Tips for Optimizing Game Assets in Blender

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 212

  • @rileyb3d
    @rileyb3d Рік тому +73

    Thanks for having me on this one!

    • @adameskoo
      @adameskoo Рік тому +1

      Hey, I just wanted to say that I'm a huge fan of your style and form of explaining things in Blender and I would definitely be interesting to see some kind of paid extensive course on creating assets or scenes. Have you thought about it? :) Have a nice day!

    • @josephburgan3D
      @josephburgan3D Рік тому +3

      I feel like this should be pinned 🤷

    • @SubrosaRose
      @SubrosaRose 8 місяців тому

      I have to ask do you triangulate only in Blender or you should also do that for Substance Painter?

  • @SeanLewisArtistry
    @SeanLewisArtistry Рік тому +170

    Great tutorial, just one note though.
    When channel packing, something I've seen more often is the ARM order; it's simply the order correlation between RGB and the metallic, AO, and roughness.
    The ease of memorizing the acronym ARM is probably why it's used more often for industry standards. It's often just called an ARM map.
    ARM->RGB
    (AO to red | Rough to green | Metallic to blue).

    • @rileyb3d
      @rileyb3d Рік тому +14

      Love it! Great note. As long as the roughness is in the green channel. Apparently green has the best compression and preserves more data for roughness, which is often the more complex map of the three.
      I love the ARM abbreviation. I'll remember that one!

    • @ChrisD__
      @ChrisD__ Рік тому +8

      I usually see it abbreviated as ORM in game engines. Godot has a built in material option specifically for handling ORM PBR materials out of the box.

    • @Tertion
      @Tertion Рік тому +1

      Just use what satisfies your need. For example, for those assets that I want to have more ganular controls in-engine, I make a specific ACG map (Ambient occlusion, Curvature, Grunge) for procedural stuff.

    • @Tertion
      @Tertion Рік тому +5

      @@ChrisD__ Its exactly the same but use O for "Occlusion" instead of A for 'Ambient occlusion".

    • @BlenderUnreal
      @BlenderUnreal Рік тому +1

      ARM!!! thank you. this is easy to remember!

  • @the_Winecube_Collective
    @the_Winecube_Collective Рік тому +62

    you might've made the most helpful texture baking tutorial I've ever seen for blender. thank you

  • @SarahsPortfolio
    @SarahsPortfolio Рік тому +18

    dude that channel packing tip is genius

    • @rileyb3d
      @rileyb3d Рік тому +3

      It can be a real optimization save! Someone mentioned this here already, but I'll make mention again. In the video I did MRO (metallic, roughness, occlusion).
      It's worth mentioning that what looks to be the more common method is ARM or ORM (occlusion, roughness, metallic).
      Might be worth mentioning if you're looking to pick up habits that are a bit more common.

  • @FlooferLand
    @FlooferLand Рік тому +10

    It's INSANE how many useful tips you've managed to fit into this one 10 minute video. Genuinely, I've been doing 3D modeling and game development for years now and I haven't been able to learn or figure out most of the stuff in this video.

