really well thought out tutorial :) the part where you match grid and texel density is essential for no seams and easy mental calculations for making new pieces quickly and easily.
I hope you are doing well! Missed all of your tutorials and videos. You really understood what beginner are after and what they need to learn, and more importantly how to teach it!
Jon really gave it all for this tutorial, it's amazing how those little things make life so much easier. Hope you're doing well over there PolygonAcademy!
the most interesting takeaway from me here was the tidbit on planning your trims based on your modeling, always struggled because i wanted to make my trims first, and then model based on those. Flipping the approach has helped me alot.
Hi Jon Thank you for sharing your knowledge with us which is help us a lot to build an environment kits. I would like to ask you Where can I find Mirror tool which yu used in the video which I super cool to use in Maya.
AMAZING TUTORIAL.. I'm working on a project right now that is totally in line with how I have to alter my workflow. Thank you for summarize the process. These methods absolutely will allow me to make better products for my clients!
Hello Jon! Thank you very much for the seminar, I would like more information about mixing geometry with a surface using Dithertemporalaa, namely how to properly prepare the geometry to implement this effect.
thanks for this as this was an amazing refresher and probably helped fixed some of my issues with modular parts. Also I would like the mirror tool as it is so much more quicker than the normal way.
i once sculpted 111 brcks and for moment I thought this isn't for me only to realise that I could have learned Designer in that time and save so much memory and time. i had to watch this again ebcause I need to texture this big wooden crane and I cannot fit uvs in the 0 to 1 uv space without loosing the texture resolution, I thnk masking technique is really good for large scale assets, I am finally gonna learn this technique, thanks fo making the video.
So many universally good tips and tricks that are even valuable for a Blender user like me. I'll come back to this video a lot of times, that's for sure!
To help with your export have a look at Maya's game exporter, it's in the File menu, it will allow you to leave your assets in its location and it will zero them all for you upon export. Thank you for this amazing break down.
@DeLaGallagher that's what i love about youtube you get a professional video that drops gem after gem after gem and then you scroll down to the comments and there's some random dude with another banger tip that the original guy didn't even know
Wait, at 1:13:30 , what resolution did he use to bake those 2 masks? That's a giant rock, is it ok to just slap a simple 2k/4k normal on it? Wouldn't the texel density for the normal be incredibly low?
@@InkStep this may be too late, but the way he has the material set up, he tiles the texture multiple times to keep the texel density. Let's say the rock was just a wall for example, and it was 4x4 m. If the texture was 2x2 m for correct texel density he would make that texture repeat 2 times across both axis. Not sure if I managed to explain it well, but all you do is repeat the texture as many times as you need depending on the scale of your object to ensure a correct texel density.
@@provisorio0329 Thank you. I do know how tiling works, I use it a lot. It's just that the for some reason I was thinking of the entire rock as having one big unique normal, due to how different the mesh looks at all angles. It completely slipped my mind that those are probably just some small cracks and bumps plastered all over the surface.
I have a question, hopefully someone can answer. The interior faces are kept between modular pieces as this helps prevent against light leaking and negates the need for double-sided shading. But doesn't this waste space on your lightmap UVs? How would you get around those unnecessary bakes? I would imagine with modular assets, those add up quickly.
i wish this type of assets optimization was done by other studios too, recently played few of the AAA titles and even on 3080ti I was getting around 40fps
Thanks for this amazing video. I've really been struggling with workflow working on my personal project and this brings a lot of things to light. When it comes to translating it from Maya to blender-do you have any good resources on where to find a lot of the tools 3ds max has that could be add-ons in blender? Thanks again for this very informative presentation, it's really helping me get used to this process.
Early on I see it mentioned that kit based workflows are restricted by Game Object and Draw call limits. Usually games that decide to go with a kit based workflow should optimize their engines for moving static assets into just huge single vertex and index buffers and then the static scenery can be passed through GPU culling etc and never touched on the CPU again. For static scenery there shouldn't be a game object / draw call limit unless the engine is not designed for the workflow. This does increase the cost to unlocking and then moving static geometry, but that should be rare.
