Follow active quad is a very very nice tip! I haven't seen that mention anywhere. Also I heard of trim sheets but didn't know what they were, this video explains it very well!
Definitely the best tutorial I've ever seen on a 3D software ! When I was searching for trim sheets, people did tutorials of 4 hours, or paying tutorials, and with you, I've all I want for free in 4 minutes ! Thanks a lot !!!
Saqib... you never cease to blow my mind with these tricks!! Thank you so much! you are awesome! God damn it you and Ian Hubert are masters at world building!
Great tut once again! Can you expand on this concept in a future video, for instance a practical example how you use it in a project? I am certain you will get good feedback from other followers.
If you are talking about the environment that I showed in this video then no . But I have videos that can explain how I managed to create the pillars and the dome of this environment. Here are the links for both of the videos :- 1,Model Pillar Design Blender 2.8 ua-cam.com/video/Id9IzLV7IDg/v-deo.html Its fast paced but if you know the basic you will understand it . 2,The Power Of Array Modifier Blender 2.8 ua-cam.com/video/KM9wty__kyY/v-deo.html In this one you will know how I manage to create the dome with the models that I have prepared earlier before the tutorial.
Thank you for the tutorial! Quick question, I'm struggling to understand how you unwrap something you've extruded from a trim sheet. For example in the video you added edge loops and extruded inwards, but in that case what texture is shown on the two new faces created perpendicular to the original? Wouldn't those new faces overlap another texture on the trim sheet when you UV unwrap them flat?
Do you run into issues with texture bleeding when using this in a game engine? Could be worth pointing out any filtering/mipmap/interpolation settings changes you'd have to do to avoid things looking like a complete mess from neighboring sections bleeding into each other all over the place with typical default settings that most engines use these days.
I have not faced any problem concerning filtering/mipmap/interpolation , may be you have faced problems in baking lightmass in unreal ? Cause that can produce light bleeding issues if the second uv map channel is not created carefully.
@@SaqibHussain88 Naw, I haven't tried using them in Unreal yet, sounds like they are a lot smarter about these things then just about any other engine out there then. Most engines default to making a mess of this stuff, I know Godot for sure, and I've heard complaints about if from Unity users in the past as well. I think it mostly comes down to a mix of sloppy mipmap generation and using some sort of linear interpolation to blend together the mipmaps when they are in use. At least that seems to be the case for Godot anyhow, which is the engine I've spent the most time with recently and it has been driving me crazy, lol. I love the engine otherwise, but the way it handles atlases and trim sheets has been a major disappointment, and I can only hope they fix these issues for their upcoming 4.0 release.
I already have a tutorial on how to export skeletal mesh from blender to Unreal. You can check it out :- Blender to Unreal engine 4 Skeletal mesh ua-cam.com/video/o75MrSttmyM/v-deo.html May be in future I will try to cover more topic on blender to unreal .
@@SaqibHussain88 yeah but for me personally the hardest thing is texturing and i think for others too. So it would extremely helpful if you could make a tutorial some time in the future on texturing (making textures in blender for example and then exporting and setting them up correctly in ue4). Thank you very much ^^
great tutorial! i also want to have a free roam gameplay of my environment scene like how you showed in the intro. can you briefly tell how did you do it?
walikum asalam Bro you can use it not only for architecture but also for any other models like characters, vehicle and environment assets. This technique is used for creating fast polish assets for games .
Hi nice vid. May I know what is the next step if i plan to send it to unreal engine? So after this, I will just export the fbx? How about the textures created? I will just import them in unreal with the fbx and link them after on the material? Thank you
You will just need to export the model in fbx format . And then export the texture and you will need to reassign and use the node system under materials inside unreal engine.
Hello, can I ask you to write the entire pipeline for creating an asset in a blender? I have separate representations, I want to combine them. I will be grateful.
@@simonthedigger99 For animated mesh (Skeletal mesh) you can use this tutorial of mine to export the blender armature mesh to unreal :- Blender to Unreal engine 4 Skeletal mesh ua-cam.com/video/o75MrSttmyM/v-deo.html
it may sound stupid but is there anyone who can explain me what is difference between texture atlas and trim sheets? Please correct me if I am wrong: As I understood 1. I create trim sheet, 2. Then I apply it to the model and I can change it whatever I want 3. After applying textures to my model I create texture atlas (uv map that shows where is what), so what? what else can texture atlas do?. I still don't get how to use texture atlas and what is it's functionality.....help please
Texture atlas is a texture image consist of multiple small texture combined together into a single image it is also know as Decal sheets .For gaming engine you need to compile multiple material texture into a single uv image. The benefit is it saves alot of memory.