  • @robertmayster7863
    @robertmayster7863 Рік тому +19

    You can also pack ambient occlusion into the tangent space normal map by simply scaling the normal by AO. You wouldn't even need to unpack it, because any lighting calculations would inherently scale with the dot product of the normal as long as you don't re-normalize it. Some game engines can be tricked by that and effectively give you AO without specifying an AO map or using an AO capable shader at all.
    Also, for very flat, shiny surfaces (polished coins, mirrors etc.) an 8 bit per channel normal map doesn't cut it because you see banding appear in the normals. In that case, you can just pack nX and nY in a single texture, but use two color channels for each, effectively making it a 16 bit fixedpoint value. The z-coordinate then has to be recovered by sqrt(1 - nX^2 - nY^2)
    Keep in mind that your baked texture don't all need to be of the same size. While it maybe tempting to bake AO together with metalness/roughness, there are many cases where you need a much higher resolution for metalness than for AO - so it would make sense to factor out the AO map or use the above trick for baking it into the normal map.
    If your textures are more of a cartoonish flavor where you have lots of sharp stylized features, make sure that all straight lines in your texture run parallel to the image borders in UV space - even if that means a sub-optimal UV unwrap. If any high-contrast lines in texture space run at an angle, you wll see magnification artifacts in form of the well known "vasarely squares".
    These don't show up if the magnified line is straight in texture space. With clever texture layout, you can completely eliminate those artifacts and get away with a very much reduced texture resolution.
    Lastly, you may want to check whether your engine supports object space or even world space normal maps.Tangent space normal maps are actually meant to be used for animated objects or in case you need to apply a repeating pattern to a non-planar surface. You don't gain anything with tangent space normals when you're baking them and your object doesn't animate or deform. In those cases, object space normal maps are way faster because they don't need the engine to set up a tangent space frame at every vertex. They also don't suffer from any tangent space related ambiguities like texture space winding order, degenerate UVs or topological singularities.

  • @WelhamGaming
    @WelhamGaming Рік тому +52

    Very helpful, baking is always a pain in the butt. The sharpen trick is really nice too!

    • @rileyb3d
      @rileyb3d Рік тому +1

      Thanks! I didn't have time to cover it in this video, but "simple bake" is a great addon to streamline the baking workflow in Blender.

    • @Toskyval
      @Toskyval Рік тому

      @@rileyb3d I've followed every step of the map sharpening part (fresh Blender 3.6.2 install) and yet the diffuse map doesnt get affected by that filter node whatsoever I do. Any suggestion?
      Found the solution: inside the Image Editor I was (wrongly) selecting the baked texture instead of "Render Result" (after that I also connected a Viewer node ||| along with the Composite node ||| to the sharpening filter node)

  • @PhotiniByDesign
    @PhotiniByDesign Рік тому +7

    Channel Packing is something that always confused me, I could never get my head around it, but this explains the process perfectly, thank you.

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks for checking it out! I don't know if I can post links here, but if you google "what is channel packing maartenhof" you'll get a really excellent article to read up more on.

  • @Methylviolet
    @Methylviolet 2 місяці тому

    Holy moly this is one of the best tutorials I've ever seen. Beautifully clear, not too fast or slow, and exactly what I wanted to know with no filler. Thank you!

  • @krunkinheimer
    @krunkinheimer Рік тому +1

    something about a good optimized mesh is just so beautiful to see

  • @nerro984
    @nerro984 Рік тому +5

    One tip, you can denoise a noisy ambient occlusion using the compositor, much like using the diamond sharpen node, just with the denoise node instead.
    Another thing that I like to do when using the compositor to edit an image is to plug the result to the compositor viewer instead of render output.
    This way I don't have to set the render resolution the same as the input image, altough it does need a bit of extra step after pressing render, and that is switching the view to viewer node.

  • @bank8489
    @bank8489 Рік тому +4

    wow was this one of the best game asset tutorials on the internet. great job.

    • @rileyb3d
      @rileyb3d Рік тому +1

      Thanks! That's great to hear.

  • @GM-hb1vr
    @GM-hb1vr Рік тому +4

    finally a gamedev related video, this might be the most useful video you've ever done on this channel.

  • @aresnir2725
    @aresnir2725 Рік тому +8

    This model can be optimized for a game even more, removing all greebles and grids and translating them to baked normal map. It will look just the same as with actual geometry. For open grids alpha channel transparency can be used. Also, baking 2K maps is much faster than 4K.

  • @davexmit
    @davexmit Рік тому

    Well this solves the mystery of the channel separation nodes i see in purchased assets. Thank you!

  • @hintze_r
    @hintze_r Рік тому +2

    I think this is one of best videos I've seen about baking. Thanks for sharing!