Does anyone know if there's a way to use a similar mirror tool inside of Blender similar to what he shows off at 29:45? This is so much more powerful than the mirror modifier and exactly what I need.
The grid technique is so simple yet SO USEFUL. You'll have reference now on how your texture will fit even if it's on BLOCKOUT stage. I'LL DO THIS FROM NOW ON.
Wow... the more I learn about 3D Art, the more I realize I could never break into the game industry. I start to think I might be ready for a junior position at least, and then there's always a mountain of things I don't know. Specifically making textures, trim sheets, and most of the texturing process past UV mapping is extremely difficult for me, despite trying to learn it multiple times. I wish I had what it takes
can you share that mirror option code if you can its good ,do we need to bevel the corner or we are making high version of wall so we can use baking later for smooth edges . lots of confusion.
Can always combine meshes - can even be done just before the game/level kick off. I do this in unity a lot or rely on SRP which is kind of okay but will eat bandwidth
How do some games look like the models have baked bevels / normals on almost everything? How do they do that & stay optimized? can that be done with trim sheets? or is that some kind of in engine beveling trick like blenders bevel node
as a uni student studying this stuff and trying to perfect my craft, stuff like this is absolutely priceless! is that mirror tool available anywhere as it would save so much time and i need it haha thanks!
Good info, one tip though: watch out for verbal ticks, you said “go ahead” about six times in the first two minutes alone, and you punctuate nearly every action with “go ahead” and it’s really distracting after a while 😂
really well thought out tutorial :) the part where you match grid and texel density is essential for no seams and easy mental calculations for making new pieces quickly and easily.
The last tutorial on your channel was 2 years ago.
Really hoping for a comeback from you.
Agreed with this other guy! Your trim sheet tutorial was great hope you make more
Legend
I hope you are doing well! Missed all of your tutorials and videos. You really understood what beginner are after and what they need to learn, and more importantly how to teach it!
Jon really gave it all for this tutorial, it's amazing how those little things make life so much easier. Hope you're doing well over there PolygonAcademy!
One of the best modular tutorials I've seen. Thanks for doing these!
That's a very kind explanation.
I think it will help a lot of people.
It's very hard to produce a video.
Thank you for your hard work.
So well put together, thanks to Jon for his perfect delivery and big ups for sharing this here!
Thank you so, so much for this video! It helped answer a ton of question I had on the subject, I am very grateful!
the most interesting takeaway from me here was the tidbit on planning your trims based on your modeling, always struggled because i wanted to make my trims first, and then model based on those. Flipping the approach has helped me alot.
THE BEST OF THE BEST YOU CAN GET FOR ENV STARTER INFO IN THE MARKET, LOVE THIS.
Such a well made breakdown. Answers some specific questions you seldom find addressed elsewhere. Thanks much!
Hi Jon Thank you for sharing your knowledge with us which is help us a lot to build an environment kits. I would like to ask you
Where can I find Mirror tool which yu used in the video which I super cool to use in Maya.
Yes, I would like to know about that mirror tool as well! It was mentioned at 29:30
me too :o
I would also like to know the name of the mirror tool please. Thanks!
I also would love to know where you got that mirror tool from. Really could have saved loads of work.
me too, it would be really helpful
AMAZING TUTORIAL.. I'm working on a project right now that is totally in line with how I have to alter my workflow. Thank you for summarize the process. These methods absolutely will allow me to make better products for my clients!
Wish I had this video available few months ago when I was designing my own modular kit for a project! xD
Hello Jon! Thank you very much for the seminar, I would like more information about mixing geometry with a surface using Dithertemporalaa, namely how to properly prepare the geometry to implement this effect.
Man,,,,,, I've been waiting for a video like this for years. I wish I saw this back in 2018.
same would have helped a lot when I was in college
Awesome video - thanks for sharing!
Really helpful and thorough...
