Blender 2.8 in AAA Game Development - Peter Gubin, Anton Syrvachev

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  • เผยแพร่เมื่อ 18 พ.ย. 2024

ความคิดเห็น • 90

  • @muhammadjonabduvali3484
    @muhammadjonabduvali3484 5 ปีที่แล้ว +45

    Timestamps:
    2:18 - Current State of Blender in game development
    5:39 - Short intro to environment art
    6:10 (... i think) - Why and how we use Blender
    13:36 - Modelling tricks for environment art
    23:45 - How Blender could be improved (Conclusion)
    Timestamps with highlights:
    2:18 - Current State of Blender in game development
    -> 2:25 Arrival of Blender 2.8
    -> 3:58 Blender in game development now
    -> 5:12 Blender == efficiency
    5:39 - Short intro to environment art
    6:06 (... i think) - Why and how we use Blender
    -> 6:06 Getting creative with UV mapping
    -> 6:25 Texture types and when to use them
    -> 7:04 Unique texturing
    -> 7:58 Trims
    -> 8:50 Second UV channel
    -> 9:25 Tiles
    -> 9:53 Vertex color painting
    -> 10:55 UV mapping
    -> 11:15 Other software - still better at UV mapping
    -> 11:25 Getting inspired by industry standard software
    -> 11:40 Assign and check texel density
    -> 12:13 Straighten UV shells (useful when using trims)
    13:36 - Modelling tricks for environment art
    -> 15:00 UV offset
    -> 15:36 Mirror UV offset
    -> 15:45 Data transfer modifier
    -> 16:01 Transfer vertex normals
    -> 17:20 (somewhere there) Boolean modifier
    -> 18:13 Custom vertex normals
    -> 18:36 Bevel Modifier
    -> 18:45 Weigted normals nodifier
    -> 19:10 Avoiding gradients in baked
    -> 19:42 Boolean + Bevels
    -> 21:02 Panelling
    -> 21:20 Panellig Result
    -> 21:29 Panelling along the curve
    -> 22:02 collections linking
    23:45 - How Blender could be improved (Conclusion)
    Let me know if i can improve the comment to make it more useful for others to get the basic idea and navigate through the talk
    P.S. thanks to Blender channel for pinning this comment :)

    • @b-fuzeg1192
      @b-fuzeg1192 5 ปีที่แล้ว +2

      Thank you.

    • @princepeachfuzz
      @princepeachfuzz 4 ปีที่แล้ว

      I wish you could fix dude's talking
      Uh
      So
      And
      Aaaa
      Yeah
      Eeee

  • @rangeslider
    @rangeslider 5 ปีที่แล้ว +15

    Couple of key features Blender is missing for AAA Game Art
    1. Equivalent to Edit Poly modifier in 3dsMax (extremely important to maintain the modifier stack while still being able to make manual mesh edits)
    2. Texel density tools
    3. Preserve UVs while editing the mesh (currently only works with edge & vertex slide)
    4. Ability to unfold UVs while preserving current position & orientation. Currently, the UVs revert back to 0-1 space.
    5. Ability to unfold UVs in only one axis- horizontal or vertical (extremely important for mapping trims, especially after some mesh edits have ruined the UVs)

    • @thomasanderson1416
      @thomasanderson1416 5 ปีที่แล้ว

      I thought you can make edits and maintain the stack?

  • @Intercepto
    @Intercepto 5 ปีที่แล้ว +96

    Can you guys reedit this video so we see less closeup on the guy and more of what he is showing on the screen? Thanks!

    • @PaulForgy
      @PaulForgy 5 ปีที่แล้ว +19

      And fix the audio levels.

    • @happyphal1862
      @happyphal1862 5 ปีที่แล้ว +1

      on point

  • @opendstudio7141
    @opendstudio7141 5 ปีที่แล้ว +24

    Difficult to be comfortable with a crowd and speaking in a foreign language. but you did a good job. I will need to explorer those normals tricks and data transfers.