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks! Just watched some of your UA-cam stuff as well. Loved the aesthetic of your "moving meditations" submission.
      Thanks for watching.

    • @hintze_r
      @hintze_r Рік тому

      @@rileyb3d Thanks a lot for stopping by, I truly appreciate it 🙏

  • @BrassPetals3Voices
    @BrassPetals3Voices Рік тому +3

    Fantastic video! This baking info will help a lot. Your approach to showing and not just telling is great. If you were to get a chance to do so, a similar approach to explaining your procedural texturing would be a dream vid for me. It’s a struggle sometimes!

  • @ramanrafiq7888
    @ramanrafiq7888 Рік тому +2

    The texture bake explaining was so well and easy thanks alot!

  • @AndyBegg
    @AndyBegg Рік тому +4

    That sharpen trick is really great!

    • @rileyb3d
      @rileyb3d Рік тому +1

      One of my favorites! It might not be appropriate for every style, but I find it especially useful with grungy/realistic assets.

  • @creeyuwan2733
    @creeyuwan2733 Рік тому +2

    Hey Riley !
    Wow ! Thanks for this !
    I will definitely consider, buying this course from you, when i want to get serious with modeling myself.
    Much expertise of yours, going into these 3 Minutes of video!
    And it's nice and quiet at the same time. No music, that would cover your valuable explanations.
    Thanks a lot.
    Greetings from germany, europe, earth
    🌏🥰

  • @zallesyn4686
    @zallesyn4686 Рік тому

    golden production level, down to the point, well written, understandable. good

  • @SolarTara
    @SolarTara Рік тому +2

    Would love to add this isn't the only way to optimize for games!
    There is trim sheets, texture atlases, & tiling textures that can also greatly reduce draw calls and texture memory usage. Those of you wanting to dive deeper should look into those concepts as well!
    It's counter intuitve but sometimes when building larger scenes its better for an object to have 4 different materials on it (yes that increases draw calls) but its countered by the fact that 50 other objects in the scene also use those same for materials. Thus reducing the total drawcalls for a scene rather then every small object using their own materials / baked textures

  • @SianaGearz
    @SianaGearz Рік тому +1

    The antenna junction above flat surface introduces possible surface Z-fighting. Separate high detail grill insert introduces T-Junctions, so it's best to extend it somewhat so geometry pieces overlap and obscure a crawling dots line, but that too can cause Z-fighting. It depends, sometimes in a game engine for a given game design it may be impossible to set a suitably far nearplane to suppress Z fighting well enough, it would necessitate modelling which isn't prone to these issues, where the topo is cohesive.
    On the flip side no game engine ever objects against triangulated, decimated models. The quad topology is for your modelling/modification purpose only, and there are topos which are not editor friendly but render absolutely beautifully, think icosphere sections.
    Oh also long skinny polygons kill ROP bandwidth. If you are triangulating a circle, and really care about its bandwidth consumption (you don't always care), make a big triangle in the middle and arrange smaller ones around it, this way the bulk of the area has no quad overhead. Rendering occurs in 2x2 pixel quads, where whether 4 pixels are occupied in a given triangle or just one pixel, it takes the same time, so it pays to minimise total polygon perimeter and populate the bulk of the area with few polygons.

  • @symaplasym3441
    @symaplasym3441 Рік тому +2

    Will there be a tutorial on this TV? A very interesting part of the procedural texturing of this prop.

  • @danabu-reish8743
    @danabu-reish8743 Рік тому +2

    Yesss, I can finally use my procedural mats in peace. Thank you!

  • @Dianaranda123
    @Dianaranda123 Рік тому +1

    Finnaly! someone explaining this how to bake a Texture.

    • @rileyb3d
      @rileyb3d Рік тому +1

      I'm glad it was helpful! I also love the "simple bake" addon in Blender. It takes the process I just showed, but makes it even faster and more intuitive.
      For this video I wanted to make sure the foundational principles are there, so I showed it in vanilla Blender.

