Talking Topology & Environment Art With Nate Stephens (Art Director - Respawn Entertainment)

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  • เผยแพร่เมื่อ 26 ต.ค. 2024

ความคิดเห็น • 63

  • @EMC3D
    @EMC3D  2 หลายเดือนก่อน +11

    I know we brought up Texel Density a lot, and it just so happens that Nate has a tutorial on texel density and the grid on his Gumroad:
    natestephens.gumroad.com

    • @natestephens13
      @natestephens13 2 หลายเดือนก่อน +4

      I wanted to make this free, since it is a fundamental concept but and everyone should understand it. But Gumroad won't let you do that if it is over a certain size, this the $1 price.

  • @slayth6332
    @slayth6332 11 วันที่ผ่านมา

    Literally the best one hour video for advanced Environment Artists. Watching two highly experienced environment artists discussing techniques is super beneficial, much appreciated

  • @Daniel_Vital
    @Daniel_Vital 2 หลายเดือนก่อน +26

    Yeah... we want a series. Absolutly no one is talking about topology on youtube

    • @reshen
      @reshen หลายเดือนก่อน

      Agreed. Signal boosting another rare expert on topo - th-cam.com/play/PLX8KxHzbdeSdgOwKUb1O9QWy1w4Gpn96b.html&si=Z1QoblPnRbY76vJ2

    • @risingkhan935
      @risingkhan935 หลายเดือนก่อน

      It's annoying that it's a topic no one really wants to talk about, especially for environments, I can find an ok amount for characters. Still, I always have trouble with environments, especially if it's about a modular environment.

  • @faryanblender8946
    @faryanblender8946 2 หลายเดือนก่อน +11

    Dude this is one of the greatest youtube pages for game-artists, you defo need more attention

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน +1

      Cheers chap!

  • @mrbackstudio
    @mrbackstudio 2 หลายเดือนก่อน +14

    I learned a lot about topology. I always try to go really low in poly count after sculpting because people say to keep it low. However, now I know having a decent poly count is okay. Thanks to this video.

  • @johnnykaram881
    @johnnykaram881 21 วันที่ผ่านมา

    As someone who aspires to become an environment artist, 1) this channel has brought me a ton of knowledge 2) it was a bit of a shocker to know that levels sometimes take more than a year or 2 or even 3! Makes me wonder how much time will it take me to work as an environment artist

  • @ynnda6155
    @ynnda6155 หลายเดือนก่อน

    This channel is a gem.

  • @ramneekthussoo7904
    @ramneekthussoo7904 หลายเดือนก่อน

    Thank you so much for this. Getting to know the latest industry techniques is so important and we can apply this to our own work.

  • @Danger_N00dle
    @Danger_N00dle หลายเดือนก่อน

    Interesting take about the grid size
    I think that's why Valve's Grid in hammer editor works in power of 2, so you can always divide it in half until the units becomes 1.
    1 floor being 1024 units tall

    • @FredrikAXK
      @FredrikAXK 23 วันที่ผ่านมา

      You can use a power of 2 grid in UE aswell, you just need to enable it in the editor settings (Level Editor - Viewports : Use power of two snap size). This changes the grid to be power of 2 based

  • @Alander787
    @Alander787 2 หลายเดือนก่อน

    This was more than helpful! Please do more of these interviews. I learned so much from this.

  • @therealmpaquin
    @therealmpaquin หลายเดือนก่อน

    This is a goldmine! You guys are awesome.

  • @joakimmattsson959
    @joakimmattsson959 2 หลายเดือนก่อน +3

    That was a great talk! I think you did an amazing job relating your questions to Nate back to what a student's or junior artists' questions and concerns might be!

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Cheers chap!

  • @SZ1NA_
    @SZ1NA_ 2 หลายเดือนก่อน

    This was actually perfect, so many impirtant things in such a short video. would love more.

  • @ashenrashmitha
    @ashenrashmitha หลายเดือนก่อน

    very interesting 🔥 need more videos

  • @FishMan1nsk
    @FishMan1nsk 2 หลายเดือนก่อน +2

    A small correction about hard/soft thingy. If you have a UV seam - you can do a hard edge. It will will make no difference because the verts are going to be duplicated anyway so why not improve the bakes by reducing the amount of normal compensation that will be baked into texture?
    BTW if you work with unreal you can see the 'real' amount of vers in asset edtitor window.