    • @chosenideahandle
      @chosenideahandle 5 ปีที่แล้ว +1

      I wouldn't call English a foreign language to guys who are likely speaking English as often as any other language in their business. Yes, they did a good job. I'm sure they have done well at any other speaking engagements they've done in English.

  • @justsomegirlwithamustache3391
    @justsomegirlwithamustache3391 5 ปีที่แล้ว +15

    the cool thing is most of those improvement are in the roadmap for the future 2.8x
    the undo fixes
    the slim algorithm for uv mapping
    and gpu acceleration for subdivision

    • @remon563
      @remon563 5 ปีที่แล้ว +1

      yes.. super excited!

    • @antonsyrvachev6931
      @antonsyrvachev6931 5 ปีที่แล้ว

      We are eagerly anticipating these updates!

  • @stranger8791
    @stranger8791 5 ปีที่แล้ว +57

    Yes, blender is awesome, no so much the edition of these videos. Seriously, the important stuff is happening on the big screen. We don't get much of what they are saying if we can't see the screen. I don't know if it's intentional but is really annoying.

    • @mosth8ed
      @mosth8ed 5 ปีที่แล้ว +1

      Was about to say this. It is unfortunate, but the camera work is pretty bad in that regard.

  • @VojtechLacina
    @VojtechLacina 5 ปีที่แล้ว +14

    Great talk, this is why I switched to B3D when it was in alpha

    • @delamovies
      @delamovies 5 ปีที่แล้ว +2

      You mean when 2.80 was in alpha?

  • @todornikolov1473
    @todornikolov1473 5 ปีที่แล้ว +23

    "Better UV unwrap algorithm"
    That's what I missed a lot when I switched from MAX to Blender. Still miss it from time to time.

    • @remon563
      @remon563 5 ปีที่แล้ว +2

      TexTools and UVPackmaster 2 might be something to look into.

    • @todornikolov1473
      @todornikolov1473 5 ปีที่แล้ว +4

      @@remon563 Cheers but those don't offer alternative unwrapping algorithm. From other comments I learned about something called SLIM UV or something like that. It's coming to future versions of Blender and it might improve things.

  • @MaheerKibria
    @MaheerKibria 5 ปีที่แล้ว +10

    Very informative. But someone should tell them that follow active quads allows you to straighten UV shells.

    • @remon563
      @remon563 5 ปีที่แล้ว +1

      and there are add-ons that do this as well.

    • @Dianaranda123
      @Dianaranda123 5 ปีที่แล้ว +2

      The thing with Follow active quads is though that it takes to much time, you gotta first get 1 quad straightend out with auto align( as straighten never works for me atleast) and then follow active quad. While idealy, you would just give a straighten command.

    • @MaheerKibria
      @MaheerKibria 5 ปีที่แล้ว +1

      @@Dianaranda123 Then use UvSquares. Usually, I don't delete the original UV that came with the primitive so for the most part, there will always be a square uv for me work from but when there isn't one UvSquares will square it up and last I checked you can download it for basically free from GitHub

    • @antonsyrvachev6931
      @antonsyrvachev6931 5 ปีที่แล้ว +1

      @maheer, follow active quads is fine for simple uv shells. In game priduction we often have to unwrap complex uv shells that require something more than follow active quads and UV squares can offer. The only things that work for this kind of trim uv shells is Rizom UV standalone app, Maya Unfold 3d plugin, and UV Layout (standalone app as well).
      The rest is just not up to par for the task.

    • @MaheerKibria
      @MaheerKibria 5 ปีที่แล้ว +2

      Anton Syrvachev Not trying to undermine your expertise but you can solve these problems without any of the tools you mentioned. It’s just a matter of cleaning the UVs as you go before they get complex. Also I would have been better if you showed a real-life example rather than just a simple curved strip that was straightened. Based on the slide it really looks like a problem that is easily solved with uvsquares and follow active quads. I have never worked on mesh in the game industry where uv squarers and follow active quads couldn't fix the shells unless the original topology or retopology was shoddy. And I've seen a lot fo them since my brother worked on the PS4 dev so he knows a lot of the AAA studios and I've gotten to see their work in progress

  • @vivekkumarranjan94
    @vivekkumarranjan94 5 ปีที่แล้ว +9

    Show the slides too please!