    • @Dianaranda123
      @Dianaranda123 Рік тому

      @@rileyb3dWhich is fantastic because i have been trying to get how this work for years now.
      Seeing as i ended up just using Substance Painter instead.
      While i wanted atleast some of the node stuff to also go onto Substance Painter as texture, just never managed to get how baking works.

  • @samgoldwater
    @samgoldwater Рік тому +1

    Super lucid, expertly delivered - thank you Riley!

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks for coming by to watch!

  • @alexvith
    @alexvith Рік тому +25

    I was totally unaware that you can use one image, copied over multiple materials, to bake each separate material into a single map. My process would have been to copy the object, create a new material for the new one, and then go for a Selected to Active baking method (which I notice it sucks most of the times).

    • @rileyb3d
      @rileyb3d Рік тому +4

      Yes! Valuable feature; however, like a lot of Blender features, it's not extremely obvious.

    • @alex-qn5xp
      @alex-qn5xp Рік тому

      @@benhunter8551 They could make some UI tweaks to make it more intuitive but I think the process is pretty easy already.

    • @vladimirpetrusev3480
      @vladimirpetrusev3480 Рік тому

      @@benhunter8551 really? nice, where can I find the addon. and is it for free?

    • @ChillieGaming
      @ChillieGaming Рік тому

      ​@@benhunter8551or just use substance painter/designer to bake.
      They are very cheap.
      20 dollars per month and u get both of them with 3d sampler(*it's single photo to pbr material AI is really good specially if u have an nvidia RTX series card.

  • @next1291
    @next1291 Рік тому

    Just something i wanted to mention regarding the cut tool you used at 0:59 i always use the edge collapse and delete edge loop to terminate loops where possible, there are some clicks to be saved, those work fine instead of the cut tool for the kinda thing you were doing in the vid :)

  • @Ahtisham
    @Ahtisham Рік тому +3

    I would love to see a course or tutorial maybe on how you did the texturing, because i am always interested in how someone would make something like that without using Substance Painter

  • @kevlargames1860
    @kevlargames1860 Рік тому +5

    You can also make the vents a 2d plane with a transparent texture like they do with fences

    • @SianaGearz
      @SianaGearz Рік тому +5

      Just make the vents pure absobent black, not even transparent.

    • @kevlargames1860
      @kevlargames1860 Рік тому +1

      @@SianaGearz true! I guess at that point it comes down to how much detail you want

    • @SianaGearz
      @SianaGearz Рік тому +2

      @@kevlargames1860 and how robust your systems for lighting etc are, since we're taking interactive rather than production class rendering. Because there's a high likelihood that the inside of the TV even if it were fully modelled won't be correctly lit, with some light spilling where it shouldn't and showing wrong directional cues and just looking weird.

    • @kevlargames1860
      @kevlargames1860 Рік тому

      @@SianaGearz yeah that’s true too if it where like a product demo then totally have some extra detail but if it’s a real time render then chances are players wouldn’t look that deep into detail so might as just use the black background in most cases

  • @Zev_Reef
    @Zev_Reef Рік тому +92

    Thanks, as a self punishing perfectionist I wrongly thought a model had to be made from one watertight perfect quad mesh.
    I should unlearn thinking like that lol.

    • @rileyb3d
      @rileyb3d Рік тому +13

      I'm right there with you! It's taken me a while to accept the reality that I'm better off just disconnecting parts. Once you get the hang of it I think you'll love it. It's a much more forgiving way to go about modeling.

    • @Dianruakrhakakks
      @Dianruakrhakakks Рік тому +9

      Use the correct words. It's separate meshes not objects...if you separate objects it means more materials, which makes the game laggy. Separate mesh not objects!

