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 :)
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)
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.
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.
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
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.
@@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.
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.
@@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
@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.
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
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!
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!
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 ?
@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 :)
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.
i searching tutorials like this with deacls and game assets creation like texturing a big building with tileable texture and adding some unique details
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...'
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.
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
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.
@@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.
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 :)
Thank you.
I wish you could fix dude's talking
Uh
So
And
Aaaa
Yeah
Eeee
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)
I thought you can make edits and maintain the stack?
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!
And fix the audio levels.
on point
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.
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.
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
yes.. super excited!
We are eagerly anticipating these updates!
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.
Was about to say this. It is unfortunate, but the camera work is pretty bad in that regard.
Great talk, this is why I switched to B3D when it was in alpha
You mean when 2.80 was in alpha?
"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.
TexTools and UVPackmaster 2 might be something to look into.
@@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.
Very informative. But someone should tell them that follow active quads allows you to straighten UV shells.
and there are add-ons that do this as well.
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.
@@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
@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.
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
Show the slides too please!
That was awesome, especially about the texturing part.
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!
12:16 Isn't that "Follow Active Quad" ?
I think the best moment of the editing was when the cameraman decided to take notice of the bored guy checking his phone. Wow.
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
this is amazing, thank you.
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!
The jacket thing does look cool, but I would've preferred to have seen a little more of the screen
UV square is my go to for straigtening my uv
this guy is a straight up meme lord
Great presentation.
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 ?
@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 :)
We don't need to see him, we need to hear him! Show the screen for PETES SAKE!
I didn't quite understand how the collections linking at 22:50 works, could somebody please explain it to me?
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.
Bleakmill guy should do a Con talk
i searching tutorials like this with deacls and game assets creation like texturing a big building with tileable texture and adding some unique details
Good talk, thanks!
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...'
undo is a big issue for me in the moment
Somebody said it
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.
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
Жесткий акцент)
Да, видно русский акцент)
да и количество мемасов зашкаливает))
Несмотря на это и на некоторую неуверенность/застенчивость Петра, ребята говорили нужные вещи. Особенно про редактор UV
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.
Camera man this a bad job here. more camera time should be showcasing whats on the big screen ... Cmon guys what is this.
Комрады
Would love to see these tricks and tips on separate video.. Sorry but this is horrible to watch :(
Nice talk.. However the memes.. Hard not to cringe. The memes were extremely out of date.
You're a ridiculous and petty person Roger.
@@chosenideahandle Voicing opinions is fine
@@Ironpants57 so is being polite.
@@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.
@@Ironpants57 We'll all note your powerpoint expertise.
I can't hear shit
what? blender doesn't have straighten shells/edges? lol I guess I won't change from max then..
what? max doesn't have a realtime render engine?
What? Max doesn't have dynamic-topology sculpting ?
It does have straighten shells and edges...
It does. It's just called Follow Active Quads.
There's the free UV Squares and Wolrd Scale UVs addons which add that missing functionality.