Thanks for the resource.
Amazing, thank you so much!
thanks for this as this was an amazing refresher and probably helped fixed some of my issues with modular parts. Also I would like the mirror tool as it is so much more quicker than the normal way.
Use this MEL script, it was an old feature removed in 2017.
polyMirrorCut 1 1 0.001
That mirror tool would have been great to know when I was making models for a project a while ago.
Masterclass dude...I appreciate the free knowledge drop...👍
Thank you so much for this awesome learning content
i once sculpted 111 brcks and for moment I thought this isn't for me only to realise that I could have learned Designer in that time and save so much memory and time. i had to watch this again ebcause I need to texture this big wooden crane and I cannot fit uvs in the 0 to 1 uv space without loosing the texture resolution, I thnk masking technique is really good for large scale assets, I am finally gonna learn this technique, thanks fo making the video.
This was super helpful. Great presentation and insights
So many universally good tips and tricks that are even valuable for a Blender user like me. I'll come back to this video a lot of times, that's for sure!
what's wrong with being a blender user? i believe you can easily substitute maya with blender here and get the same result.
This is perfect and concise, I wish I had this when I started our
This is gold👌
To help with your export have a look at Maya's game exporter, it's in the File menu, it will allow you to leave your assets in its location and it will zero them all for you upon export. Thank you for this amazing break down.
@DeLaGallagher that's what i love about youtube you get a professional video that drops gem after gem after gem and then you scroll down to the comments and there's some random dude with another banger tip that the original guy didn't even know
Godsent! Thanks for the valuable information!
Earned my subscription!
Great eye opener!
free on youtube. amazing. thanks so much.
God you solve me so many questions about kits.Really Thanks for this!
Thanks for sharing,
And thank you for watching! :D
Meters for the win! Thanks, very informative video
Wait, at 1:13:30 , what resolution did he use to bake those 2 masks? That's a giant rock, is it ok to just slap a simple 2k/4k normal on it? Wouldn't the texel density for the normal be incredibly low?
@@InkStep this may be too late, but the way he has the material set up, he tiles the texture multiple times to keep the texel density. Let's say the rock was just a wall for example, and it was 4x4 m. If the texture was 2x2 m for correct texel density he would make that texture repeat 2 times across both axis. Not sure if I managed to explain it well, but all you do is repeat the texture as many times as you need depending on the scale of your object to ensure a correct texel density.
@@provisorio0329 Thank you. I do know how tiling works, I use it a lot. It's just that the for some reason I was thinking of the entire rock as having one big unique normal, due to how different the mesh looks at all angles. It completely slipped my mind that those are probably just some small cracks and bumps plastered all over the surface.
I assumed that skirt "plane" act as a decal and at the same time cheap alternative for using runtime virtual texture for blending?
This was soo good!
Thank you so much for this!
I have a question, hopefully someone can answer. The interior faces are kept between modular pieces as this helps prevent against light leaking and negates the need for double-sided shading. But doesn't this waste space on your lightmap UVs? How would you get around those unnecessary bakes? I would imagine with modular assets, those add up quickly.
That part seems a bit silly. Never had an actual practical problem without interior faces.
Make a custom light map on a second uv channel, make those back islands really small.
it feels criminal to be able to watch this for free
i wish this type of assets optimization was done by other studios too, recently played few of the AAA titles and even on 3080ti I was getting around 40fps
Thanks for this amazing video. I've really been struggling with workflow working on my personal project and this brings a lot of things to light. When it comes to translating it from Maya to blender-do you have any good resources on where to find a lot of the tools 3ds max has that could be add-ons in blender? Thanks again for this very informative presentation, it's really helping me get used to this process.
Thank you for sharing
OMG so useful thank you
Is there a way to create such mirror process in blender? To rotate around as you do.
Nice tutorial!
