Full Guide to GAME ASSET Topology in Blender!

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  • เผยแพร่เมื่อ 3 พ.ย. 2024

ความคิดเห็น • 21

  • @DjCtavia
    @DjCtavia 8 วันที่ผ่านมา

    Amazing content, looking forward to your videos!

  • @DailyDetermination9000
    @DailyDetermination9000 หลายเดือนก่อน +3

    cant even lie youve been saving my ass in blender so much times ty keep uploading the good content we know and love

  • @Jimmith829
    @Jimmith829 หลายเดือนก่อน +3

    great video, you make it very easy to understand and follow

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน

      Glad to hear that!

  • @GnomesPhone
    @GnomesPhone หลายเดือนก่อน +2

    love the content. may i request buildings and structures at some point that is what i struggle with the most

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน +1

      I may put that in the pipeline for videos

  • @vladdesten1195
    @vladdesten1195 22 วันที่ผ่านมา

    5:30 you are tring to say that 3 points wherever they are are always on the same plane, so they are always coplanare and that helps the game engine?

  • @yoga4885
    @yoga4885 หลายเดือนก่อน +2

    Where can I find 3D models from major companies on the market? just to check how is the topology

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน +1

      I haven't tried many games, but I have downloaded game characters for valorant, look into the communities for making youtube thumbnails/animations for a game to find the characters, there is a possibility that you're able to find more there

    • @creeper7ech520
      @creeper7ech520 หลายเดือนก่อน

      Mihoyo releases all their character models as MMDs which are free to download through bilibili
      They are a pain in the ass to find though.
      You can also hit up some data miners for them.

  • @mrprosatisfyvideos4715
    @mrprosatisfyvideos4715 หลายเดือนก่อน

    Most of the tutorials on TH-cam on which they made game assets
    Bake small detail on substance painter
    Can you please make a video on "how to bake detail as a normal on curve surfaces using cage techniques " in blender

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน

      It's very easy to bake normal's for high poly meshes to low poly ones, just look for baking tutorials for blender. But I might do one at some point

    • @mrprosatisfyvideos4715
      @mrprosatisfyvideos4715 หลายเดือนก่อน

      @@ThomasPotter thanks for the reply..... but bro I asking about some bake of curve surface or on bevels
      Ex. If you make a high poly gun and optimized it to game
      Then how can you bake small detail on its structure to normal make
      Because its also have some detail on its bevel area
      For example high poly have 6 edges on bevel but we gonna use only two then how we bake in that case
      Because on TH-cam they told us about on
      characters, stones or ruined structures
      Or on flat surface. But didn't on hard surface model
      I hope you understand...

    • @bvs1q
      @bvs1q หลายเดือนก่อน

      @@mrprosatisfyvideos4715 If you bake the normal map from the high poly version, you can then use that texture as the normal map for your low poly model, and light will be treated the same as if it was high poly

  • @DenKonZenith
    @DenKonZenith หลายเดือนก่อน +5

    Bethesda needs this video, given their showing in Starfield.

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน

      Lol

    • @KironKhashnobish
      @KironKhashnobish หลายเดือนก่อน +2

      Those pictures were fake btw, someone took the models and modified them. The optimization problems were logic sided.

  • @gwentarinokripperinolkjdsf683
    @gwentarinokripperinolkjdsf683 หลายเดือนก่อน +1

    Their all gonna be triangles in engine anyway

    • @ThomasPotter
      @ThomasPotter  หลายเดือนก่อน

      yeah this still helps for shading and creating clean models

    • @captainnemo4940
      @captainnemo4940 หลายเดือนก่อน +1

      Yes but while you're modeling, you still need make lots of cuts using loop cut and knife tool. If they are triangles instead of quads then it would be far more tedious and its probably gonna mess up the objects shading.
      Also if you want to easily make a low poly version of your object then you can simply use the decimate modifier to do so as long as your object is completely made up of quads.