I've been waiting this video. There is thousands vids on TH-cam how to model stuff. But there's few, how to finish them. I mean organization of big complex model - objects naming, unwrapping, baking etc. I mean, I know how to bake a cube, tell me how to bake a spaceship. So this video very helpful for me. Thnx.
Truly wonderful tutorial. A number of concepts here I only half understood, and so I've been experimenting with this type of thing for a LONG TIME, mostly with half-assed results. Also, didn't know about those two add-ons. Half my problem is trying to do things in Vanilla Blender one just can't do. Thanks.
Nice explanation. I'm not an expert in this field, but I think it's ok to have two or three materials per object as game asset, especially if that object is a bit more complicated. But obviously if we can use just one, that would be the most optimized version. This method is fine for fully dynamic lights in the map. But if someone wants to use lighting baking under the UE4, well in that case overlapping UVs will cause trouble with light maps.
Lots of specific situations, but yea, FPS games for example use multiple texture sets for the gun because it’s a primary piece in the game, so visuals are necessary vs. performance (plus a few extra mats on there is negligible)
Hello Josh, great tutorial as usual. Quick question, isn’t more efficient when doing the texture sets, to assign the already created checker pattern and just make it as a copy and change the name, instead of having to add and image texture in every piece every time?
@@JoshGambrell thank you again for the tutorial, i am thinking to start my portafolio and for some reason I forget about this and keep working on the pieces as if was going to use them as game assets.
Is there a way you know of to unfold without automatically packing? Or being able to pack without changing scale? Haven't found a way without add-ons...
suppose i want to export this to UE5, Do I have to bake each texture set individually in this case? and what about the space it wastes in UV map after we adjust the Texel Density?
Tip for a game: take a shot of whiskey or rum every time artifacts appear. It's fun trust me. 4/5 of my friends recommend this. (Don't ask what happened to the fifth friend.)
Hello, I have a question, so after setting TD to all the islands, do save the image textures one by one? and then when u import the model the into blender as FBX, do you need to reload the textures one by one to its correspondent mesh part of the door? a video explaining those would be helpful please.
During this process, is it important to consider the scale of an asset? Does the scale of an object affect the resolution of the textures? Would it be good, for example, to work with real scales within the scene? or the scale of the objects does not have to do with the whole process of the density of texels? thanks :)
Question about game assets: If you're factoring in the context of a whole asset pack, where some materials might be shared by many assets (eg a chrome band or an emissive surface), wouldn't it be _more_ optimized if you split out the parts of the object to assign reusable materials to them?
Yes. Because you're only draw calling from those materials that will then be reused multiple times. It tends to get trickier because more complicated methods then use double UV sets for additional detailing. Just depends on the game. Usually, assets are just customed instead.
I don't get why I would scale down all these UV Shells to get consistent Texel Density and Waste all that Texture space on all those different texture sets.
This should be shown at the next developer summit as an example how much pain in the ass the Blender UV Editor is, compared to other solution. The unwrap solver produces unbelievable stupid solution. You have to spend so much time, to achieve certain quality, even on simple low poly models. I love Blender and use it over 10 years, but this should be addressed in 3.x,x. There are Add-ons of course, which ease the pain, but still stuck in this editor.
I've been waiting this video. There is thousands vids on TH-cam how to model stuff. But there's few, how to finish them. I mean organization of big complex model - objects naming, unwrapping, baking etc. I mean, I know how to bake a cube, tell me how to bake a spaceship. So this video very helpful for me. Thnx.
not having watched 5 seconds of this, thank you so much
Thank you for this awesome tutorial. i kept getting stuck with texturing and this is the light I needed.
I am new to Blender and this two addons are really great, Your tutorial was a real life saver, Thank you so much !!!
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You make complicated things easy. Thank you very much! :-)
Truly wonderful tutorial. A number of concepts here I only half understood, and so I've been experimenting with this type of thing for a LONG TIME, mostly with half-assed results. Also, didn't know about those two add-ons. Half my problem is trying to do things in Vanilla Blender one just can't do. Thanks.