Early on I see it mentioned that kit based workflows are restricted by Game Object and Draw call limits. Usually games that decide to go with a kit based workflow should optimize their engines for moving static assets into just huge single vertex and index buffers and then the static scenery can be passed through GPU culling etc and never touched on the CPU again. For static scenery there shouldn't be a game object / draw call limit unless the engine is not designed for the workflow.
This does increase the cost to unlocking and then moving static geometry, but that should be rare.
love you man you save me
Does anyone know if there's a way to use a similar mirror tool inside of Blender similar to what he shows off at 29:45? This is so much more powerful than the mirror modifier and exactly what I need.
How would you add normal edge wear to the tilable textured modular pieces?
The grid technique is so simple yet SO USEFUL. You'll have reference now on how your texture will fit even if it's on BLOCKOUT stage. I'LL DO THIS FROM NOW ON.
Is there a source link to buy or download the Organic Rock Kit? the link in the description doesn't work.
Wow... the more I learn about 3D Art, the more I realize I could never break into the game industry. I start to think I might be ready for a junior position at least, and then there's always a mountain of things I don't know. Specifically making textures, trim sheets, and most of the texturing process past UV mapping is extremely difficult for me, despite trying to learn it multiple times. I wish I had what it takes
can you share that mirror option code if you can its good ,do we need to bevel the corner or we are making high version of wall so we can use baking later for smooth edges . lots of confusion.
Sure, here's the MEL script
"polyMirrorCut 1 1 0.001"
Hope this helps :D
Hi you mentioned you would be happy to share the mirror script, yes please:)
Sorry for the late reply the mirror script is simple the following line as a MEL script
"polyMirrorCut 1 1 0.001"
Hope this helps!
i have learned a lot! thank you for this suberb tutorial!
was trying to access Timo's artstation that's referenced at the end of video, but all of his artworks seem gone, anyone knows what happened?
anyone knows if that rotation/mirror tool code was ever shared?
Can always combine meshes - can even be done just before the game/level kick off. I do this in unity a lot or rely on SRP which is kind of okay but will eat bandwidth
Can you share the mirror script? Looks like a very powerful tool
Sure, here's the MEL script
"polyMirrorCut 1 1 0.001"
Hope this helps :D
How do some games look like the models have baked bevels / normals on almost everything? How do they do that & stay optimized? can that be done with trim sheets? or is that some kind of in engine beveling trick like blenders bevel node
loved the video thanks
What do you mean by is the wall 2 variant or 1 variant, irt naming it with a number 37? I am unclear.
Thank you
when i doubt, model it out. nice
Hi, where can i get your mirror script?
How do you make materials as a material artist or do you just take pictures of real environments? Also do people use kits for materials too?
do we really need all quads model for game? just start my modelling journey
not really, only if the models need to be animated you need to have quad geometry.
😱 OMG
You have some triangles in your model 😢
Im so sorry your game dev journey ends here
@@alessandroattanasio2795 thankkks 😅
@@ChillieGaming tbh that's what i thought would happen in game modelling 😅
its better to have a relatively clean modular piece as you wont have many distorions in the UV unwrapstage
What’s the code for the mirror tool?
as a uni student studying this stuff and trying to perfect my craft, stuff like this is absolutely priceless!
is that mirror tool available anywhere as it would save so much time and i need it haha thanks!
For sure, here's the MEL script for the mirror tool
"polyMirrorCut 1 1 0.001"
Hope this helps!
@@BeyondExtent absolutely massive!! thank you so much!!
thanks bromano
What a talk!!!
Sweet!
Alrighty!🙃
how in the world do you use a fast food mic for your presentation? 😭 But amazing presentation never the less
Yeah right xD great presentation and a lot of valuable information. It's almost like all great vids have bad audio quality somehow
great tutorial but the sound can be improved 🤔
suppport
making modular roof pieces is killing me
Bethesda uses this technnique.
Good info, one tip though: watch out for verbal ticks, you said “go ahead” about six times in the first two minutes alone, and you punctuate nearly every action with “go ahead” and it’s really distracting after a while 😂
Sorry, dont understand your accent, man.
Thank you