- Texel Density: bit.ly/3leU9pu - Sprytile 2.8: bit.ly/2QgFeN8 - Pixel texture grid: www.dropbox.com/sh/36x76ap3t2tcb90/AABc5syghYMCojgkHZWUwdJ1a?dl=0 Tip The Artists: ko-fi.com/mortmort - Secret link: bit.ly/3hsrieQ Notes: English is not my first language so hope you understand everything!
Hmmm, I did all the steps up to 16m30, three times. And each time it doesn't work at all haha. (I end up with results like that : www.dropbox.com/s/6hholjz7835lpxj/Texture_Problem.PNG?dl=0). It didn't work on the same kind of model as your sign at the beginning either. I'm on Blender 2.91, did something change ? Does anyone know? I really wish I could work on this kind of style, but I probably do something wrong, it never works right haha. Heeeelp, haha. Thanks!
@@fogryu It's hard to say without seein all the steps you've taken, but my guess would be. Either you've missed or done one of the steps wrong. Or, perhaps you've scaled the model outside of "edit mode" and therefor the model is stretched, you can reset the "object mode" scaling with [ALT+S] and see if anything happens? Otherwise on top of my head I'm not sure, feel free to join the community Discord then I can perhaps have a closer look
Can you help me understand something? I do not get how to use the png image as a 3d object :O I have only done 2d drawings so far and it is my first time trying to learn 3d. Is there an option in unity or game engine that directly converts png images into 3d objects or maybe we have to place each side on it individually?
Viewport Overlays: set Scale to: 0.0625 set Subdivisions to: 16 Scene: set Unit System to: None Texel Density: set texture size to size of actual texture set TD: 0.1625 Modeling: After doing a transform: - right click, selection to grid UV Unwrapping: - Selected to Pixels
If anyone messes up like I did and is getting weird UVs when cube unwrapping or any scale issues, remember that when scaling in object mode you mess up with how the software interprets the scale of the object in 3D space. You just need to go back to oject mode > select the whole thing with A > CTRL+A to bring up the "Apply" menu > scale. Make sure it's done by going to the Transform options and checking that the scale is set to1. You can then go back to edit mode and continue the tutorial.
Hey friends, just a small detail for 21:43. The "Extract Palette" option doesn't appear in the UV editor image options anymore. Seems like that has been moved to the image editor. So if you're confused why that option isn't showing up, it's because you need to switch to the image editor view.
I've been waiting for this for a looong time, but since everyone has commented the same, I want to say something different: Thanks Mort for keep doing tutorials even with all the stuff you have going on in your life. You will always be a super talented TH-camr and an amazing person, and I wanted to take a moment to appreciate that. I'll be here with any content you'll make, even if you won't make a lot of it, so keep doing what you love and good luck on what the future will bring you
You are a life saver. I am moving from a pure pixel art to a 3D pixel art approach in my game, and was feeling really overwhelmed with the transition to Blender. You just saved me days of work and opened up a whole world of possibilities to me. Thank you so much for posting this. This is, hands down, one of the best tutorials on YT and an instant subscribe from me.
You can set things up to be shadeless by just not using a shader node at all, take an image texture node and plug it directly into your material output to get a dead simple shadeless setup that won't muck with the scene lighting like emission can. Also worth noting that you will generally want to disable the filmic color correction that Blender has on by default, that will mess with the colors of your textures when rendering. In the render properties tab, go down to color management, and change the view transform from filmic to standard.
As a blender newbie I'm having trouble finding out what I need to do to accomplish this myself. Do you think you could turn me in the right direction to find resources on this? Do you know if this is good for exporting into unity?
@@guardianoftheledge4966 For stuff that needs to be sent to a game engine, it might be best to use a principled shader with the roughness set to 1 and the specular set to 0. That will get you something that reacts to lighting but is fairly flat. Then you can set whatever environment settings Unity provides to use a white full strength ambient light, so you are basically getting pure white light from all directions giving that same sort of shadeless look and feel without the possible restrictions that come with a true shadeless material. Though I have next to no experience with Unity, so some of this is just speculation. At least that was the setup a friend and I went with in Godot though, which allowed us to still use distance fog on the environments and 2 directional lamps set in opposite directions so that one was pointing down and to the east to add a little bit of highlights to the top and west sides of environmental stuff and the other facing up and to the west set to be a negative lamp that takes light away to add in some darker shading on the lower and east sides of the things in the scene. We also kept the characters out of the lighting groups affected by those lamps, since we didn't want that extra level of shading added to them, since they had a fair bit of lighting data baked into their textures that the lamps would have clashed with.
