How to reduce Poly Count for game assets (Arijan)

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 29

  • @cgnovice2969
    @cgnovice2969 Рік тому +7

    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

    • @virxest
      @virxest Рік тому +1

      The goal was to make a game where everything can be overturn, that's why the 360-degree attention to detail.

  • @makebreakrepeat
    @makebreakrepeat Рік тому +6

    How did you know I was making game assets?! Thanks for making this video :D

  • @vizdotlife
    @vizdotlife 11 місяців тому +2

    This tutorial was loaded with amazing tips! Just saved to watch again later!

    • @ArijanRace
      @ArijanRace  11 місяців тому +2

      New tutorial coming soon, thank you

  • @FiveLAPD911
    @FiveLAPD911 3 місяці тому

    Finally... a video that makes sense! Thank you

  • @penguin7682
    @penguin7682 3 місяці тому +2

    - How f***ing fast do you want your tutorial?
    - Yes.

  • @vizdotlife
    @vizdotlife 11 місяців тому

    Been wondering how to do this process for baking normals for a while! Thank you thank you Aryan!

  • @xuanfox7287
    @xuanfox7287 Рік тому +2

    your channel is the most important one to learn blender

  • @TheOneTheyCallTim
    @TheOneTheyCallTim Місяць тому

    Teaching so fast his shirt clipped out

  • @loopcuthero
    @loopcuthero Рік тому +1

    Thanks, but the audio volume could be increased.

  • @GameDev1
    @GameDev1 Рік тому

    Thank you! How would you create LODs, preferrably via some kind of automatism?

    • @Jay-og4yb
      @Jay-og4yb 10 місяців тому

      Duplicate and decimate

  • @Black_Meh
    @Black_Meh Рік тому

    Common Arijan Win

  • @sonykriswantoro9035
    @sonykriswantoro9035 Рік тому +1

    Tutorial rig in train please

  • @maxsaylor9333
    @maxsaylor9333 Рік тому

    perfect

  • @falaksher3849
    @falaksher3849 Рік тому +1

    How we make steel net with this method

    • @Eisenwald64
      @Eisenwald64 Рік тому

      It's probably a plane with a few physics simulations, normal maps and textures with transparent sections.

  • @sametver7925
    @sametver7925 Рік тому

    Great!

  • @PopcornSticker
    @PopcornSticker Рік тому +6

    You're like Tate but for blender tutorils

    • @xofox_studio
      @xofox_studio 11 місяців тому

      how to unseen this? 😂😂

  • @holtrixstudios
    @holtrixstudios Рік тому

    Not always applicable, especially for unreal engine 5 with nanite, its not longer and issue for a lot of people and games.

    • @marek_lysek
      @marek_lysek Рік тому +1

      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.

    • @holtrixstudios
      @holtrixstudios Рік тому

      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.

    • @marek_lysek
      @marek_lysek Рік тому +1

      @@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...

  • @gamingh.a368
    @gamingh.a368 Рік тому

    W 🎉

  • @darksideshadowofnight
    @darksideshadowofnight Рік тому

    wow

  • @MedicinalMJ
    @MedicinalMJ Рік тому +1

    FIRST!