9 and 2 half Blender Game Modeling Tips

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  • เผยแพร่เมื่อ 28 มิ.ย. 2024
  • Tips on how to improve the quality and performance of your game models in Blender, while making them faster.
    Batex batch export addon: github.com/jayanam/batex
    Twitter: / mrtripie

ความคิดเห็น • 17

  • @grabbitt
    @grabbitt 3 ปีที่แล้ว +22

    nice work this. good tips :)

  • @harrysanders818
    @harrysanders818 3 ปีที่แล้ว +4

    Ace sum up! Sums up everything I have learned over the last month in just 7 minutes. Really well made video. Congratz!

  • @Aanaartu
    @Aanaartu 3 ปีที่แล้ว +2

    These were really good tips, well presented and articulated. Kudos!

  • @Norchis
    @Norchis 11 หลายเดือนก่อน

    Absolutely lovely and practical video ❤

  • @josuebrizuela6890
    @josuebrizuela6890 3 ปีที่แล้ว +1

    Many useful tips! Thanks!

  • @nix_malone
    @nix_malone ปีที่แล้ว +1

    Great tips man thanks a lot =D

  • @Alex-tn7pv
    @Alex-tn7pv 2 ปีที่แล้ว

    Very good advice!

  • @MikeCore
    @MikeCore 3 ปีที่แล้ว +2

    thx just want to make sure i'm doing things properly

  • @isa0010
    @isa0010 4 ปีที่แล้ว +2

    thanks!

  • @slothsarecool
    @slothsarecool 3 ปีที่แล้ว +1

    Great tips! The origin for scaling seems so obvious now haha.. I've definitely hit that problem in UE4. Would you recommend trying to manage most assets in one blend file? I'm still a bit unsure of how to manage game assets, if they should be comprised of many objects, separate files etc

    • @MrTriPie
      @MrTriPie  3 ปีที่แล้ว +2

      Thanks! I would put closely related assets in the same blend file, but definitely not the whole games assets! For example you may have a modular building kit of assets that snap together to build houses, I would have those in the same file as I would work on them at the same time and it would make it easier to make sure I got everyhing lined up correctly for snapping. Another thing that could mean they should go together is if they share textures such as the same tiling textures or trim sheets. I might have sets of trees together as they could share tiling bark textures and leave attlases. Then grasses and flowers could go in the same file. I would put related furniture sets such as matching wooden tables, chairs, shelves etc, in one. For props again if they are related such as dishes in one, picture frames in another, etc.
      As far as using multiple objects per asset, it depends on the tools I think. I created an addon recently that can export all blender mesh objects to separate files, with objects that are child's of another sharing the parents file. github.com/mrtripie/Blender-Batch-Export I haven't gotten around to making a vid about it yet so I'm the only one to have used it so far so there may be issues with it though. It also depends on if the game engine you use has an option for merging separate meshes into one (to save performance on draw calls which add up fast). I know Unreal has this option, not sure about Unity, and Godot doesn't currently (though it has an option to add a script to the exporter to modify the results, so you may be able to do it there). If those are taken care of using separate objects in Blender shouldn't be a problem.
      Hope this helps!

    • @slothsarecool
      @slothsarecool 3 ปีที่แล้ว

      @@MrTriPie awesome thanks a lot!

    • @MrTriPie
      @MrTriPie  3 ปีที่แล้ว

      @@slothsarecool No problem!

  • @DesignReady.
    @DesignReady. 4 ปีที่แล้ว +3

    Is baking all material into one image with the same resolution affect the quality or not?

    • @MrTriPie
      @MrTriPie  4 ปีที่แล้ว +2

      I believe it could depending on the textures and if the UVs are lined up the same way on the original and baked textures (otherwise the original texture pixels might be in between where they would be on the baked textures and averaged, which might be noticable on sharp textures). You could compare the original and the bake to see if there is any noticable drop in quality

  • @BLNTSMK
    @BLNTSMK ปีที่แล้ว

    what about the scale? is it 1m real world = 1m on blender? will this work for 3d printing principles also or will it need to be scaled differently?

    • @MrTriPie
      @MrTriPie  ปีที่แล้ว +1

      It should usually work for 3D printing. I recommend checking in your slicing program though.
      Sometimes something will happen like Blender exports a file with the units meant to be 1m but the program it's imported in expects the units to be centimeters, making the model 100x smaller.
      If you import a model that is too big for your printer into the slicer, it may also automatically scale it down to fit.
      If the scale is wrong it's usually by tens (0.01, 0.1, 10, 100, etc times the correct size) so it should be easy to correct