I'm a senior software engineer who is getting into game jams. I know a lot of the coding side, but art and 3D Modeling has always scared me. Thank you for making such a great technical video to make it seem less scary!! :)
So I was having massive problems with the Texel Density (I downloaded a previous version of Blender, also tried different version of Texel Density, still had problems), but I found out you can just calculate texel density on your own, and my number ended up being different (dunno why). To calculate the texel density yourself grab the measuring tool and measure what is supposed to be 1 pixel/gridspace, and this will give you a measurement in meters. Texel Density is measured in pixels per CENTIMETER (px/cm = texel density), so you have to convert that number from meters to centimeters. If the measurement says "0.039063" for example, that's 3.9063 centimeters. The length you measured earlier was for one pixel, so then do 1 / (whatever number your measurement was). In my case the calculation was 1px/3.9063cm, which equals: 0.25599672px/cm. Et violin, you have your unique texel density.
Dude. These tutorials are superb. I feel like tutorials using these types of software don't give much information to people using it for the first time-- but you go over every little detail so that there's no confusion. Keep it up, and thank you!
what a legend, i got a new pc a while ago and was thinking about making a 3D pixel game now that i finally have a good graphics card. This tutorial makes blender look 10 x easier, thank you mort
I love these! please consider doing more of these 3D pixel art texture tutorials. Maybe you can do a series of them. starting slow and explain how to do things, set things up, making sure the model is pixel perfect (even complex ones) and then starting to going a bit more advanced. table/chair > Lantern > Backpack (with scroll sticking out)>Sword/hammer > War Banner > chandelier > cute house etc. You could even in more advanced sections of the tutorial go into animation, exporting the model and using game engines to load everything up and see the model+textures clear and crisp. This would be so good. There are lots of people out there that love this style and want to learn how to make it from someone that knows what they are doing.. Please consider it! 🤗
I don't speak much English, but I make the effort to watch your videos over and over again to understand. I think your channel is wonderful, I love Blender, and I want to get more into the pixelart So thanks!
Ive been using the old Blender for years and I had pretty ok workflow for the 3d pixel art. This was the best introduction to the new Blender with my favorite art style!
This tutorial is really awesome, but i feel like there is an untapped potential for a 3D modeling software, or one specific plugin, that effectively makes all of this vastly easier. By which i mean, it's designed and built for doing 3D pixel art style modeling. Everything snaps perfectly to a pixel grid, the UV unwrapping automatically aligns everything pixel perfect, that sorta thing. We have art programs specifically for doing pixel art, let's get a 3D software to do the same XD
My man, I can't describe how grateful I am to be able to watch this video tutorial for free. Thank you so much for uploading this amazing content! I've been searching all around the internet to learn this type of stuff and this tutorial has everything I needed. Really appreciate it, keep it up man :)
Thanks for this amazing tutorial. It's honestly a godsend for me, who understands textures enough to get it working, but is very slow at the process. I really appreciate this upload! Edit: If you didn't tell us in the comments that English wasn't your first language I wouldn't have even noticed. Everything was very understandable
I LOVE THIS SO MUCH!!!! After hours and hours of suffering, I've not only found this godsend of a video but also an addon that saves hours of time!! I'm going to go do a back flip or something
My first thought: hah, thats easy, I will do cooler sign without this tutorial Me after two hours of literally banging my head on keyboard with UV and textures: well, now Im completely lost and NEED this tutorial Thank you dude. Today I learned more than just pixel perfect texturing - I got a lesson about why overconfidence is a slow and insidious killer
I make 3D models, you can set your set TD bellow instead memoryze numer, there is a formula... however the template setting for the smallest are 1.28 and 0.64 ... where density is px/cm...also for not repeat the process for "snapping to the grid" and make weird streching... when you set the pixel denstity and try to match with the scene... you go to the scen tab go again to ortographci and press selection to grid instead of unwraping again and make the pack island again, you can save the last 3 o 4 steps...just make orthographic projection with (1 keyboard) and match...