    • @Zev_Reef
      @Zev_Reef Рік тому +15

      @@Dianruakrhakakks
      I understand what you mean but I was not referring to blender objects, just a 3d mesh in general
      And you forget, separate objects can all share the same material and UV. (In Blender)

    • @zhulikkulik
      @zhulikkulik Рік тому +4

      The basic idea is “do it as it is IRL”
      It's better to have 6 stretched cubes for a simple table than trying to merge legs with frame and top.
      For the most part - it's both easier and better to make a model out of its parts than it is to model it as one piece. You don't get to mess with topology as much, you can unwrap easier and you can quickly make variations of your model.

    • @Zev_Reef
      @Zev_Reef Рік тому

      @@zhulikkulik Ye true

  • @Q1w1N
    @Q1w1N Рік тому +1

    Bunch of DOPE tricks. Thanks ❤

  • @displaced_vertex
    @displaced_vertex Рік тому

    The most useful video for 3D artists!

  • @Achelon
    @Achelon Рік тому

    Wow, I've always used the selected to active trick, never knew this way. Subscribed!

  • @mousemadecontent2126
    @mousemadecontent2126 Рік тому +1

    Very nice tutorial - thank you very much for sharing :).

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks for watching!

  • @vikaskumar-lr4cn
    @vikaskumar-lr4cn Рік тому

    amazing tutorials you have shared thanks a lot CG Cookie🙏

  • @nahoj.2569
    @nahoj.2569 Рік тому +1

    Excellent and concise video.

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks! I do my best to cut the fluff in my videos. I'm glad it's appreciated.

  • @vectordexter5393
    @vectordexter5393 Рік тому

    Loved the sharpening tip, thanks

  • @davidgardener1152
    @davidgardener1152 Рік тому +1

    super useful video! thanks so much

    • @rileyb3d
      @rileyb3d Рік тому +1

      Thanks for taking the time to watch!

  • @Xavy2ko
    @Xavy2ko Рік тому +1

    Awesome Tips!

  • @3dLapso_English
    @3dLapso_English 7 місяців тому

    Really great tutorial, thanks for sharing!

  • @wafi5576
    @wafi5576 Рік тому +1

    this is super useful. would love to see more like this

    • @rileyb3d
      @rileyb3d Рік тому +1

      Is there a particular topic you have in mind? Or would you just be happy to see more game dev or asset creation content in general?

    • @ChillieGaming
      @ChillieGaming Рік тому

      ​@@rileyb3dGame dev asset creation techniques please.

    • @wafi5576
      @wafi5576 Рік тому +1

      @@rileyb3d i liked this video because it showed me a bit of workflow and it looks really profissional . to answer your question i would say i want to see more detailed look into assets pipeline whether its characters, assets or any other field in 3D.- i say this as one who is very decent in modeling and texturing. but in a real work situation i would total be a noob.

  • @Sh-hg8kf
    @Sh-hg8kf Рік тому +1

    6:25 Here, why do we set it to emit instead of diffuse? Isn't diffuse specifically for the base color?

  • @wespenwald1297
    @wespenwald1297 Рік тому

    Finally something on game assets again! Wonderful video :)

  • @nahum9537
    @nahum9537 Рік тому +1

    It was very helpful, and Baking increases performance.😉

  • @sebbosebbo9794
    @sebbosebbo9794 Рік тому

    great short Tips. thx...
    renderer Cycle baking settings is also big impotant part and hassle spot ...
    color space too...special f. beginners...
    hope you can bring light to that too

  • @RedHedDes
    @RedHedDes Рік тому +1

    Great video! Thanks.

  • @TacticsTechniquesandProcedures

    3:14. Makes total sense. I can work much faster with meshes separated but on the same UV.

    • @rileyb3d
      @rileyb3d Рік тому

      Absolutely! I still make bad decisions on where to separate and what to leave unified, but I feel like those are the decisions that improve with practice.

  • @GoopyGoblins
    @GoopyGoblins Рік тому

    the sharpen part... is so damn smart...

