How models for videogames are made | Blender 2.8x | Substance Painter

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  • Опубліковано 7 гру 2019
  • Get the course www.udemy.com/course/next-gen...
    More courses:parabox3d.gumroad.com/
    Trailer of the course • Modeling and texturing...
    In this video you can see all the steps in the creation process of the models for next-gen videogames
    My facebook page / josemorenocgartist
    My Artstation page www.artstation.com/parabox

КОМЕНТАРІ • 63

  • @fernandoiraira2058
    @fernandoiraira2058 3 роки тому +32

    this is so complete i can't even

  • @vator_rs
    @vator_rs 2 роки тому +24

    Rare video on this subject, which is actually easy to understand and it's very well explained. Thanks mate!

  • @zdddddd
    @zdddddd 3 роки тому +5

    this the first video everyone need to watch. I literally spent 2 weeks on other videos just to learn all this.

  • @pogman7471
    @pogman7471 2 роки тому +8

    Very good video. For a lot of people the low poly model creation comes before the high poly model, but it really depends what you’re making and in what style

  • @ronakowski6717
    @ronakowski6717 Рік тому

    Was so nice to see juggernaut from dota kind of really made me feel included!

  • @DeclanMakesStuff
    @DeclanMakesStuff 4 роки тому +6

    Enjoying the course so far, man!

  • @pedrowav
    @pedrowav 3 роки тому +4

    This is so helpful, just bought your course, looking forward to complete it!

  • @gamenual
    @gamenual Рік тому

    Best of the best. In 5 mins U explained things newbies google for weeks

  • @redspine2859
    @redspine2859 3 роки тому +1

    Excellent video, clear and straight to the point

  • @santabeats5650
    @santabeats5650 Рік тому

    This video will probably save my life and my job. Thanks a lot. That’s what I was searching for 2 days.

  • @paulojonathan3161
    @paulojonathan3161 3 роки тому +2

    This video is GOLD! Thank you bratan.

  • @josephvanwyk2088
    @josephvanwyk2088 2 роки тому

    THANKS for this, I only got to this video in 2022? After struggling for 2 years. What the hell youtube. You've answered sooo many questions I had, and for some reason people struggle to explain this simple process.

  • @Vulture1738
    @Vulture1738 3 роки тому

    Thank you, this helped clear things up

  • @kermitdeefrog4131
    @kermitdeefrog4131 2 роки тому +1

    I aspire to start doing this, so this video is awesome, thanks!

  • @gilatto
    @gilatto 3 роки тому

    You're great!
    I just bought your course to support what you do.
    Keep it up :)

  • @pjos6406
    @pjos6406 2 роки тому

    Lovely explanation!

  • @Tactic3d
    @Tactic3d 4 роки тому

    Excellent tutorial

  • @NandA21192
    @NandA21192 Рік тому

    Well explained, thank you

  • @tjseries3057
    @tjseries3057 4 роки тому

    The course is great

  • @Altohamy
    @Altohamy 9 місяців тому

    your channel is very helpful

  • @alexmattyou
    @alexmattyou 3 роки тому

    Oh, this is that secret 🔥🔥. Thankyou for this video

  • @polkulotznad3987
    @polkulotznad3987 6 місяців тому

    really perfect video to understand how game assets made!
    you should make separate video on each steps.

  • @mashonoid
    @mashonoid 4 роки тому +2

    I fucking loved this video. Thank you for sharing the REAL AAA workflow for game asset creation. :)

  • @HuseSalam_CG
    @HuseSalam_CG Рік тому

    Thanks you very much bro

  • @PapeMaster
    @PapeMaster Рік тому

    Buen video!

  • @Mikelica69
    @Mikelica69 3 роки тому

    Gooooood vid

  • @eriklunamoran7822
    @eriklunamoran7822 3 роки тому +6

    que capo, y te hace otro video en inglés, un genio, quiero mejorar mi nivel en blender para hacer videos como vos Parabox

  • @Ahoy123
    @Ahoy123 3 роки тому

    damn thxx

  • @Memenov1
    @Memenov1 3 роки тому +3

    So basically we first make high poly model, then bake the maps from it and then using those maps for lower poly model to get more detailed and optimized asset?

    • @samotrololol200
      @samotrololol200 3 роки тому +6

      highpoly ----> lowpoly -----> uv lowpoly -----> bake highpoly details onto lowpoly (normal map, curvature map, ambient occlusion map...ect) -----> texturing the lowpoly -----> export model and textures to game engine or render engine

    • @racheleprojects
      @racheleprojects 2 роки тому +1

      Yup! It can be a little confusing, but you summed it up!

  • @Generic_mann
    @Generic_mann Рік тому +1

    Thanks for the helpful video
    But I have a question tho. Do the UV maps of the high poly and low poly models have to be exactly the same in order to transfer the UV data? If so, how can you unwrap them the exact same way?

    • @theparabox
      @theparabox  Рік тому +6

      You never do UV maps in the high poly model, only the low poly need it

  • @joker777ize
    @joker777ize Рік тому

    is it okay not to use supporting loops for 3D model and use edge crease instead for game asset?