Another good solution is to create custom brushes using an pixel art tool and painting then in the mesh, the unique thing is that you will have is some pixels distorted, but in meshes that are not voxels, this is inevitable
I've been hunting for something exactly like this for so long, eventually trial and errored my way forward but thanks to you I can kinda shave of the imperfections. Those addons especially help so much with the alignment and whatnot. Thanks man!
hope someday u do a video doing low poly character with a reaaaaly slow pace. Most of the videos use a lot of shortcuts and dont explain thinking is a newbie watching, love your work!
Thank you very much for this tutorial, it's easy to follow along and to understand. The only problem I had was when I did the cube projection, the faces on the front and back came out squashed for apperently no reason at all. The issue resolved itself for, again, apperently no reason when I tried cube projection again a couple of times and it suddenly worked perfectly. Thanks again, love your work
Really appreciate this existing lol, I am very new to Blender and attempting to use it for pixel art projects makes it even harder so big thumbs up from me 👍[big].
That's a really good tutorial! If you already know some Blender basic this is perfect to learn how to optimie UV map and also do cool looking assets that mixes a retro 2D wirh some 3D! I really liked it and it gave me more ideas to experiment on!
Nice i was really interested in this style from the trailer, even though im not new to blender this still taught me alot of tips on how to do this style Thanks!
if anyone is having trouble with the bucket tool going outside of the uv, you have to go to the settings tab for tools on the right and turn bleed to 0
Was trying to get this to work, but couldn't get texture islands to fit correctly when setting the Texel density. Changed texture sizes, tried repacking islands, etc. Eventually realised that with this methodology there's a direct relationship to object size in the world and the texture (duh), so directly resizing the object in Edit mode and snapping to the pixel grid allowed me to fit it on the 48x48 texture. Hopefully this will be useful to someone else - because it'll mean I'm not a completely singular idiot...!
Hey Mort! Thanks alot for the Tutorial, i never would've been able to find this out myself :D For all of you trying it and not getting the results you expect - i had issues myself, cause you have to keep in mind that EVERY WORKSPACE has its own Grid, so always do this in the same workspace, otherwise it'll ll get funky and weird. Its a little fiddely, but it works if you just check regularly.
there was another youtuber who used a sync option that updated the aseprite file in real time in blender without saving. it also showed the uv maps on aseprite
Yes. Demorou, mas finalmente saiu o tutorial. Ps: Mas eu entendo a demora, cara. Você havia dito que não gravava os vídeos constantemente por conta dos barulhos no seu apartamento, por causa dos vizinhos, eu acho. Mas enfim. Muito obrigado pelo conteúdo.👍👏👏👏
thank you for this detailed tutorial. for anyone making games, always use 16, 32, 64, 128 textures.. do not use 48, 72, or something like that. it will look ok in blender but once you use a game engine you get a lot of stupid artifacts. experienced that with threejs.
- Texel Density: bit.ly/3leU9pu
- Sprytile 2.8: bit.ly/2QgFeN8
- Pixel texture grid: www.dropbox.com/sh/36x76ap3t2tcb90/AABc5syghYMCojgkHZWUwdJ1a?dl=0
Tip The Artists: ko-fi.com/mortmort
- Secret link: bit.ly/3hsrieQ
Notes:
English is not my first language so hope you understand everything!
Before this comment, I never noticed that English was not your first language.
In your videos, you have always spoken and written it as if it was.
English is not my first language either, and your English is quite good though :)
Hmmm, I did all the steps up to 16m30, three times. And each time it doesn't work at all haha. (I end up with results like that : www.dropbox.com/s/6hholjz7835lpxj/Texture_Problem.PNG?dl=0). It didn't work on the same kind of model as your sign at the beginning either.
I'm on Blender 2.91, did something change ?
Does anyone know? I really wish I could work on this kind of style, but I probably do something wrong, it never works right haha.
Heeeelp, haha.
Thanks!
@@fogryu It's hard to say without seein all the steps you've taken, but my guess would be.
Either you've missed or done one of the steps wrong.
