNotRin Рік тому +1

    Painted candy wrappers are my favorite example of UVs

  • @cgnovice2969
    @cgnovice2969 Рік тому +4

    You can also use tri-planar blending if it’s suitable for the texture in question

    • @Zx17OPv57i
      @Zx17OPv57i Рік тому

      arrête de ramener ta science

  • @tomasgarza1249
    @tomasgarza1249 Рік тому +25

    If the normal map, and texture match exactly at the seam cut, then the seam is invisible, but doing this would require special attention to every single 3D model, and usually a fast "good enough" is way more desirable than wasting time trying to get perfection.
    Edit: I just saw 2:30 you mentioned this

    • @renzocoppola4664
      @renzocoppola4664 Рік тому

      I would add: mostly the normal map and the vertex normals

  • @SVI_graphics
    @SVI_graphics Рік тому +6

    Normally is not a super big problem, but the problem can scale up depending on what you end up doing with the mesh. Sometimes you need direcctional maps, micro normals, procedural textures... . Every extra map you put on the texture can be a problem if you have bad cuts on the UVs

  • @domjancik
    @domjancik Рік тому

    Amazing explanation, great reminder :)

  • @professormoosesr6865
    @professormoosesr6865 Рік тому

    Thanks for the Control footage. Now I want to play it again. Just when I thought I'd kicked the habit.

  • @snowcloudshinobi
    @snowcloudshinobi Рік тому

    1:04 ah, the memories of opening one of these in ms paint and making clothes for that one block game.

  • @KamaKase
    @KamaKase Рік тому +14

    Unreal Engine Nanite might have something to say about the possibility of using million triangle rocks?

    • @arashi8876
      @arashi8876 Рік тому +2

      Yes

    • @Channel-ng2cd
      @Channel-ng2cd Рік тому +5

      To be fair, filesize is still a major problem in that situation, the unreal 5 demo was 100gigs lol.

    • @arashi8876
      @arashi8876 Рік тому

      @@Channel-ng2cd Agreed. However, The shipped file get reduced though.

    • @Jadebones
      @Jadebones Рік тому +2

      @@Channel-ng2cd who gives a shit? I've had a lot of downloaded games that had files sizes weigh in at 40-50gb.... None of them coming close to the detail levels of the UE5 demo.

    • @mikeluna2026
      @mikeluna2026 Рік тому +2

      @@Jadebones Not all games can be excused such a file size, specially stylized games. Makes the feature much more limited or to be used with care.

  • @shumailasikander9009
    @shumailasikander9009 Рік тому

    Absolute legend. Nice one

  • @mikeluna2026
    @mikeluna2026 Рік тому +19

    I watched this video 1 or 2 years too late, haha. Already had to learn all this by myself. Texel density is also a huge pain in the a** to learn.

    • @nemjef121
      @nemjef121 Рік тому

      I just click one button in 3DSMax to scale everything automatically and then rescale stuff if I need to. Are you doing it manually?

  • @TorQueMoD
    @TorQueMoD Рік тому +3

    You made a video about texture seams? lol. Very interesting :) The best way to hide seams for objects that don't move is to not use UVs at all by creating a world-aligned texture. It's limited to objects that won't move though, so there's that caveat.

  • @tomsterbg8130
    @tomsterbg8130 Рік тому +2

    The best part for Blender users is that you can automatically unwrap the mesh and I didn't even know there were seams before that. I knew that the texture gets cut, but not that it gets wrapped around a certain place of your object. It should be possible for you to hide seams if you fine tune the mapping of an object's seam.

  • @arico7923
    @arico7923 Рік тому

    The fact control is playing in the background speaks volumes

  • @7days280
    @7days280 Рік тому

    Your channel is the oasis in my desert of curiosity.

  • @matthewharber1632
    @matthewharber1632 Рік тому

    Excellent choice for a background game. Criminally underrated

  • @rickomax1
    @rickomax1 Рік тому +3

    The glitches in the first sample seem to be cause by flat normals on the object surface as well

  • @redfangtabris7405
    @redfangtabris7405 Рік тому +1

    If we created a new function for 3d modeling called like UV locking or something that would allow texture data to be saved to directly to the model it could be less painful

  • @ZomgLolPants
    @ZomgLolPants Рік тому

    Wild how I learned a lot of this just screwing around in second life ten years ago

  • @MeiSapphire1
    @MeiSapphire1 Рік тому

    Thanks great video and never thinks devs are lazy

  • @nicholasspidel1471
    @nicholasspidel1471 Рік тому

    I used to hate UVs, now I love them. It's one of my favorite tasks now, I just get into a flowstate with them.