@@SaqibHussain88 It has been around 1 year now all i know is to make real life buildings. I think i didn't learn fast enough. I hope i learn to be like you.
Follow active quad is a very very nice tip! I haven't seen that mention anywhere. Also I heard of trim sheets but didn't know what they were, this video explains it very well!
you're welcome
I have never seen such a jargon free explanation of this, excellent vid!
thanks
Definitely the best tutorial I've ever seen on a 3D software ! When I was searching for trim sheets, people did tutorials of 4 hours, or paying tutorials, and with you, I've all I want for free in 4 minutes ! Thanks a lot !!!
You're very welcome!
@@SaqibHussain88 😊😊 But can you explain me something please ? If I use trim sheets, mu texture won’t be smooth anymore, ans I will see seams, no ?
Man you are the master blenderer
Thanks man
Now I know the power of you...👍.. going to watch all previous tutorials
Great 👍 Thank you so much.
Thank you so much for this tutorial. It has been incredibly helpful to me while working on commercial projects.
Saqib... you never cease to blow my mind with these tricks!! Thank you so much! you are awesome! God damn it you and Ian Hubert are masters at world building!
It means alot to me if you guys find it helpfull thanks for the appreciation
Watch all your videos. Think this one is just amazing.
You are amazing :) thankyou.
Some of the finest tutorials I have seen yet. thanks a lot and keep up the great work!
Wow, thanks!
AMAZING! I am seriouslY Inspired!
Thanks man i didin't knew this type of texture, i'm working on a video about texture atlas
Great tutorial but can I just say how gorgeous the realtime scene in the beginning is?
The beginning of the scene was done in UNREAL ENGINE . Thankyou .
Great result
thanks :)
Amazing environment creation my dude!
awesome work
Thanks :)
Very helpful video, thankyou!
Excellent tutorial, thank you!
You're very welcome! Glad to help!
THIS...This is amazing. Thank you so much!
You're so welcome!
awesome dude. thanks for this!
No Problem.Glad you liked it!
Information-dense. nice
Thank u! Consise and useful!
Can you make full tutorial of trim sheet in Blender? How to make a shapes and tiling high poly model. THX for content :)
May be I will cover the topic for tilling texture or model in near future.
Incredible showcase, thank you so much for this
Great tut once again! Can you expand on this concept in a future video, for instance a practical example how you use it in a project? I am certain you will get good feedback from other followers.
I will try to make one on that too .
wowww
thanks
Hi Saqib! Will this palace be included in your Patreon Subscription?
Bhai ye jo high poly to low poly baking ha trim sheets k liye is pr tutorial bnao plz
Ap mera " How to create your own texture " wali video dekho ap ko asani se samhaj ajai ga k kaise baking karni hae texture ki.
do you have full tutorials on creating architecture in blender?
If you are talking about the environment that I showed in this video then no . But I have videos that can explain how I managed to create the pillars and the dome of this environment.
Here are the links for both of the videos :-
1,Model Pillar Design Blender 2.8
ua-cam.com/video/Id9IzLV7IDg/v-deo.html
Its fast paced but if you know the basic you will understand it .
2,The Power Of Array Modifier Blender 2.8
ua-cam.com/video/KM9wty__kyY/v-deo.html
In this one you will know how I manage to create the dome with the models that I have prepared earlier before the tutorial.
Thank you for the tutorial!
Quick question, I'm struggling to understand how you unwrap something you've extruded from a trim sheet. For example in the video you added edge loops and extruded inwards, but in that case what texture is shown on the two new faces created perpendicular to the original? Wouldn't those new faces overlap another texture on the trim sheet when you UV unwrap them flat?
Thanks you
Do you run into issues with texture bleeding when using this in a game engine? Could be worth pointing out any filtering/mipmap/interpolation settings changes you'd have to do to avoid things looking like a complete mess from neighboring sections bleeding into each other all over the place with typical default settings that most engines use these days.
I have not faced any problem concerning filtering/mipmap/interpolation , may be you have faced problems in baking lightmass in unreal ? Cause that can produce light bleeding issues if the second uv map channel is not created carefully.
@@SaqibHussain88 Naw, I haven't tried using them in Unreal yet, sounds like they are a lot smarter about these things then just about any other engine out there then. Most engines default to making a mess of this stuff, I know Godot for sure, and I've heard complaints about if from Unity users in the past as well.
I think it mostly comes down to a mix of sloppy mipmap generation and using some sort of linear interpolation to blend together the mipmaps when they are in use. At least that seems to be the case for Godot anyhow, which is the engine I've spent the most time with recently and it has been driving me crazy, lol. I love the engine otherwise, but the way it handles atlases and trim sheets has been a major disappointment, and I can only hope they fix these issues for their upcoming 4.0 release.