Or, perhaps you've scaled the model outside of "edit mode" and therefor the model is stretched, you can reset the "object mode" scaling with [ALT+S] and see if anything happens?
Otherwise on top of my head I'm not sure, feel free to join the community Discord then I can perhaps have a closer look
Your english is quite good. It's not my first language, but I still understood you perfectly.
Dude i used to spend hours sorting my UV maps just to get them to be pixel perfect. This almost feels like im cheating now
i love you dude your videos are straight eyecandy
@AveragePixel Do you make everything on your own? Motion graphics, models, etc?
@@capnanaya4642 yes
Can you help me understand something? I do not get how to use the png image as a 3d object :O I have only done 2d drawings so far and it is my first time trying to learn 3d. Is there an option in unity or game engine that directly converts png images into 3d objects or maybe we have to place each side on it individually?
I'm curious, do you use blender for all animation?
Viewport Overlays:
set Scale to: 0.0625
set Subdivisions to: 16
Scene:
set Unit System to: None
Texel Density:
set texture size to size of actual texture
set TD: 0.1625
Modeling:
After doing a transform:
- right click, selection to grid
UV Unwrapping:
- Selected to Pixels
It's almost impossible to find anything about Blender pixel art on the Internet. So glad that I have you dude, you inspire me.
Agree 100%
If anyone messes up like I did and is getting weird UVs when cube unwrapping or any scale issues, remember that when scaling in object mode you mess up with how the software interprets the scale of the object in 3D space. You just need to go back to oject mode > select the whole thing with A > CTRL+A to bring up the "Apply" menu > scale. Make sure it's done by going to the Transform options and checking that the scale is set to1. You can then go back to edit mode and continue the tutorial.
I want to just say that I love you
If you ever need someone to take a bullet I got it covered
You're an absolute hero thank you so much!
thank you SO MUCH!!!!
thank you so much
Hey friends, just a small detail for 21:43. The "Extract Palette" option doesn't appear in the UV editor image options anymore. Seems like that has been moved to the image editor. So if you're confused why that option isn't showing up, it's because you need to switch to the image editor view.
thank you so much
i love you
I've been waiting for this for a looong time, but since everyone has commented the same, I want to say something different:
Thanks Mort for keep doing tutorials even with all the stuff you have going on in your life. You will always be a super talented TH-camr and an amazing person, and I wanted to take a moment to appreciate that. I'll be here with any content you'll make, even if you won't make a lot of it, so keep doing what you love and good luck on what the future will bring you
You are a life saver. I am moving from a pure pixel art to a 3D pixel art approach in my game, and was feeling really overwhelmed with the transition to Blender. You just saved me days of work and opened up a whole world of possibilities to me. Thank you so much for posting this. This is, hands down, one of the best tutorials on YT and an instant subscribe from me.
You can set things up to be shadeless by just not using a shader node at all, take an image texture node and plug it directly into your material output to get a dead simple shadeless setup that won't muck with the scene lighting like emission can. Also worth noting that you will generally want to disable the filmic color correction that Blender has on by default, that will mess with the colors of your textures when rendering. In the render properties tab, go down to color management, and change the view transform from filmic to standard.
As a blender newbie I'm having trouble finding out what I need to do to accomplish this myself. Do you think you could turn me in the right direction to find resources on this? Do you know if this is good for exporting into unity?
@@guardianoftheledge4966 For stuff that needs to be sent to a game engine, it might be best to use a principled shader with the roughness set to 1 and the specular set to 0. That will get you something that reacts to lighting but is fairly flat. Then you can set whatever environment settings Unity provides to use a white full strength ambient light, so you are basically getting pure white light from all directions giving that same sort of shadeless look and feel without the possible restrictions that come with a true shadeless material. Though I have next to no experience with Unity, so some of this is just speculation.
At least that was the setup a friend and I went with in Godot though, which allowed us to still use distance fog on the environments and 2 directional lamps set in opposite directions so that one was pointing down and to the east to add a little bit of highlights to the top and west sides of environmental stuff and the other facing up and to the west set to be a negative lamp that takes light away to add in some darker shading on the lower and east sides of the things in the scene.
We also kept the characters out of the lighting groups affected by those lamps, since we didn't want that extra level of shading added to them, since they had a fair bit of lighting data baked into their textures that the lamps would have clashed with.