  • @gabrielsandstedt
    @gabrielsandstedt Рік тому +4

    This issue only applies if using premade 2D textures instead of baking new ones from highpoly to lowpoly.
    If baking normalmaps and generating albedos from cavity maps, then the seams will not be visible anyways.
    So even without things like nanite or triplanar mapping, visible seams can be entirely avoided if the correct methods are being used.
    Visible seams is just lazyness or lack of knowledge on how to avoid them from the developers.
    For handdrawn textures seams can also be removed by entering a 3D-art program like mudbox, substance or 3D coat and just use a stamp brush or smudge over the seams.

    • @matthewgilchrist580
      @matthewgilchrist580 Рік тому

      Don't forget that developers make massive games in relatively short periods of time. Consider that it may be less about laziness or lack of knowledge, and more about budgeting, prioritization and deadlines :)

  • @pedrodesanti6266
    @pedrodesanti6266 Рік тому

    One way of avoiding seams is painting the texture directly or with procedural textures based on geometry position and not in uv, this way you can unwrap the uv in any way you want, but you will need to use aways the específic baked/painted texture on the mesh

  • @Clanps
    @Clanps Рік тому

    I've found the best program for getting rid of these lines in some background objects is Substance Painter. It's so easy and such a god send

  • @jasic1970
    @jasic1970 Рік тому

    Special Texture Techniques like Tri-Planar Mapping are also good in some cases (Rocks/Landscapes)

  • @Jamer508
    @Jamer508 Рік тому

    Can this be done dynamically in relation to the players camera? Hide the seems on the side the player isnt on.

  • @AssassinsCreedCentral
    @AssassinsCreedCentral Рік тому

    We can also use triplanar projection to hide them

  • @YoRHaUnit2Babe
    @YoRHaUnit2Babe Рік тому

    LOD settings: *sees rock*
    "I'm about to end this man's whole career"

  • @tiredboy7262
    @tiredboy7262 Рік тому

    yo the background stuff looks sick, where's it from?

  • @MyLittleWeirdFriend
    @MyLittleWeirdFriend Рік тому

    I have worked abit as a 3D generalist and this really showed me that 3D modelling wasnt my main interest. I love knowing how to do it for personal projects, but on a daily basis it just wasnt my thing. however as a generalist i got to try out a lot of stuff including VFX and material creation! now im on the journey to become a VFX artist! Cant wait blowing up shit is so fun!!

  • @00Clive00
    @00Clive00 Рік тому

    Was the reallyslow texture loading bug ever fixed for DX12nin Control?
    I ended playing in DX11 which meant no ray tracing, it was a shame as it was the first game I was planning to play when upgrading to an RTX3070.
    Still a great game.

  • @66777jason
    @66777jason Рік тому

    Showing control and how there's no visible seams or stretching or any flaws at all is great contrast. Seriously there are only like 5 other games that look that good.

  • @TimSlee1
    @TimSlee1 Рік тому

    God, I remember encountering this issue when texturing in Blender, would always try to find seamless textures to make it less noticeable.

  • @AllanElMelon1043
    @AllanElMelon1043 Рік тому

    Interesting is an overstatement

  • @holygenix6324
    @holygenix6324 Рік тому

    Is it possible for custom randomized texturing? For example, multiple color options to choose from and multiple textures. If it is possible, there may be a possibility to avoid this issue.

  • @infinitsai
    @infinitsai Рік тому

    I don't understand a thing in this video but still somehow appreciate game artists even more

  • @starjohnson3040
    @starjohnson3040 Рік тому

    You made that very interesting

  • @RetroPlus
    @RetroPlus Рік тому

    As a 3d modeller this is the kind of thing that keeps me awake at night

  • @Soguwe
    @Soguwe Рік тому +16

    Yeah, UVs are really cool
    But fuuuuck are they a lot of work
    Can't wait for AI to take over with that, it's way too much a slog

  • @TheSadMusician
    @TheSadMusician Рік тому

    I really enjoyed this video

  • @Ren3gaid
    @Ren3gaid Рік тому

    That game which you show looks sooo good
    Especially around 2:42 , this is how Star Wars has to be like

    • @Chackal68
      @Chackal68 Рік тому +1

      It's called Control, it has been known to be nice. I think it was free at some point on the epic games store

  • @danmccabe9889
    @danmccabe9889 Рік тому

    Fun part about this is somtimes you can have a perfectly seemed object but if your smoothing isnt correct or your base normal or UV islands arnt set up correct that can also create a seam.
    overall though if you can get good at UVs it goes from being a pain in the ass to something that can be used to unlock so much potential in your work saving memory and time. just ask vfx artists those guys are sorcerers with the UV space

  • @Akko1
    @Akko1 Рік тому

    As Maya user, auto seams detect was my friend for those environmental Zbrush decimated objects.

