Mid-poly Game Art

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  • เผยแพร่เมื่อ 13 ต.ค. 2024
  • A quick chat about creating Mid-poly 3d models. Looking for Blender 3d resources? Check out my website for links to assets, addons, discord, and more.
    www.pzthree.com/

ความคิดเห็น • 20

  • @edwrd4178
    @edwrd4178 3 หลายเดือนก่อน +6

    You make the best 3d modelling and game art tutorials on TH-cam. Thank you for all these videos.

  • @DawnStudiosInt
    @DawnStudiosInt 3 หลายเดือนก่อน +5

    Nice to have some more in-depth videos about game art :)

  • @mahkhardy8588
    @mahkhardy8588 3 หลายเดือนก่อน +1

    Cool seeing your explanations in a game setting then hopping into Blender, kinda clicks, nice, thanks.

  • @jakeschroeder4874
    @jakeschroeder4874 15 วันที่ผ่านมา

    dude these vids are super fing useful man, thanks

  • @YakOfArt
    @YakOfArt 3 หลายเดือนก่อน +1

    This video is a GEM! So glad I found it. Subbed!

  • @andallicansayis
    @andallicansayis 3 หลายเดือนก่อน +2

    amazing! can i be your blender buddy?

  • @chipjaybo6663
    @chipjaybo6663 3 หลายเดือนก่อน

    I just naturally defaulted to this workflow. I got a couple addons early on, and it felt natual

  • @serwizzart
    @serwizzart 3 หลายเดือนก่อน +1

    Nice video. Currently learning about Trimmsheets and its amazing.
    Could you tell me when you would use a UV Atlas? I have only heard about it once and the second time was in your last video, what is it used for and why would you want to use it? Thanks in advance!

    • @SkeleTonHammer
      @SkeleTonHammer 3 หลายเดือนก่อน +2

      Typically you would atlas a UV because one great way to optimize game assets is to have as many assets as possible all using one texture map and thus one material.
      For example, let's say you have several models: a ketchup, mustard, relish, salt, pepper, plate, fork.
      You could give them each their own material, but these objects are small and could all occupy space on one big texture. In the game engine, this means only one texture being sampled and often batching them together, fewer draw calls, and so on. Things like this allow major speedups.
      It's not always possible to atlas things though. Large objects demand their own space if only to maintain texel density as desired.
      For decals, especially small decals, you should always atlas them for the same exact reasons.

    • @apemant
      @apemant 3 หลายเดือนก่อน

      There's also texture arrays, where you have an array of equally sized textures in the shader, and then for each vertex you need to store an index, which is the index of the texture that the face is using. Probably some pros and cons to consider there.

    • @kagan8579
      @kagan8579 3 หลายเดือนก่อน

      @@SkeleTonHammer Can you pls give me a good article, or video .. about uv atlas? Im hearing this first time

  • @shellwermir
    @shellwermir 3 หลายเดือนก่อน

    more about game art, please.

  • @joseterran
    @joseterran 3 หลายเดือนก่อน

    this is so good

  • @isobelshasha2095
    @isobelshasha2095 หลายเดือนก่อน

    so how do you avoid zfighting with this workflow? do you need to manually offset the mesh decals, or is it just someone else's problem to solve in-engine? thanks for the videos!

    • @pzthree
      @pzthree  หลายเดือนก่อน

      Decal shaders usually have an offset. Forcing the render order.

  • @kickskii
    @kickskii 3 หลายเดือนก่อน

    Thanks for the insight

  • @GvRDesigns
    @GvRDesigns หลายเดือนก่อน

    Great video. With regards to using decals, I'm using blender to model 3d game assets for use in Unreal Engine 5. I want to use DECALmachine addon in Blender, and then export decals to Ue5, is this possible? Anyone know a good workflow for this?

    • @pzthree
      @pzthree  หลายเดือนก่อน +1

      Decal Machine can be utilized. It is tricky, have to look into how the textures/shader works.

  • @doantuanan
    @doantuanan 2 หลายเดือนก่อน

    How do you get that up and down and minus button on your modifers tab?

    • @pzthree
      @pzthree  2 หลายเดือนก่อน

      Modifier list addon