@@Uradamus Cool, thanks! I will experiment with that.
I'm a senior software engineer who is getting into game jams. I know a lot of the coding side, but art and 3D Modeling has always scared me. Thank you for making such a great technical video to make it seem less scary!! :)
So I was having massive problems with the Texel Density (I downloaded a previous version of Blender, also tried different version of Texel Density, still had problems), but I found out you can just calculate texel density on your own, and my number ended up being different (dunno why). To calculate the texel density yourself grab the measuring tool and measure what is supposed to be 1 pixel/gridspace, and this will give you a measurement in meters. Texel Density is measured in pixels per CENTIMETER (px/cm = texel density), so you have to convert that number from meters to centimeters. If the measurement says "0.039063" for example, that's 3.9063 centimeters. The length you measured earlier was for one pixel, so then do 1 / (whatever number your measurement was). In my case the calculation was 1px/3.9063cm, which equals: 0.25599672px/cm. Et violin, you have your unique texel density.
That's great! i was wondering how i could figure out a slightly denser pixel density and this is gonna help a lot!
Thanks for the explanation! I was struggling for hours with the texel density until i found your comment.
Dude. These tutorials are superb. I feel like tutorials using these types of software don't give much information to people using it for the first time-- but you go over every little detail so that there's no confusion. Keep it up, and thank you!
You made my day thanks
I hope to find energy to get back to this again soon!
And very happy it was useful!
Watching this video made me realize how difficult this whole process was before low poly in Blockbench was a thing.
what a legend, i got a new pc a while ago and was thinking about making a 3D pixel game now that i finally have a good graphics card. This tutorial makes blender look 10 x easier, thank you mort
Please make an update video for blender 4.0 :)
I've been waiting for this video specifically! I'm so excited to make pixel-like models!
I'm just a 2D kinda guy I'm only here to help the algorithm. Love ya Morty!
I love these!
please consider doing more of these 3D pixel art texture tutorials. Maybe you can do a series of them. starting slow and explain how to do things, set things up, making sure the model is pixel perfect (even complex ones) and then starting to going a bit more advanced. table/chair > Lantern > Backpack (with scroll sticking out)>Sword/hammer > War Banner > chandelier > cute house etc. You could even in more advanced sections of the tutorial go into animation, exporting the model and using game engines to load everything up and see the model+textures clear and crisp.
This would be so good. There are lots of people out there that love this style and want to learn how to make it from someone that knows what they are doing.. Please consider it! 🤗
we miss you mortmort, please upload more of this series, or anything!
Getting settled here in Sweden and have been working on the next video! hopefully it wont be long, coming along great!
@@MortMort yeah understandable, glad you're back now though
"Ctrl + alt + Q"
For quad view is my favorite to use in my small preview window then i unlock the view in the n panel :)
I don't speak much English, but I make the effort to watch your videos over and over again to understand. I think your channel is wonderful, I love Blender, and I want to get more into the pixelart
So thanks!
This is the best tutorial on this topic so far! Great job Mort you are such a good teacher
Attaching external art software to Blender?? I have been working in Blender for 8 years never heard of it!! 😮 thank you so much!!!!
I've been waiting for this, thanks a ton!
Ive been using the old Blender for years and I had pretty ok workflow for the 3d pixel art. This was the best introduction to the new Blender with my favorite art style!
Bless you for the depth of your tutorial AND for supplying links to everything. Even the UV checker textures.
It would be really awesome if you did a video like this with a character model.
Damn such a combo pro pixel artist and becoming 3d designer ....you will pass the level of rock....
Second time watching after I realized when modeling I needed to use this pixel perfect workflow even for N64 models. Really good video
This tutorial is really awesome, but i feel like there is an untapped potential for a 3D modeling software, or one specific plugin, that effectively makes all of this vastly easier. By which i mean, it's designed and built for doing 3D pixel art style modeling. Everything snaps perfectly to a pixel grid, the UV unwrapping automatically aligns everything pixel perfect, that sorta thing. We have art programs specifically for doing pixel art, let's get a 3D software to do the same XD
I have no experience with it myself, but it seems a tool called Crocotile 3D is designed in the way that you describe.
i saw someone made a very nice pixel perfect model and he linked this immediately clicked and subscribe this gonna be useful a lot a ton
The cool looking ps1 lady with a bike?