I would be very nice if you could make a tutorial on how to export these assets (mesh and material) to ue4
I already have a tutorial on how to export skeletal mesh from blender to Unreal. You can check it out :-
Blender to Unreal engine 4 Skeletal mesh
ua-cam.com/video/o75MrSttmyM/v-deo.html
May be in future I will try to cover more topic on blender to unreal .
@@SaqibHussain88 yeah but for me personally the hardest thing is texturing and i think for others too. So it would extremely helpful if you could make a tutorial some time in the future on texturing (making textures in blender for example and then exporting and setting them up correctly in ue4). Thank you very much ^^
@@danas20 sure I will try to cover that too.
great tutorial! i also want to have a free roam gameplay of my environment scene like how you showed in the intro. can you briefly tell how did you do it?
Bro its a built-asset in unreal if you want to have animation of that in blender you can import the mesh from unreal to blender too.
@@SaqibHussain88 please in future make a tutorial on this stuff. no one has it out there and this thing is really interesting.
@@sakshampandit965 I will try to cover such topic there are so many things I need to share so don't know when I am going to work on it.
Aoa!
Nice video bro, the technique is fantastic
walikum asalam
Bro you can use it not only for architecture but also for any other models like characters, vehicle and environment assets. This technique is used for creating fast polish assets for games .
Hi nice vid. May I know what is the next step if i plan to send it to unreal engine? So after this, I will just export the fbx? How about the textures created? I will just import them in unreal with the fbx and link them after on the material? Thank you
You will just need to export the model in fbx format . And then export the texture and you will need to reassign and use the node system under materials inside unreal engine.
@@SaqibHussain88 thank you sir
Oh so we basically use trim sheets as like a texture pallet
thanks you tutorial
you're welcome
Wow, Thank you very much! I learn a lot from you ^^/
You're welcome.
My dream is Always to know how to make building in blender and visual arts effects
Your dream will come true I m sure if you stick to practice . It requires little hard work I think you can do it .
Could u create Unreal Engine Tutorials plz
thinking about a course not sure on youtube.
ماشااللہ
JazakAllah
fucking beautiful! thank you!
Which video of yours is the baking from the camera in?
How to create your own textures . This one :-
ua-cam.com/video/PCvEbV-LYyY/v-deo.html
@@SaqibHussain88 thank man
Hello, can I ask you to write the entire pipeline for creating an asset in a blender? I have separate representations, I want to combine them. I will be grateful.
Not sure, but may be in near future.
Can you make a tutorial on how to export to unreal
I already have a tutorial on how to export skeletal mesh . For static mesh I will try to create a tutorial on that too.
@@SaqibHussain88 if so can you include animation as well that would be nice
@@simonthedigger99 For animated mesh (Skeletal mesh) you can use this tutorial of mine to export the blender armature mesh to unreal :-
Blender to Unreal engine 4 Skeletal mesh
ua-cam.com/video/o75MrSttmyM/v-deo.html
Is this Unreal or Unity at the beginning?
It's Unreal.
How you keep nice texture revolution? My trim sheets has bad quality:(
Even with 4k textures.
You need to work with the uvs, make mirrors, stack the uvs that have the same size on on on, there are some tricks
it may sound stupid but is there anyone who can explain me what is difference between texture atlas and trim sheets? Please correct me if I am wrong: As I understood 1. I create trim sheet, 2. Then I apply it to the model and I can change it whatever I want 3. After applying textures to my model I create texture atlas (uv map that shows where is what), so what? what else can texture atlas do?. I still don't get how to use texture atlas and what is it's functionality.....help please
Texture atlas is a texture image consist of multiple small texture combined together into a single image it is also know as Decal sheets .For gaming engine you need to compile multiple material texture into a single uv image. The benefit is it saves alot of memory.
Please full course on udemy
to maintain the fps? when you say that you dont have alot of fps when you are walking with the character lol
upbge?
the environment is done in unreal.
Abey bhai yey model ko kaise dauraya
bhai unreal mai built in model hai ap bhe chaho tou blender mai import kar k model ko animation k sath daura sakte ho.
@@SaqibHussain88 accha bhai
@@nitilpoddar Shukriya bhai khushi hue ap ko pasand aya.
you are insane wtf , how much time has it been since u first learned blender?
Bro you can do it too just practice alot learn the basic you can have the same result that I am having but you will need to work hard for such task.
@@SaqibHussain88 It has been around 1 year now all i know is to make real life buildings. I think i didn't learn fast enough. I hope i learn to be like you.
@@errantsemtex2522 Good luck to the both of us! I'm a beginner. It's my first month. Hehe
i did not learn much from it, dont rl know how to recreate trim sheet
teach me Senpi