Название | : | Tips for Optimizing Game Assets in Blender |
Продолжительность | : | 10.27 |
Дата публикации | : | |
Просмотров | : | 80 rb |
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how can i email you bro? i want to make skin but i dont know i will pay you if you can me a skin model Comment from : Cryptto Hygpe |
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and how do i use the channel pack in the game engine? Comment from : AwsGraphics |
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You textured the entire thing PROCEDURALLY and using ONLY BLENDER???brHow? :D Comment from : K1TT3N |
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wow, that was really easy to digest and insightful Thanks a lot I'm saving this for future reference hehe Comment from : Bruno Cavalcanti |
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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 mebrbrI like that this stuff can be done solely in Blender to a VERY high quality Comment from : Pawnix |
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Thank you, great tips ❤ Comment from : M Asım Yıldız |
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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 Comment from : AhtishaM |
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👍👍👍 Comment from : Cek Coni |
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What is the music in the end of the video? Comment from : guilherme pctm |
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something about a good optimized mesh is just so beautiful to see Comment from : Krunkin N Dunkin |
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Why are you worried about optimizing faces in 2023??? Comment from : Buster |
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golden production level, down to the point, well written, understandable good Comment from : Zalle Syn |
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6:25 Here, why do we set it to emit instead of diffuse? Isn't diffuse specifically for the base color? Comment from : Sh |
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Who tf does still have an TV like that? 😂 Comment from : JanoschNr1 |
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Making a model into multiple meshes won't cause performance issue? Comment from : TEDDY07 |
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That's great tips thank you guys !!! Comment from : Tan Nguyen Van |
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the sharpen part is so damn smart Comment from : Niles Thiselton |
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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? Comment from : TroublingMink59 |
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please could you make tutorial on how you textured this model Comment from : vikas kumar |
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amazing tutorials you have shared thanks a lot CG Cookie🙏 Comment from : vikas kumar |
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As a developer I would have the baking occur automatically on loading the asset Easy way to save the artist some precious hours in the long run Comment from : Milligram |
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this is really helpful because i plan to make 3d models based on stuff i have in my house (I change the brand name of course if it has any) and sell them on a 3d site like turbosquid or sketchfab Comment from : Chrisaelus |
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Ничего не понял, но очень интересно! Comment from : GAL0PERID0L |
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Expecting more videos related to Game Dev Comment from : AJAS M M |
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That model is insanely realistic Comment from : RealDotty |
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Those grates are way too detailed to call this optimized And you forgot to optimize the bottom 😊 Comment from : Āsen |
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2:31 - Good luck trying to create collision meshes with broken vertices Holy shit, BAD advice my dude Comment from : C |
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You can also make the vents a 2d plane with a transparent texture like they do with fences Comment from : Kevlar Games |
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Cool tips, my TV looks like garbage compared to yours Comment from : Da Cat |
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Really wish blender baking got an overhaul It's so inaccurate and annoying to work with, and alternatives are expensive Comment from : MrBrax |
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Ahhh, i can get away with 1k or 2k textures through sharpening textures🤔🤔🤔🤔 Comment from : Captain Tronix |
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It looks so real, but still not realbrbrWhy? Comment from : Valleyberg |
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texture baking was really confusing couldn't understand a thing you said Comment from : Decisive |
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Hey Riley !brWow ! Thanks for this !brI will definitely consider, buying this course from you, when i want to get serious with modeling myselfbrMuch expertise of yours, going into these 3 Minutes of video! brAnd it's nice and quiet at the same time No music, that would cover your valuable explanationsbrbrThanks a lotbrbrGreetings from germany, europe, earth br🌏🥰 Comment from : CreeYuWan |
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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 Comment from : Aresnir |
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would be nice if we had an ai to do this boring work and we could only focus on model development Comment from : Roy |
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strange music at the end oddly inspiring Comment from : jfun300 |
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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? Comment from : Glitch Gremlin |
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The most useful video for 3D artists! Comment from : Rockatansky |
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What's up with the music though 😂😂 Comment from : Maks Urdu |
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Very cool 👍👍👍👍 Comment from : Sakbiul Alom |
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Thank you! Comment from : noname |
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please make more game creation using blenderbecause i am quite interested in this development recently Comment from : Rikka Summer |
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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? Comment from : StoutFella |
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But why triangulate? Is there some benefit from keeping them all quads ? Comment from : Benas Zymantas |
