This Unreal Engine Plugin will save you a lot of time on Texturing

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  • เผยแพร่เมื่อ 25 พ.ย. 2024

ความคิดเห็น • 35

  • @mahkhardy8588
    @mahkhardy8588 19 วันที่ผ่านมา +6

    All these new graph subsystems in UE are amazing.

  • @MarcusBuer
    @MarcusBuer 19 วันที่ผ่านมา +4

    Quixel bridge is still working, but this plugin helps a lot with things coming from other sources, or for new quixel assets that will be put into Fab and not into Quixel. Thanks!
    About reducing the texture size, instead of reducing the LOD bias, you can open the texture, on the panel go to compression->advanced and change the Maximum Texture Size to the size you want (256 in this example).
    This will keep the original texture at its regular size (so project size will still be large), but when displaying it or exporting the texture during builds it will use the maximum size you set. If later you noticed you reduced too much you can always go back and increase the maximum size, and since it is not destructive it should just work. Using the resize like you did is great when you have a texture that is not power of 2, but be aware that it is destructive, so if you need to undo you will have to reimport the texture.

    • @maomaogamedev
      @maomaogamedev  19 วันที่ผ่านมา

      Yeah the first method have been here for a while, but it was always annoying when you really don't need a really big texture and you are forced to saved it in your project. Even if you reduce the max LOD in-game your project will be unnecesarily heavy. But like you say, it is non destructibe workflow so I would only change the original texture size If I was sure I won't need the original size, specially those 8K textures lol

    • @kevincrinklaw7422
      @kevincrinklaw7422 12 วันที่ผ่านมา

      Great tip on the texture thing! We're new and like seeing these tidbits!

  • @amigoface
    @amigoface 15 วันที่ผ่านมา

    excellent feature

  • @legato3067
    @legato3067 16 วันที่ผ่านมา

    wow really usefull.THX

  • @JohnnyPope
    @JohnnyPope 16 วันที่ผ่านมา

    Amazing - thanks!!!

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 17 วันที่ผ่านมา

    thats awesome

  • @Cioum
    @Cioum 17 วันที่ผ่านมา

    So cool! Thanks for tips :)

  • @kthxbye1132
    @kthxbye1132 18 วันที่ผ่านมา

    wow thank you!

  • @Joool10
    @Joool10 19 วันที่ผ่านมา

    Good stuff, you can use the "max in game" property to still have the full res texture available but reduced to the specified size when packaging. Also Virtual Textures ftw.

    • @maomaogamedev
      @maomaogamedev  19 วันที่ผ่านมา +1

      Yeah, that helps in-game but sometimes you don't want those 8k-4k textures in your project that make it super heavy. If you are sure you don't want those textures in 8k you can always change its size once and for all. And yeah, Virtual textures are amazing!

  • @DailyPaily
    @DailyPaily 16 วันที่ผ่านมา

    More tricks !

  • @JoaoTakada
    @JoaoTakada 9 วันที่ผ่านมา

    i wish they add noise generators to the texture graph

    • @maomaogamedev
      @maomaogamedev  7 วันที่ผ่านมา

      I think they have some already but not as powerful as substance

  • @John_atCTS
    @John_atCTS 19 วันที่ผ่านมา

    Last week was going through some of my Master Materials trying to update them for the new FAB packaging and was trying to figure out how to re-create the ORD in UE using the new Heightmap. I didn't even THINK to look at the Texture Graph. THANK YOU MAN!!!
    PS - any news about Quixel Mixer??

    • @maomaogamedev
      @maomaogamedev  19 วันที่ผ่านมา

      I haven’t heard of Mixer in a while. Usually when things are so quiet big things may come out of nowhere lol. But for now Substance seems to be a better choice except it’s from Adobe

  • @DirkTeucher
    @DirkTeucher 19 วันที่ผ่านมา

    This is kind of cool. I would use this if there was a way to script the texture graph with python or blueprints so I can create an editor utility to do this. Because I already have a enditor utility script that I wrote which does all of this and creates a shader at the end or a material instance if you select an existing material. But it is quite a lot of code. Anyone know if this works? I might have a look.

    • @maomaogamedev
      @maomaogamedev  18 วันที่ผ่านมา

      I’ll take a look I’m interested as well

  • @coccosoids
    @coccosoids 13 วันที่ผ่านมา

    Is that windows? What are you using to switch applications?

    • @maomaogamedev
      @maomaogamedev  11 วันที่ผ่านมา

      Yes

    • @coccosoids
      @coccosoids 11 วันที่ผ่านมา

      @@maomaogamedev how did you make it to look like that?!

    • @maomaogamedev
      @maomaogamedev  11 วันที่ผ่านมา

      It’s just Windows 10, I refuse to update lol

  • @rremnar
    @rremnar 18 วันที่ผ่านมา

    Any tool that kicks Adobe in the snutz gets a thumbs up from me. 😂

  • @simonak9699
    @simonak9699 18 วันที่ผ่านมา +5

    Absolutely hate those video thumbnails where the creator puts on a "dubious" face.
    It's a weird trend. It doesn't add any value to the content. It makes me want to click "Don't recommend this channel".
    Just my two cents.

    • @maomaogamedev
      @maomaogamedev  18 วันที่ผ่านมา

      I didn’t know it was even a trend. But I don’t have many pictures of myself. So next video I’m going to put the same face just for you 😁

  • @david_escalante
    @david_escalante 13 วันที่ผ่านมา

    "I have nothing of value to add, I just hate photoshop thanks, did I mention no one else is talking about this?" the video

    • @maomaogamedev
      @maomaogamedev  11 วันที่ผ่านมา

      So why are people commenting this was helpful?