  • @HollowsDarkness
    @HollowsDarkness 8 місяців тому +1

    For the vent, would it be better to make an alpha channel with it and just kinda "cut" out the vents and just make it all a texture?

  • @tannguyenvan8546
    @tannguyenvan8546 Рік тому

    That's great tips... thank you guys !!!

  •  Рік тому

    How important is it to create a high poly model first and then baking from that? Especially for the normal maps, that should give better details in the final model

  • @oxyplik3542
    @oxyplik3542 Рік тому +2

    insane cool ! thank you !

  • @ThadeousM
    @ThadeousM Рік тому +1

    Perfect thank you!!

  • @herbertpimentel
    @herbertpimentel 4 місяці тому

    OMG this is insanely good

  • @masimyildiz
    @masimyildiz Рік тому

    Thank you, great tips. ❤

  • @alessandromarostica7767
    @alessandromarostica7767 11 місяців тому

    Awesome Tut!!! Thanks!

  • @garchu3214
    @garchu3214 Рік тому +1

    first time hearing about channel pack

    • @rileyb3d
      @rileyb3d Рік тому

      Someone mentioned here already, but I'll bring it up again. In the video I did MRO (metallic, roughness, occlusion, in RGB order).
      It's worth mentioning that what looks to be the more common method is ARM or ORM (occlusion, roughness, metallic).
      Might be worth mentioning if you're looking to pick up habits that are a bit more common.

  • @SrujanRaghavendra-y9h
    @SrujanRaghavendra-y9h 7 місяців тому

    I request you to make a detailed procedural texturing tutorial of this Television set.

  • @Ajasmm02
    @Ajasmm02 Рік тому

    Expecting more videos related to Game Dev.

  • @noname-name_no
    @noname-name_no Рік тому

    Thank you!

  • @realdotty5356
    @realdotty5356 Рік тому

    That model is insanely realistic

  • @Bizzomephisto11
    @Bizzomephisto11 Рік тому

    thank you for this.

  • @vikaskumar-lr4cn
    @vikaskumar-lr4cn Рік тому

    please could you make tutorial on how you textured this model

  • @RaveYoda
    @RaveYoda Рік тому +1

    Wow, so good!!!

  • @VJK102
    @VJK102 7 місяців тому

    Nice tutorial. Just didn't get the point of baking the color as an emission texture instead of a simple diffuse one

  • @pawnix4122
    @pawnix4122 Рік тому +1

    This is good, but also very time consuming. In Substance, i can just paint and export and the softqare does all the manuall stuff for me.
    I like that this stuff can be done solely in Blender to a VERY high quality.

  • @ApexPredatorM82
    @ApexPredatorM82 24 дні тому

    How to bake displacement textures please can you guide

  • @dougieladd
    @dougieladd Рік тому

    Good tut!

  • @omeizasanni
    @omeizasanni Рік тому

    Please can you cover how you textured this model

  • @rikkasummer2784
    @rikkasummer2784 Рік тому

    please make more game creation using blender....because i am quite interested in this development recently

  • @Nenoe721
    @Nenoe721 Рік тому +1

    Thanks for this! Just one question, do we triangulate before unwrapping or just before baking (thinking UE auto lightmaps matching so those verts in such don't change down the line.).

    • @rileyb3d
      @rileyb3d Рік тому

      I unwrap before triangulation. When modeling from quads with edge loops, it's much easier to set the seams before triangulation. I haven't personally had issues with this workflow.

  • @silveira3dmarcos
    @silveira3dmarcos 5 місяців тому

    Amazing!!!

  • @Tertion
    @Tertion Рік тому

    Nice, there is not enough Blender to game engine tutorials out there !!

    • @rileyb3d
      @rileyb3d Рік тому

      Thanks! Hoping to change that.

  • @aliakbarzade230
    @aliakbarzade230 Рік тому +1

    Doing it this way doesn't require you unplugging metallic node. Cool.