  • @jaze_ph
    @jaze_ph 2 หลายเดือนก่อน +3

    Dang, this is Gold.

  • @chereex9563
    @chereex9563 หลายเดือนก่อน

    The needing to stitch everything into each other part brought up flashbacks of my first year of blender, the horror...

  • @klaudia9963
    @klaudia9963 2 หลายเดือนก่อน

    I absolutely love it! Huge amount of knowlege - I've learned a lot. Thank you!

  • @mahkhardy8588
    @mahkhardy8588 2 หลายเดือนก่อน +1

    Dude, this was good. Thank you.

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Thanks chap!

  • @bystevenlamb
    @bystevenlamb 2 หลายเดือนก่อน

    This was awesome and super informative. Thank you to you both!

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Thanks for watching chap!

  • @sealsharp
    @sealsharp 2 หลายเดือนก่อน

    The mystery pillar:
    if i saw that image of a wireframe, i would assume that pillar is exported as three separate objects for some culling.
    The AO in vertex-colors is fascinating. Man, all of it is. I wish my day had more hours.

    • @LamontGilkey
      @LamontGilkey หลายเดือนก่อน

      Putting AO/lighting in vertex colors is something that HAD to be done in PSP/PS2/PS3 days. It's still a good technique to use. You already have verts, use 'em :D

  • @Mokikimoki
    @Mokikimoki 2 หลายเดือนก่อน +1

    As someone who has only worked on indie games there s a lot of interesting information here.
    Mostly surprised I am by the info about soft edges everywhere. In my personal experience soft edges and letting the normal do the work would throw up artifacts at lower texture resolutions. So we usually opted in for the lots of uv cuts and hard edges on uv borders that are on close to 90 degree angles to solve those issues.
    When it comes to being more lenient with the amount of polys is something I still am getting used to. Having worked in 3D outside of games where polycount and texture sizes rarely are an issue I felt in the realm of overcompensating by being more conservative on polycounts.

  • @unrealhabitat
    @unrealhabitat 2 หลายเดือนก่อน

    I didn't know that hard edges cost more! Amazing Info

  • @bs_art3625
    @bs_art3625 2 หลายเดือนก่อน

    I'm really loving your channel man, keep up the great work!

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Thanks chap!

  • @harryamatt
    @harryamatt 2 หลายเดือนก่อน

    Brilliant live stream, and tons of invaluable information. Learned a lot, especially about the Gen 4/Gen 5 topology differences. Though might be difficult to convince some of my Tutors about that Gen 5 density count 🤣

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      For sure, it was very organic though, so was even more justified to help sell the shape of the game-res mesh, even with/without Nanite.

  • @noahbalanda1687
    @noahbalanda1687 2 หลายเดือนก่อน

    Great talk! I learned so much.

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Thanks chap!

  • @kavilpparwar4956
    @kavilpparwar4956 2 หลายเดือนก่อน +1

    Man what a interview awesome.
    .. I'll love to see a more detailed video on texel density if possible 🔥🔥🔥

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      Cheers chap!
      Nate has a really good fundamentals video on that topic here:
      natestephens.gumroad.com/l/oupfyh

  • @memnok9980
    @memnok9980 2 หลายเดือนก่อน

    Amazing channel. Nice work.

  • @NIKEX2012
    @NIKEX2012 2 หลายเดือนก่อน

    thanks a lot!

  • @fleaspoon
    @fleaspoon 2 หลายเดือนก่อน

    thank you!

  • @meloin522
    @meloin522 2 หลายเดือนก่อน

    Thanks a lot for livestream!
    There is plenty amount of information about how to start building things but so lack of them how to make it production ready, you do a great job!
    I have a one question
    About 9 min Nate mentioned that the reason to using dense mesh grid is baking light, AO on vertex. Is it related to some internal stuff in engine or it is still applicable to Unreal?