  • @thomasanderson1416
    @thomasanderson1416 5 ปีที่แล้ว

    That was awesome, especially about the texturing part.

  • @eobet
    @eobet 5 ปีที่แล้ว +3

    I don’t understand why they say that Modifiers make Blender extra special, since add-on developers are not allowed to create new ones, unlike 3D Studio Max where that is allowed. Max also has a “edit polygon” modifier which is far more powerful than any Blender modifier. Great talk, though!

  • @tiagotiagot
    @tiagotiagot 5 ปีที่แล้ว +4

    12:16 Isn't that "Follow Active Quad" ?

  • @adamplechaty
    @adamplechaty 5 ปีที่แล้ว

    I think the best moment of the editing was when the cameraman decided to take notice of the bored guy checking his phone. Wow.

    • @joshbedo8291
      @joshbedo8291 5 ปีที่แล้ว +2

      Don't blame him they should've picked someone better at public speaking you can tell this guy is extremely nervous hes really hard to listen to

  • @leahthegeek9677
    @leahthegeek9677 2 ปีที่แล้ว

    this is amazing, thank you.

  • @Zaqariyah
    @Zaqariyah 5 ปีที่แล้ว +6

    Dear director of live stream! Don't show faces only a long time! We don't want to see they faces, because they are not sexy dancers or beautiful singers, they are ARTISTS, ENGENEERS! It's not important how looks they are, but what did they do and how! Thanks!

  • @manicmillennial3287
    @manicmillennial3287 5 ปีที่แล้ว

    The jacket thing does look cool, but I would've preferred to have seen a little more of the screen

  • @mmcc2852
    @mmcc2852 5 ปีที่แล้ว

    UV square is my go to for straigtening my uv

  • @Designandrew
    @Designandrew 5 ปีที่แล้ว +3

    this guy is a straight up meme lord

  • @malcolm341
    @malcolm341 5 ปีที่แล้ว

    Great presentation.

  • @remon563
    @remon563 5 ปีที่แล้ว +1

    Question:around 9:53 they show vertex painting, something I usually do in UnrealEngine. Is there a reason to instead do it inside of Blender ? if so, are there resources to learn this workflow ?

    • @josephburgan3D
      @josephburgan3D 5 ปีที่แล้ว +1

      @Remon the main benefit of doing it in Blender is that you are seeing it before you commit to the model by exporting. Sometimes, you may have to change vertex density to increase the sharpness/softness of the channel transitions. And then exporting your FBX with vertex colour data will carry over to UE4 just fine :)

  • @airbjorn4435
    @airbjorn4435 5 ปีที่แล้ว

    We don't need to see him, we need to hear him! Show the screen for PETES SAKE!

  • @leonardomadona
    @leonardomadona 5 ปีที่แล้ว +1

    I didn't quite understand how the collections linking at 22:50 works, could somebody please explain it to me?

    • @antonsyrvachev6931
      @antonsyrvachev6931 5 ปีที่แล้ว +4

      Here is how it works:
      1. Create a blend file and create a collection in it. Next, create a mesh and put it into the collection you have created. You will link this mesh.
      2. Now, open the blender file TO which you would like to link your previously created mesh.
      4. Go to File>link file, select the collection that you have created with the mesh in step 1.
      That is all, your mesh is now linked from another blend file.

  • @SumanTiwariNamaste
    @SumanTiwariNamaste 5 ปีที่แล้ว

    Bleakmill guy should do a Con talk

  • @5252emre
    @5252emre 3 ปีที่แล้ว

    i searching tutorials like this with deacls and game assets creation like texturing a big building with tileable texture and adding some unique details

  • @ArtemM3D
    @ArtemM3D 5 ปีที่แล้ว

    Good talk, thanks!

  • @VictorEstivadorebarbudo
    @VictorEstivadorebarbudo 5 ปีที่แล้ว +1

    Cute how invited people from companies are more kind in the way they critic Blender issues, than some people inside development hahahahaha In another video you have a big 'VSE SUCKS!' and here 'UV Unwrap in Blender.. kind of lack.. things.. but...'