    • @rileyb3d
      @rileyb3d Рік тому

      Yeah, since we're isolating the diffuse (as far as I know), metallic will not interfere.

  • @jannraquitome8495
    @jannraquitome8495 10 днів тому

    What if you have to turn a high-poly mesh to a low-poly one?

  •  Рік тому

    Beethoven, 7th Symphony, 2nd Movement at 00:42 ? Good video ;)

  • @ChrisD__
    @ChrisD__ Рік тому +19

    You should probably make sure you bake the data textures as linear and not sRGB, they will break or just be generally worse quality in your game engine otherwise.

    • @sebbosebbo9794
      @sebbosebbo9794 Рік тому +1

      is this a node setting... f.e. normal baking change this setting even too non linear..? or Im wrong...is it a color space or render setting change ..!

    • @SolarTara
      @SolarTara Рік тому

      sRGB is perfectly fine for colour maps, and when saving out other maps like AO, Roughness, or packed ones, etc. You use TGA or similar file format that by default isnt sRGB. Than within the engine you just have to make sure that they do not use sRGB for those maps. Unreal engine detects Normal and packed images on its own

    • @ChrisD__
      @ChrisD__ Рік тому

      @@SolarTaraYeah I forgot to specify that I was talking about the textures with just data in them.

    • @ChrisD__
      @ChrisD__ Рік тому +1

      @@sebbosebbo9794 The setting appears both on the node & texture in the image editor. It's not your render color space, just the color space for that texture. You have to rebake for it to take effect.

  • @fellastout
    @fellastout Рік тому

    So you export 4k maps but use 2k for game engines? If so, how does the quality of the image hold up? Does the sharpening tip you shared come through when scaling down the image or does it depend which image format we use (jpeg, jpg, png...) when baking and saving?

    • @MakotoIchinose
      @MakotoIchinose Рік тому +1

      2K resolution still generally hold up well, and you can add detail texturing in the game engine. Idea being blending the base textures with scaled textures for the micro details, helping to hide the pixel interpolation upclose.

  • @richardforthrast8508
    @richardforthrast8508 Рік тому

    Are the topology changes necessary if you are using nanite in ue5?

  • @rj_enoz
    @rj_enoz Рік тому +1

    Notes :
    1. Localize geometry :
    Add edition geometry but only near it.
    2. Dissolve the edge that does not affect the silhouette contribution
    3. Break up the mesh to not include more geo
    4. 1 Single Material less draw call
    Safe Practice :
    After triangulating, Texture Baking.
    Channel Packing = R,G,B Different = Metal, Roughness, Aimbient Occlusion
    8:42
    Blender Compositor :
    Color Management
    standard
    Compositor
    Filter node
    (Diamond Sharpen .5)

  • @sanchitsinghal3111
    @sanchitsinghal3111 Рік тому

    Hey loved the video, mind sharing the texture file?

  • @jfun300
    @jfun300 Рік тому

    strange music at the end... oddly inspiring

  • @berkulas5207
    @berkulas5207 8 днів тому

    Grills also could be bake too

  • @benas763
    @benas763 Рік тому +1

    But why triangulate? Is there some benefit from keeping them all quads ?

    • @BainesMkII
      @BainesMkII Рік тому +2

      Game engines will automatically convert everything into triangles, but automatic conversion may not split a quad the way you would prefer. If you handle the triangulation yourself in Blender, then you can look for and fix any such issues.
      For example, any quad that isn't perfectly flat will either "bend in" between one pair of opposing vertices or "bend out" between the other pair. This will affect how the quad is shaded, which can lead to visual artifacts when the choice a program makes for the "bend" doesn't match your intended shape. You can even notice this kind of undesired shading artifact when working purely with quads within Blender, as Blender itself has to pick which way to "bend" a quad in order to display it onscreen.