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      I think that's old school, or maybe some studios will use it for other trickery such as ambient occlusion, you used to be able to bake AO to vertex colour in Maya using Turtle but I honestly don't know what the method would be nowadays in Blender/Max to bake AO to the verts.

  • @SuperMontana2008
    @SuperMontana2008 2 หลายเดือนก่อน

    Tutorial on geo tiling would be sick

  • @CGDJay
    @CGDJay 2 หลายเดือนก่อน

    Fun fact:
    With nanite it is much cheaper to force a entire mesh to soft shading and add additional support loops for baking .
    This is due to the way nanite uses vertex data to create geometry clusters
    More clusters = More cost on nanite base pass

  • @Droxcy
    @Droxcy 2 หลายเดือนก่อน

    What a dude!

  • @DaniilBarash
    @DaniilBarash 2 หลายเดือนก่อน +1

    Peak Thx a lot

  • @Pdexterness
    @Pdexterness 2 หลายเดือนก่อน

    I was under the impression that if you don't have hard edges on certain UV-borders you get gradient variation of colors (on flat surfaces) when baking normal maps?

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน

      In this context they're doing a lot of 'environment' modelling versus say 'hero prop' modelling, so you can just add extra geo, soften the normals, then wrap trims/tilables/masks across the surface.
      You can have fully soft normals for a prop too if you have enough geometry to reduce the gradient on harsh corners, which organic looking games often do, but yeah, if you were working on a super angular/sci fi hard surface game and it was a 0-1 uv unwrapped prop, you'd harden them where you need to for sure, because the low poly will most likely have harsh transitions in some cases.
      Either way, you can still harden normals on 0-1 prop uv bakes where needed to reduce gradients, it'll be smoothed out by the bake anyway.

  • @troll_kin9456
    @troll_kin9456 2 หลายเดือนก่อน +1

    I don't know that I'm familiar with layered shading. I'll have to look into that.

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน +2

      Here's a good place to get started:
      www.artstation.com/marketplace/p/BqV6/aaa-rocks-for-games-rgb-masked-workflow-tutorial

    • @troll_kin9456
      @troll_kin9456 2 หลายเดือนก่อน

      @@EMC3D Thanks for the recommendation. Seeing the process, I'm a bit confused about the benefit. I understand that it allows you to scale an object and maintain texel density. But if you know in advance how big an object will be, is there really a significant performance improvement from using a dozen smaller textures as opposed to 3 larger textures?
      Do you have to expect to reuse the noise textures for many objects to see a savings?

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน +1

      @@troll_kin9456 That's it, yep! :D You use 'generic tiling' noises across the RGB mask and then you can use them across a whole game and save yourself a lot of drawcalls and flexibility.

  • @jamescombridgeart
    @jamescombridgeart 2 หลายเดือนก่อน

    Oof. All that stitching in is so much work XD

  • @juliuseinstein6093
    @juliuseinstein6093 2 หลายเดือนก่อน

    Please someone explain this for me, if texel density is 1024 px per meter which is 10.24px/unit if a scene is set to metre in Maya, then how would one unwrap say a wall for example which is like 45 metres in length. Even with texture tiling in mind, I couldn't grasp it

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน +1

      Nate has a good TD tutorial which is near enough free on his Gumroad:
      natestephens.gumroad.com/
      In your situation you would just use a tilable texture, make a 2-meter wide piece and then map a 2048x2048 to that section and repeat it horizontally until you get to 44 meters.

    • @juliuseinstein6093
      @juliuseinstein6093 2 หลายเดือนก่อน

      @@EMC3D yup bought it and went through the video. But I just couldn't understand how to do UVs, the scale of a uv shell for 1024 resolution texel is pretty huge even after cutting the pieces.

  • @robertroder5601
    @robertroder5601 2 หลายเดือนก่อน

    Now I'm confused. He said they don't harden edges unless absolutely necessary? but you need to harden the edges around UV shells if a custom normal is baked otherwise there will be visible seams. maybe that's what he meant though

    • @EMC3D
      @EMC3D  2 หลายเดือนก่อน +1

      Yeah I believe for a prop context/hero asset that's true. For environment modelling you can just soften away (always check with your lead/studio workflow first) and add some extra geo to harsh corners.