On the topic of having geo that isnt seen. Not only does it chew up unnecessary polycount, it also uses up valuable UV space. Everything that can be omitted from the UV will yield a higher resolution texture
Reducing the number of polycounts or removing invisible faces is good in any case. Nanite is not "salvation". But not every one is making high end pc or console game. On the other hand, if we model what player can't see in game, it's a waste of time.
I agree on removing things that are not seen, for if you really want to squeeze in that few more sub-d to get better quality for AAA game using ue5, it's worth it.
@@holtrixstudios if your target platforms are new consoles or powerful computers and you want to make cutting edge graphics, Nanite with high poly models is great for this case. After all every 3d artist should know how to optimize 3d meshes, even in other industries than game development...
On the topic of having geo that isnt seen. Not only does it chew up unnecessary polycount, it also uses up valuable UV space. Everything that can be omitted from the UV will yield a higher resolution texture
The goal was to make a game where everything can be overturn, that's why the 360-degree attention to detail.
How did you know I was making game assets?! Thanks for making this video :D
This tutorial was loaded with amazing tips! Just saved to watch again later!
New tutorial coming soon, thank you
Finally... a video that makes sense! Thank you
- How f***ing fast do you want your tutorial?
- Yes.
Been wondering how to do this process for baking normals for a while! Thank you thank you Aryan!
your channel is the most important one to learn blender
Teaching so fast his shirt clipped out
Thanks, but the audio volume could be increased.
Thank you! How would you create LODs, preferrably via some kind of automatism?
Duplicate and decimate
Common Arijan Win
Tutorial rig in train please
perfect
How we make steel net with this method
It's probably a plane with a few physics simulations, normal maps and textures with transparent sections.
Great!
You're like Tate but for blender tutorils
how to unseen this? 😂😂
Not always applicable, especially for unreal engine 5 with nanite, its not longer and issue for a lot of people and games.
Reducing the number of polycounts or removing invisible faces is good in any case. Nanite is not "salvation". But not every one is making high end pc or console game. On the other hand, if we model what player can't see in game, it's a waste of time.
I agree on removing things that are not seen, for if you really want to squeeze in that few more sub-d to get better quality for AAA game using ue5, it's worth it.
@@holtrixstudios if your target platforms are new consoles or powerful computers and you want to make cutting edge graphics, Nanite with high poly models is great for this case. After all every 3d artist should know how to optimize 3d meshes, even in other industries than game development...
W 🎉
wow
FIRST!
SECOND!