Perfect as always
Always super useful info from this channel! Thanks so much for always taking the time!
Nice explanation. I'm not an expert in this field, but I think it's ok to have two or three materials per object as game asset, especially if that object is a bit more complicated. But obviously if we can use just one, that would be the most optimized version. This method is fine for fully dynamic lights in the map. But if someone wants to use lighting baking under the UE4, well in that case overlapping UVs will cause trouble with light maps.
Lots of specific situations, but yea, FPS games for example use multiple texture sets for the gun because it’s a primary piece in the game, so visuals are necessary vs. performance (plus a few extra mats on there is negligible)
Great tutorial, really enjoyed it. I hope to find vanilla tutorials with the same quality.
Super useful!!! Thank you!!
Hello Josh, great tutorial as usual. Quick question, isn’t more efficient when doing the texture sets, to assign the already created checker pattern and just make it as a copy and change the name, instead of having to add and image texture in every piece every time?
Yea, probably could have done that haha
@@JoshGambrell thank you again for the tutorial, i am thinking to start my portafolio and for some reason I forget about this and keep working on the pieces as if was going to use them as game assets.
Is there a way you know of to unfold without automatically packing? Or being able to pack without changing scale? Haven't found a way without add-ons...
UVpackmaster has a lock scale option. No clue about a vanilla workflow - insanity to even try it
Could you use multi udim, for game assets?
Sure, lots of different solutions that I haven’t presented here.
@@JoshGambrell Thanks, I'll try to see how it goes. congratulations on your channel. it is helping me a lot. 😉
Is there a way to see and set Texel Density without any add-ons?
Not that I know of. I believe there is a free texel density checker addon but im not sure if it’s compatible with 2.9+
Nice. Thanks.
suppose i want to export this to UE5, Do I have to bake each texture set individually in this case? and what about the space it wastes in UV map after we adjust the Texel Density?
Why are you unwrapping before applying the bevel?
How do you make it so that you get squared textures when giving a new material?
It’s already preset from the first one
Tip for a game: take a shot of whiskey or rum every time artifacts appear. It's fun trust me. 4/5 of my friends recommend this. (Don't ask what happened to the fifth friend.)
Hello, I have a question, so after setting TD to all the islands, do save the image textures one by one? and then when u import the model the into blender as FBX, do you need to reload the textures one by one to its correspondent mesh part of the door? a video explaining those would be helpful please.
awesome
Is it necessary to keep the UV's of the hidden faces of a mesh with an applied solidify modifier, going from blender to substance?
During this process, is it important to consider the scale of an asset? Does the scale of an object affect the resolution of the textures?
Would it be good, for example, to work with real scales within the scene? or the scale of the objects does not have to do with the whole process of the density of texels? thanks :)
Question about game assets: If you're factoring in the context of a whole asset pack, where some materials might be shared by many assets (eg a chrome band or an emissive surface), wouldn't it be _more_ optimized if you split out the parts of the object to assign reusable materials to them?
Yes. Because you're only draw calling from those materials that will then be reused multiple times. It tends to get trickier because more complicated methods then use double UV sets for additional detailing. Just depends on the game. Usually, assets are just customed instead.
thanks
What addons are you using in this tutotial?
How do you unwrap UV without marking seams?
I don't get why I would scale down all these UV Shells to get consistent Texel Density and Waste all that Texture space on all those different texture sets.
This should be shown at the next developer summit as an example how much pain in the ass the Blender UV Editor is, compared to other solution. The unwrap solver produces unbelievable stupid solution. You have to spend so much time, to achieve certain quality, even on simple low poly models. I love Blender and use it over 10 years, but this should be addressed in 3.x,x. There are Add-ons of course, which ease the pain, but still stuck in this editor.
Beware that mirror and baking don't play well together!
I love your tutorials but your partner is detrimental to your business.
is there a way to set a uniform texel density without the ZEN UV addon?