@@SoyerCake yes
This just blew my mind, i started pixelart 4 months ago and now I want to try this style! A lot to learn !
this is the god particle of Blender Pixel art tutorials
My man, I can't describe how grateful I am to be able to watch this video tutorial for free. Thank you so much for uploading this amazing content! I've been searching all around the internet to learn this type of stuff and this tutorial has everything I needed. Really appreciate it, keep it up man :)
Thanks for this amazing tutorial. It's honestly a godsend for me, who understands textures enough to get it working, but is very slow at the process. I really appreciate this upload!
Edit: If you didn't tell us in the comments that English wasn't your first language I wouldn't have even noticed. Everything was very understandable
This is what I was looking for. I don't need a shader, I needed workflow input. Thank you for posting this!
One of the best tutorials I've ever seen on this topic!
Hello, Something very important ! : you need to do ctrl a apply scale. Otherwise your UV will get distorted. Great video
Woooooow what i was thinking to do for my game. I suddenly passed by your tutorial i saved here and remember of your channel. They look so great
now, how awesome is that i got this tutorial in my recommendations today. thank you for this cool and easy to follow tutorial!
I wouldn't expect anything less from a Mojang dev. Thank you so much.
Thank you so much for this long-awaited tutorial!
Very helpful tutorial !!! You almost save my life.
omg i was looking for that kind of tutorial for making a whole universe using pixelated low poly models for so long ! it's a little late now btw
This is the best tutorial about pixel art modeling and textureing in Blender! Thanks man! :)
I'm planning to start making a game using a mix of Voxels and low poly assets. This video is perfect for my needs. Thank you!
I googled pixel perfect blender addon, found this video, first thing you mention is pixel perfect UV addon. Happy days :D
I LOVE THIS SO MUCH!!!! After hours and hours of suffering, I've not only found this godsend of a video but also an addon that saves hours of time!! I'm going to go do a back flip or something
Started learning blockebench and TH-cam recommend me this video and dang the unwrapping thing here is a god compared to the other software.
Such a great tutorial. I like how you make everything feel achievable. Really looking forward to trying this out!
It took me a bit to solve, but if you have weird warping issues after snapping to pixel, move up to a bigger size UV image!!
Thank you for your awesome video! Like the style of your video that goes so patient and your pixel arts that are so cute!
My first thought: hah, thats easy, I will do cooler sign without this tutorial
Me after two hours of literally banging my head on keyboard with UV and textures: well, now Im completely lost and NEED this tutorial
Thank you dude. Today I learned more than just pixel perfect texturing - I got a lesson about why overconfidence is a slow and insidious killer
I make 3D models, you can set your set TD bellow instead memoryze numer, there is a formula... however the template setting for the smallest are 1.28 and 0.64 ... where density is px/cm...also for not repeat the process for "snapping to the grid" and make weird streching... when you set the pixel denstity and try to match with the scene... you go to the scen tab go again to ortographci and press selection to grid instead of unwraping again and make the pack island again, you can save the last 3 o 4 steps...just make orthographic projection with (1 keyboard) and match...
This is so nice of you to show us this, thanks Mort. Well explained!
Another good solution is to create custom brushes using an pixel art tool and painting then in the mesh, the unique thing is that you will have is some pixels distorted, but in meshes that are not voxels, this is inevitable
Thank you! Saved motivation to go on with development of my indie FPS game
I've been hunting for something exactly like this for so long, eventually trial and errored my way forward but thanks to you I can kinda shave of the imperfections. Those addons especially help so much with the alignment and whatnot. Thanks man!
hope someday u do a video doing low poly character with a reaaaaly slow pace. Most of the videos use a lot of shortcuts and dont explain thinking is a newbie watching, love your work!
Thank a lot ! I went through so much trouble to get pixel perfect and you did it with ease, thank !!
Your videos are so inspiring... seriously, they have so much polish and you are insanely talented. Followin' ya for everything now.
