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Tips for Optimizing Game Assets in Blender




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Название :  Tips for Optimizing Game Assets in Blender
Продолжительность :   10.27
Дата публикации :  
Просмотров :   80 rb


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Коментарии Tips for Optimizing Game Assets in Blender



Cryptto Hygpe
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


AwsGraphics
and how do i use the channel pack in the game engine?
Comment from : AwsGraphics


K1TT3N
You textured the entire thing PROCEDURALLY and using ONLY BLENDER???brHow? :D
Comment from : K1TT3N


Bruno Cavalcanti
wow, that was really easy to digest and insightful Thanks a lot I'm saving this for future reference hehe
Comment from : Bruno Cavalcanti


Pawnix
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


M Asım Yıldız
Thank you, great tips ❤
Comment from : M Asım Yıldız


AhtishaM
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


Cek Coni
👍👍👍
Comment from : Cek Coni


guilherme pctm
What is the music in the end of the video?
Comment from : guilherme pctm


Krunkin N Dunkin
something about a good optimized mesh is just so beautiful to see
Comment from : Krunkin N Dunkin


Buster
Why are you worried about optimizing faces in 2023???
Comment from : Buster


Zalle Syn
golden production level, down to the point, well written, understandable good
Comment from : Zalle Syn


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


JanoschNr1
Who tf does still have an TV like that? 😂
Comment from : JanoschNr1


TEDDY07
Making a model into multiple meshes won't cause performance issue?
Comment from : TEDDY07


Tan Nguyen Van
That's great tips thank you guys !!!
Comment from : Tan Nguyen Van


Niles Thiselton
the sharpen part is so damn smart
Comment from : Niles Thiselton


TroublingMink59
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


vikas kumar
please could you make tutorial on how you textured this model
Comment from : vikas kumar


vikas kumar
amazing tutorials you have shared thanks a lot CG Cookie🙏
Comment from : vikas kumar


Milligram
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


Chrisaelus
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


GAL0PERID0L
Ничего не понял, но очень интересно!
Comment from : GAL0PERID0L


AJAS M M
Expecting more videos related to Game Dev
Comment from : AJAS M M


RealDotty
That model is insanely realistic
Comment from : RealDotty


Āsen
Those grates are way too detailed to call this optimized And you forgot to optimize the bottom 😊
Comment from : Āsen


C
2:31 - Good luck trying to create collision meshes with broken vertices Holy shit, BAD advice my dude
Comment from : C


Kevlar Games
You can also make the vents a 2d plane with a transparent texture like they do with fences
Comment from : Kevlar Games


Da Cat
Cool tips, my TV looks like garbage compared to yours
Comment from : Da Cat


MrBrax
Really wish blender baking got an overhaul It's so inaccurate and annoying to work with, and alternatives are expensive
Comment from : MrBrax


Captain Tronix
Ahhh, i can get away with 1k or 2k textures through sharpening textures🤔🤔🤔🤔
Comment from : Captain Tronix


Valleyberg
It looks so real, but still not realbrbrWhy?
Comment from : Valleyberg


Decisive
texture baking was really confusing couldn't understand a thing you said
Comment from : Decisive


CreeYuWan
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


Aresnir
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


Roy
would be nice if we had an ai to do this boring work and we could only focus on model development
Comment from : Roy


jfun300
strange music at the end oddly inspiring
Comment from : jfun300


Glitch Gremlin
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


Rockatansky
The most useful video for 3D artists!
Comment from : Rockatansky


Maks Urdu
What's up with the music though 😂😂
Comment from : Maks Urdu


Sakbiul Alom
Very cool 👍👍👍👍
Comment from : Sakbiul Alom


noname
Thank you!
Comment from : noname


Rikka Summer
please make more game creation using blenderbecause i am quite interested in this development recently
Comment from : Rikka Summer


StoutFella
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


Benas Zymantas
But why triangulate? Is there some benefit from keeping them all quads ?
Comment from : Benas Zymantas


Sultan Syahrul
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


BrassPetals3Voices
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


FlooferLand
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


Wespenwald
Finally something on game assets again! Wonderful video :)
Comment from : Wespenwald


dougieladd
Good tut!
Comment from : dougieladd


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


Richard Forthrast
Are the topology changes necessary if you are using nanite in ue5?
Comment from : Richard Forthrast


Bizzo
thank you for this
Comment from : Bizzo


Vectordexter
Loved the sharpening tip, thanks
Comment from : Vectordexter


Joseph Sanni
Please can you cover how you textured this model
Comment from : Joseph Sanni


Donnie Brasco
TooopThank you!!!
Comment from : Donnie Brasco


Tertion
Nice, there is not enough Blender to game engine tutorials out there !!
Comment from : Tertion


Sebbo Sebbo
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


MouseMade Content
Very nice tutorial - thank you very much for sharing :)
Comment from : MouseMade Content


Xavier Khouri
Awesome Tips!
Comment from : Xavier Khouri


Their Material Hatred
3:14 Makes total sense I can work much faster with meshes separated but on the same UV
Comment from : Their Material Hatred


Sanchit Singhal
Hey loved the video, mind sharing the texture file?
Comment from : Sanchit Singhal


Garchu
first time hearing about channel pack
Comment from : Garchu


Kiro
Awesome video, I am curious about terrain/environment creation and optimization for games in blender
Comment from : Kiro


Ali Akbarzade
Doing it this way doesn't require you unplugging metallic node Cool
Comment from : Ali Akbarzade


James Mccallum
Amazing tutorial - brbrBut for the love of all that is holy, WHY THE MUSIC???? brbr( still subscribed fyi )
Comment from : James Mccallum


Hintze
I think this is one of best videos I've seen about baking Thanks for sharing!
Comment from : Hintze


wafi
this is super useful would love to see more like this
Comment from : wafi


Sam Goldwater
Super lucid, expertly delivered - thank you Riley!
Comment from : Sam Goldwater


scootayboy
you might've made the most helpful texture baking tutorial I've ever seen for blender thank you
Comment from : scootayboy


Dan Abu-Reish
Yesss, I can finally use my procedural mats in peace Thank you!
Comment from : Dan Abu-Reish


raman rafiq
The texture bake explaining was so well and easy thanks alot!
Comment from : raman rafiq


Chris D
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


Ben Hunter
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


Lisa
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


David Gardener
super useful video! thanks so much
Comment from : David Gardener


G M
finally a gamedev related video, this might be the most useful video you've ever done on this channel
Comment from : G M


Naho J
I'd like to know the name of the music used in the video
Comment from : Naho J


Naho J
Excellent and concise video
Comment from : Naho J


bank84
wow was this one of the best game asset tutorials on the internet great job
Comment from : bank84


Q1w1N
Bunch of DOPE tricks Thanks ❤
Comment from : Q1w1N


Thadeous Matthews
Perfect thank you!!
Comment from : Thadeous Matthews


Red Hed
Great video! Thanks
Comment from : Red Hed


Nes tor
Awe video
Comment from : Nes tor


Rave Yoda
Wow, so good!!!
Comment from : Rave Yoda


Symapla Sym
Will there be a tutorial on this TV? A very interesting part of the procedural texturing of this prop
Comment from : Symapla Sym


Nahum
It was very helpful, and Baking increases performance😉
Comment from : Nahum


Sean Lewis
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


Andy Begg
That sharpen trick is really great!
Comment from : Andy Begg


Riley Brown
Thanks for having me on this one!
Comment from : Riley Brown



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