  • @kopfdertoten466
    @kopfdertoten466 Місяць тому

    Nice!

  • @guilhermepctm2244
    @guilhermepctm2244 Рік тому

    What is the music in the end of the video?

  • @masoudlpm
    @masoudlpm Рік тому

    Great tutorial, Thank you.

  • @Aws-graphics
    @Aws-graphics Рік тому

    and how do i use the channel pack in the game engine?

  • @jamesmccallum1248
    @jamesmccallum1248 Рік тому +1

    Amazing tutorial -
    But for the love of all that is holy, WHY THE MUSIC????
    ( still subscribed fyi )

    • @sebbosebbo9794
      @sebbosebbo9794 Рік тому

      its sound or feels like I watch the end of the last tutorial of all time before😅😂🤣💣💥🗯💭💨🕊 a dramatic super Gau happens.

  • @f-man3274
    @f-man3274 Рік тому

    2:12 wow, how did you move that so precisely and fast?

    • @rileyb3d
      @rileyb3d Рік тому

      I answered this in another comment, but I'll copy paste it here:
      In the snapping menu (next to magnet icon on the top of 3D viewport) you can enable "face project". This will snap to the face of an object. You can also hold down shift to combine a few snapping methods. I usually have vertex, edge, and face all selected.
      Turn on snapping by pressing the magnet icon, or temporarily turn it on by holding Ctrl. I used Ctrl in the video to temporarily snap to the face.

    • @f-man3274
      @f-man3274 Рік тому

      oh, thank you very much dear sir@@rileyb3d

  • @Polygonlin
    @Polygonlin Рік тому +1

    Can someone give me a concrete answer about this: ive been told triangles in modeling and Retopology are very, very bad. Yet i see tons of models online, and sketchfab that use them. NEARLY ALWAYS on hard surface, and sometimes on organic, but near like, the top of the head or places away from the mouth, like inside eye sockets and inside the mouth, places that wont be animated. So my qiestion is: are triangles really bad or not? Is using them a Sin? Will my models be spit upon and i be laughed at for using them?

    • @Damos1998
      @Damos1998 Рік тому

      Models will always be triangulated in game engines. If you model just for still renders, then you can have quads, tris or ngons. Ngons have bad stigma because of shading issues. Think of triangles as a final step. It is pain to UV them, that's why quads are better for that.

  • @frankmichael1317
    @frankmichael1317 6 місяців тому

    Sharpening: Certainly a brilliant idea, but: How do you make the image appear - when I drop an image into the compositor: Nothing happens - what now?

  • @TroublingMink59
    @TroublingMink59 Рік тому +1

    A few tips, don't bake your channel packed map, or any map besides base color, as sRGB, you want those to be linear textures, or you will get incorrect results in game engines. Also, why did you bake a normal map without a parent mesh to get normal data from?

  • @bilal-c6x
    @bilal-c6x Рік тому

    It's Awesome

  • @Mechanoid
    @Mechanoid Рік тому

    how did you slide that antenna ontop the surface that fast?
    I'm doing it manually and it's not perfect even.

    • @94RS
      @94RS Рік тому +2

      surface snap

    • @rileyb3d
      @rileyb3d Рік тому +4

      In the snapping menu (next to magnet icon on the top of 3D viewport) you can enable "face project". This will snap to the face of an object. You can also hold down shift to combine a few snapping methods. I usually have vertex, edge, and face all selected.
      Turn on snapping by pressing the magnet icon, or temporarily turn it on by holding Ctrl. I used Ctrl in the video to temporarily snap to the face.

  • @GAL0PERID0L0
    @GAL0PERID0L0 Рік тому

    Ничего не понял, но очень интересно!

  • @nahoj.2569
    @nahoj.2569 Рік тому

    I'd like to know the name of the music used in the video.

  • @donniebrasco4871
    @donniebrasco4871 Рік тому

    Tooop....Thank you!!!