  • @wydua2049
    @wydua2049 Рік тому

    i just mirrored the texture of the rock so seam is visible only on top where noone is supposed to look in my model
    but honestly whole thing was an improvisation because rock was actually a macro shot of smaller rock

  • @robertomcneely2283
    @robertomcneely2283 Рік тому +1

    So like, I get it was an informative vid. And it was VERY interesting to learn why I see some seams on some games...But I kept getting distracted by the background game....what was it?

  • @sortout1
    @sortout1 Рік тому

    What game is being played in the background

  • @wolfgangtell1257
    @wolfgangtell1257 Рік тому

    helps to have things like substance painter and use tri-planer projection

  • @psdmaniac
    @psdmaniac Рік тому +1

    Seam can be invisible if you create texture and UVs in correct way. It was always like this that why i don't understand "why does this happen to video game textures?" question.

    • @adriannaoshea
      @adriannaoshea Рік тому +1

      Its all trade-offs. If you create a bespoke texture for every rock and tree, then you will avoid all seams. However, this means every variation of rock and tree require a bespoke texture, increasing artist workload and also game memory to call all those specific maps. Clever UV mapping tricks allow you to use the same tiling texture for multiple assets to save time and get better performance at the cost of a few visible seams that most players won't look at long enough to notice.

  • @cpl.bananaman1529
    @cpl.bananaman1529 Рік тому

    What game is being played in the background?

  • @shoddypeasant8762
    @shoddypeasant8762 Рік тому

    could u tell me why the LoD for the people in rdr1 go down whenever im playing poker

  • @HappyTheory
    @HappyTheory Рік тому

    Love this vid

  • @Povilaz
    @Povilaz Рік тому

    Very interesting.

  • @missing_the_texture
    @missing_the_texture Рік тому

    they are cool but hard for a solo game maker like me and it took a long time , so i just add a material and make object flat color and make it better by lighting😅

  • @edanliahovetsky4484
    @edanliahovetsky4484 Рік тому

    What game where you playing in most of your background footage? (Not Apex)

  • @michaelmcqueeferton6911
    @michaelmcqueeferton6911 Рік тому

    Is there somewhere I could learn the vocabulary you are using to describe this problem? I am a fluent English speaker but I have a hard time understanding what you are describing since I’m not used to words like mesh and texture in this context.

  • @XZ-III
    @XZ-III Рік тому

    Ive seen mipmapping kinda fix this in old games and my example being prey the original one running lowest settings every character has a seam running down the middle of them and turning on mipmaps smoothens the character models out it's probably different though

  • @wobblyboi
    @wobblyboi Рік тому

    what's the background song called?

  • @briotous8317
    @briotous8317 Рік тому

    Been playing zelda 64 games and i notice texture seams everywhere. The developers had to work with very limited software to texture everything as best they could

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 Рік тому

    When I bake textures from procedural material, or from triplanar mapping with blending or its texture paint, this issues are not present. its just pre made square flat textures mapped through uv onto object, this why seams are visible, so its just end of texture sort of saying.

  • @seba0456
    @seba0456 Рік тому

    What are you game is playing in background?

  • @heartlez58
    @heartlez58 Рік тому

    This guy really just explained why a few pixels look off in a video game.

  • @autodriv3r405
    @autodriv3r405 Рік тому

    Set Smoothing Groups From UV Shells before Baking!

  • @DARK_AMBIGUOUS
    @DARK_AMBIGUOUS Рік тому

    I usually make the texture in an unwrapped view, then I go to the 3D object, look for seams, and then use Blenders Smear tool to smear the seams on the 3D object, that way they are hidden from all sides

  • @ashtongiertz8728
    @ashtongiertz8728 Рік тому

    1:25 and of course, the tool for automatically reducing the number of polygons can't be bothered to avoid merging faces separated by a seam marked edge.

  • @jeremygong4190
    @jeremygong4190 Рік тому

    Bevel or edge loops before you smooth the “normal”

  • @MC_Gameing6917
    @MC_Gameing6917 Рік тому

    this is similar to how animal crossing new horizons and how they UV map textures and bump map at the same time its a very excellent and good way to save on resources just make a model lower the polygons and add a bump map reflectivity is drawn by bump map and UV mapping for the main texture "color"

  • @penpcm
    @penpcm Рік тому

    some times it brakes near the seems because it is a normal map issue.

  • @lukabrasi001
    @lukabrasi001 Рік тому

    there's one or two more ways around this. namely, Triplanar texture projection, or texture baking

  • @635574
    @635574 Рік тому

    I used to be a texture modded in GTA 3-4 era and textures are very tricky when it comes to mip maps, eleven if you uv something correctly, that is no guarantee the lower res texture arent going to be shit.

  • @ToughMrBones
    @ToughMrBones Рік тому

    more detail please