  • @michaw4364
    @michaw4364 5 ปีที่แล้ว +2

    undo is a big issue for me in the moment

  • @johnw3194
    @johnw3194 5 ปีที่แล้ว

    Subdiv is VERY slow. Incredibly slow. I dont understand how it worked so much better in older version of blender. I want the old version of subdiv. Add it as a addon or something.

  • @RedHedDes
    @RedHedDes 5 ปีที่แล้ว

    Blender, is an AI editing your videos? Because they seem a lot more concerned with watching the people than the useful information being displayed on the screen

  • @vladizt5943
    @vladizt5943 5 ปีที่แล้ว

    Жесткий акцент)

  • @evgeniyglobal3683
    @evgeniyglobal3683 5 ปีที่แล้ว +9

    Да, видно русский акцент)

    • @KIBAUSTATION1
      @KIBAUSTATION1 5 ปีที่แล้ว +4

      да и количество мемасов зашкаливает))

    • @CrazyPushistic
      @CrazyPushistic 5 ปีที่แล้ว +4

      Несмотря на это и на некоторую неуверенность/застенчивость Петра, ребята говорили нужные вещи. Особенно про редактор UV

  • @arrw
    @arrw 3 ปีที่แล้ว

    Every time they're showing something I REALLY want to see on the screen, they cut to his face and I miss it. They cut away just as they were showing face weighted normals. Infuriating.

  • @Userdoesnotexit
    @Userdoesnotexit 5 ปีที่แล้ว

    Camera man this a bad job here. more camera time should be showcasing whats on the big screen ... Cmon guys what is this.

  • @int-64
    @int-64 4 ปีที่แล้ว

    Комрады

  • @Artholic100
    @Artholic100 4 ปีที่แล้ว

    Would love to see these tricks and tips on separate video.. Sorry but this is horrible to watch :(

  • @Ironpants57
    @Ironpants57 5 ปีที่แล้ว +7

    Nice talk.. However the memes.. Hard not to cringe. The memes were extremely out of date.

    • @chosenideahandle
      @chosenideahandle 5 ปีที่แล้ว

      You're a ridiculous and petty person Roger.

    • @Ironpants57
      @Ironpants57 5 ปีที่แล้ว +2

      @@chosenideahandle Voicing opinions is fine

    • @chosenideahandle
      @chosenideahandle 5 ปีที่แล้ว

      @@Ironpants57 so is being polite.

    • @Ironpants57
      @Ironpants57 5 ปีที่แล้ว +1

      @@chosenideahandle I did say it was a "Nice talk". In which, it was a mostly positive video with great information. However I voiced criticism about Meme usage.. Relying on memes to voice opinions, heavily, is not the best way to go about a powerpoint.

    • @chosenideahandle
      @chosenideahandle 5 ปีที่แล้ว

      ​@@Ironpants57 We'll all note your powerpoint expertise.

  • @Tom-ef1mz
    @Tom-ef1mz 5 ปีที่แล้ว

    I can't hear shit

  • @PacTheOne
    @PacTheOne 5 ปีที่แล้ว +1

    what? blender doesn't have straighten shells/edges? lol I guess I won't change from max then..

    • @Impaczus43
      @Impaczus43 5 ปีที่แล้ว +32

      what? max doesn't have a realtime render engine?

    • @justsomegirlwithamustache3391
      @justsomegirlwithamustache3391 5 ปีที่แล้ว +31

      What? Max doesn't have dynamic-topology sculpting ?

    • @SuWoopSparrow
      @SuWoopSparrow 5 ปีที่แล้ว +17

      It does have straighten shells and edges...

    • @xalener
      @xalener 5 ปีที่แล้ว +22

      It does. It's just called Follow Active Quads.

    • @kenziemac130
      @kenziemac130 5 ปีที่แล้ว +6

      There's the free UV Squares and Wolrd Scale UVs addons which add that missing functionality.