Thank you for going through this step-by-step
Thank you very much for this tutorial, it's easy to follow along and to understand. The only problem I had was when I did the cube projection, the faces on the front and back came out squashed for apperently no reason at all. The issue resolved itself for, again, apperently no reason when I tried cube projection again a couple of times and it suddenly worked perfectly. Thanks again, love your work
Excellent video! Many thanks! For me I get better results setting the TD to 1.6, not 1.625, when using a 64x64 texture.
Really appreciate this existing lol, I am very new to Blender and attempting to use it for pixel art projects makes it even harder so big thumbs up from me 👍[big].
so good!I am so happy to find such amazing tutorial, thank you so much for making it!
yaay the video's here finally !
Fantastic little workflow for 3D pixel art :) Thanks for sharing.
These tutorials are amazing, thank you so much!
God bless you MortMort, I've been dying to figure out why nothing was lining up.
Fantastic tutorial and workflow/process. I watched it twice and made some of my own objects with your ideas :)
Ok, feel like I'm learning so much about UV unwrapping!!!
That's a really good tutorial!
If you already know some Blender basic this is perfect to learn how to optimie UV map and also do cool looking assets that mixes a retro 2D wirh some 3D!
I really liked it and it gave me more ideas to experiment on!
Nice i was really interested in this style from the trailer, even though im not new to blender this still taught me alot of tips on how to do this style Thanks!
Dude this tutorial is really gorgeous! I love it!
if anyone is having trouble with the bucket tool going outside of the uv, you have to go to the settings tab for tools on the right and turn bleed to 0
Dude I've been looking for a video like this for so long, thank you so much :)
Okay I am going to watch this whole thing because I REALLY want to learn how to texture in this art style.
Was trying to get this to work, but couldn't get texture islands to fit correctly when setting the Texel density. Changed texture sizes, tried repacking islands, etc. Eventually realised that with this methodology there's a direct relationship to object size in the world and the texture (duh), so directly resizing the object in Edit mode and snapping to the pixel grid allowed me to fit it on the 48x48 texture. Hopefully this will be useful to someone else - because it'll mean I'm not a completely singular idiot...!
I have exactly the same problems with the texel density. I don't understand why but it's always way too small
Hey Mort!
Thanks alot for the Tutorial, i never would've been able to find this out myself :D
For all of you trying it and not getting the results you expect - i had issues myself, cause you have to keep in mind that EVERY WORKSPACE has its own Grid, so always do this in the same workspace, otherwise it'll ll get funky and weird. Its a little fiddely, but it works if you just check regularly.
Hey, your tutorial really helped me a lot. Simple and effective. Thank You very much.
Damn, I was looking for something exactly like this a month ago. Thanks for making this, it's so helpful!
I am trying to make lego inspired bricks and I think this is what I needed
This is really cool, great tutorial! I've never done any 3D stuff before but I may give this a go!
So excited to try this out! Thanks a tonne, so clear! :)
YESSS! I've been waiting for this one!! :D
I just got into learning blender, and want to make a character with the low poly style of JSR, with pixel style art. Thanks!!! The timing is amazing
This is the tutorial I needed, thanks man!
This workflow is pricesless, thank you very much!
Thank you very much for this tutorial :> And you have a wonderful voice!
Amazing stuff as always.
Your timestamping is an absolute pleasure.
Love your work!, i started making pixel 3D models and this video helped me a lot
Brilliant. Very well explained. Well worth the wait. Thank you!
Thank you so much for the tutorial, this is vey help full indeed
WOW thank you! This is an amazing guide! Makes me a little less weary of Blender, haha
there was another youtuber who used a sync option that updated the aseprite file in real time in blender without saving. it also showed the uv maps on aseprite
Wow that's really cool! I can't wait to make some models like this now :)
Yes. Demorou, mas finalmente saiu o tutorial. Ps: Mas eu entendo a demora, cara. Você havia dito que não gravava os vídeos constantemente por conta dos barulhos no seu apartamento, por causa dos vizinhos, eu acho. Mas enfim. Muito obrigado pelo conteúdo.👍👏👏👏
thank you for this detailed tutorial.
for anyone making games, always use 16, 32, 64, 128 textures.. do not use 48, 72, or something like that.
it will look ok in blender but once you use a game engine you get a lot of stupid artifacts. experienced that with threejs.