  • @marcos_ferreira1997
    @marcos_ferreira1997 Рік тому

    what if you already have an existing model? How you create the high poly for that model?

  • @Wardson
    @Wardson 3 роки тому

    We won't be needing high to low in next generation as you say in the video. Billions of tris will run smooth on a PS5 console and in UE5

    • @theparabox
      @theparabox  3 роки тому

      We would be able to render billions of tris in Unreal 5, However this kind of models will need a huge amount of space in the disk, so in some way we are going to need some kind of optimization, let's wait to see what will happen in the future

    • @Wardson
      @Wardson 3 роки тому

      @@theparabox Cloud storage to 10TB disks are also available. I mean yes still we do that process, but in the video I Notice " process of next generation game dev" as actually next gen is about ignoring the low poly step.

    • @Wardson
      @Wardson 3 роки тому

      @@OmniOmnium @OmniOmni No sir I did understand well and I'm in direct contact with some lads on UE. During release and official specifications, it is mentioned that artists won't have to worry about poly counts, baking their models. Bryan clearly mentions in the presentation that you'll be able to export from modeling software to UE5 without any optimisation. The test scene isn't all megascans, the statues inside are modeled by an artists and it is again mentioned that those are real geometry, no baking or any trickery. You say PS5 doesn't a have a magic power to run it smoothly and you are correct, but who said it's cause of PS5 anyways? It's because of Nanite. It's a virtualized geometry tech that some companies have already started using. You don't even have to read official paperwork, their release presentation video again is said "I want to be able to export my Zbrush without any worries" and that's what they claim it does. So unless you want your game to run on a 5 year old machine, you literally care about looks and save massive amount of time. As it comes to animation, its pretty much the same. Check out Metahumans and the lads working there, it's a high fidelity, high poly, 8K humans which are even ready for UE4 without problem, let alone the fact that it is actually made for UE5. So yea, you still do baking, retopo for now, but in just 1-2 years, we will not. You might still do some of that for extremely detailed things but it's a mere nuisance.

    • @Wardson
      @Wardson 3 роки тому

      @@OmniOmnium I agree on some specific "animated" meshes but still, most of the time on game design goes to static mesh and level design modeling which means all detailed meshes will require the painful high to low as well as baking. Metahumans is early access as it made for UE5 so I'm pretty sure it was made to be high quality running smoothly. Other than very specific animated meshes (which in that case you can do your optimization) next gen is all about time saving with no quality penalty. I'm a game dev and a 3d artist at my own indie group.

  • @yportne6410
    @yportne6410 3 роки тому

    It's not clear to me what maps I need to make for different assets - for example: Is it acceptable if something like the minigun shown in this video doesn't have a normal map? Would it still be a high-quality asset?
    Anyway, the video was great.

    • @theparabox
      @theparabox  3 роки тому +2

      You dont need always all the maps, for example for hand-painted style you only need the base color, but for objects like the minigun if you don't have a normal map it is going to look very low poly

    • @yportne6410
      @yportne6410 3 роки тому

      @@theparabox Ok. Thanks for the quick response.

  • @mathajar9563
    @mathajar9563 2 роки тому

    04:27 is all that maps data from the high poly model?so you apply it to the low poly model?is all that map automatically export from the high poly? thanks before

    • @theparabox
      @theparabox  2 роки тому

      yes, yes and no, the map baking needs a bake engine to be created, currently the best programs for that are Substance Painter and Marmoset Toolbag

  • @marcosg8174
    @marcosg8174 Рік тому

    Alguien que explica bien como es el proceso!! Gracias!! Thanks!!

  • @temmietim1023
    @temmietim1023 2 роки тому

    Question: Do you have to UV unwrap the High Poly model or only the Low Poly?

    • @theparabox
      @theparabox  2 роки тому +3

      nope, only the low poly

    • @racheleprojects
      @racheleprojects 2 роки тому

      The Parabox wouldnt you need to unwrap the high poly so you can bake the maps?

    • @theparabox
      @theparabox  2 роки тому +2

      @@racheleprojects no, the high poly is giving you geometry information, the UV is
      only in the low poly

    • @racheleprojects
      @racheleprojects 2 роки тому +1

      The Parabox ah you’re totally right. I just had a brain fart, thanks!

  • @chilltube5174
    @chilltube5174 Рік тому

    UV's of high poly and low poly wont match. I didnt understand the last part. How will we include the high poly baked mesh maps into low poly. It is unclear in the video

  • @algodius
    @algodius Рік тому

    Its so sarcastic here

  • @arunoaj
    @arunoaj Рік тому

    I'm just here cause I thought this was dark and darker

  • @bvsscrew1735
    @bvsscrew1735 2 роки тому

    si tansolo estuviera en español jashdja

    • @theparabox
      @theparabox  2 роки тому

      en mi canal está el mismo video en español

  • @matthiass.8256
    @matthiass.8256 11 місяців тому

    Not 100% correct. There is also the possibility to start with a low poly model and than use this to create a high-poly model.