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One tip, you can denoise a noisy ambient occlusion using the compositor, much like using the diamond sharpen node, just with the denoise node insteadbrAnother 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 outputbrThis 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 Comment from : Sultan Syahrul |
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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! Comment from : BrassPetals3Voices |
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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 Comment from : FlooferLand |
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Finally something on game assets again! Wonderful video :) Comment from : Wespenwald |
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Good tut! Comment from : dougieladd |
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Beethoven, 7th Symphony, 2nd Movement at 00:42 ? Good video ;) Comment from : Matthieu Barbié |
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Are the topology changes necessary if you are using nanite in ue5? Comment from : Richard Forthrast |
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thank you for this Comment from : Bizzo |
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Loved the sharpening tip, thanks Comment from : Vectordexter |
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Please can you cover how you textured this model Comment from : Joseph Sanni |
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TooopThank you!!! Comment from : Donnie Brasco |
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Nice, there is not enough Blender to game engine tutorials out there !! Comment from : Tertion |
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great short Tips thxbrrenderer Cycle baking settings is also big impotant part and hassle spot brcolor space toospecial f beginnersbrhope you can bring light to that too Comment from : Sebbo Sebbo |
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Very nice tutorial - thank you very much for sharing :) Comment from : MouseMade Content |
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Awesome Tips! Comment from : Xavier Khouri |
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3:14 Makes total sense I can work much faster with meshes separated but on the same UV Comment from : Their Material Hatred |
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Hey loved the video, mind sharing the texture file? Comment from : Sanchit Singhal |
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first time hearing about channel pack Comment from : Garchu |
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Awesome video, I am curious about terrain/environment creation and optimization for games in blender Comment from : Kiro |
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Doing it this way doesn't require you unplugging metallic node Cool Comment from : Ali Akbarzade |
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Amazing tutorial - brbrBut for the love of all that is holy, WHY THE MUSIC???? brbr( still subscribed fyi ) Comment from : James Mccallum |
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I think this is one of best videos I've seen about baking Thanks for sharing! Comment from : Hintze |
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this is super useful would love to see more like this Comment from : wafi |
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Super lucid, expertly delivered - thank you Riley! Comment from : Sam Goldwater |
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you might've made the most helpful texture baking tutorial I've ever seen for blender thank you Comment from : scootayboy |
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Yesss, I can finally use my procedural mats in peace Thank you! Comment from : Dan Abu-Reish |
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The texture bake explaining was so well and easy thanks alot! Comment from : raman rafiq |
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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 Comment from : Chris D |
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When you're baking the base color (diffuse) with a metallic material, you need to set your metallic setting to zero, otherwise blender will screw up the color (often turning your textures pure black) I've been stumped on that many times, even after I already knew about the problem I'd also suggest using 'standard' color for baking, especially for normal maps You can also simply use PS or gimp for texture packing Comment from : Ben Hunter |
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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) Comment from : Lisa |
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super useful video! thanks so much Comment from : David Gardener |
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finally a gamedev related video, this might be the most useful video you've ever done on this channel Comment from : G M |
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I'd like to know the name of the music used in the video Comment from : Naho J |
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Excellent and concise video Comment from : Naho J |
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wow was this one of the best game asset tutorials on the internet great job Comment from : bank84 |
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Bunch of DOPE tricks Thanks ❤ Comment from : Q1w1N |
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Perfect thank you!! Comment from : Thadeous Matthews |
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Great video! Thanks Comment from : Red Hed |
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Awe video Comment from : Nes tor |
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Wow, so good!!! Comment from : Rave Yoda |
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Will there be a tutorial on this TV? A very interesting part of the procedural texturing of this prop Comment from : Symapla Sym |
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It was very helpful, and Baking increases performance😉 Comment from : Nahum |
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Great tutorial, just one note thoughbrWhen 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 roughnessbrThe ease of memorizing the acronym ARM is probably why it's used more often for industry standards It's often just called an ARM mapbrARM->RGBbr(AO to red | Rough to green | Metallic to blue) Comment from : Sean Lewis |
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That sharpen trick is really great! Comment from : Andy Begg |
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Thanks for having me on this one! Comment from : Riley Brown |
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