This tutorial series was fantastic! Thank you so much for showing us the whole process from beginning to end and covering LODs and how to texture properly. So many tutorials skip or gloss over these important topics. Will definitely be watching your other videos!
Very good for the base learners like me, i worked in Unity long time back, but never understood the basics as you teach. Thank you, keep the good work coming :)
you are awesome , thank you tremendously , you explained everything needed in detailed easy parts for the whole game asset creation, i was searching for this long time, thank you🥰 and thank youtube for recommending your content, i hope these tutorials reach all those who need it. 🥰😍😘
mesh colliders are expensive to use in unity compared to primitives, so i always use the lowest poly meshes for them. you can also model a separate mesh collider in blender.
Yes, you can do that! But I would recommend using the mesh we created in the previous video *Barrel_Collider*. Because it represents the barrel shape better, so the barrel can roll down the hill for example. Using LOD2 mesh which is 2 times less tris can make the barrel hard to roll on the side because it's almost the cube shape. So always keep this in mind. For example, if your Barrel will be Static and don't move then you can use LOD2 ;) Always think about how the asset will be used in the game, and use very low poly mesh which represents the shape of the asset mesh. If it's a blocky shape or the sphere, use Box or Sphere colliders instead (Unity primitive colliders)! They are better in terms of physics performance.
Thanks so much for this series! It's been a great introduction to modeling in Blender! One question though: I would like to put the outline of the "spout" portion on the top of the barrel onto the top texture island of the barrel, so that when that portion is removed in the transition from LOD0 to LOD1, there's less of a "jump" in the visuals. Can you recommend an easy way of doing this? I'm uncertain how to get the texture to line up properly.
In case anyone has this same problem in the future, I figured out a solution: if you use the texture paint feature in blender you can paint a color around the edge of the plug straight onto your albedo.png. If you then import that .png back into your Gimp project as a layer, you can easily trace a path around the outline that is left behind on the top of the barrel. Even if you don't want to add the extra detail for LOD transitions like I did, this also allows you to apply shadows and dirt around the plug more consistent with the rest of the model.
@@eziogaming373 In this video, I showed how to create LOD meshes for the barrel to optimize the game's performance if you would use the barrel in the video game. Basically, how to increase your game FPS. LOD - level of detail. We created 3 different meshes of the barrel: LOD0 - the original barrel mesh with all the detail. LOD1 - optimized mesh with a lower poly count. LOD2 - optimized mesh with a very low poly count. How it works in Unity: When the game camera is close to the Barrel, Unity will render LOD0, so you will see the original Barrel mesh, which is the most detailed. When the camera is getting away, the barrel mesh will change to LOD1 at a certain distance - to the lower poly mesh. And if you move the camera even further, it will change to LOD2 - a very low poly barrel mesh. This way, you will save on Poly Count, and because your game camera is further away, you can't tell the difference between a very low poly mesh and an original higher poly Barrel mesh. That's how LOD works and it's used in pretty much every AAA game title. Especially open world games. Lower the poly count = better performance = more FPS.
You can just quickly draw it into the texture on top of the barrel at the same location that the cork sits. Just do an outline of the top view. Basically, copy the cork texture on top of the barrel texture and only leave the top/middle part of that texture, scale down if needed.
@@winnie8614 Yes, you can bake the diffuse texture for that too. But in this case I think doing what I said would be faster and easier, at least for me.
@@LMHPOLY yeah in this case it is) But I'm looking for general solution. I see that here metal ring as texture that mimic needed look even when it is flat.
If the LOD looks good, or good enough for you then you are good to go. If a collider is pretty accurate for the type of collision you want then you are good to go. You can use decimate modifier in anything you want, it won't cause any issues you can't see. I use decimate modifier a lot, for example to make low poly rock assets.
@@LMHPOLY and i have done done the full tutorial of the barrel. liked them all and already subbed since the first vid. you are great! I'll be looking forward for more content like this.
Hi there! Here is my last video of this Game Asset Tutorial Series for Beginners.
cool tutorial. what's the meaning of the yellow warning triangle that mentions something about "lod bias"?
@@rattyredemption Open this page: docs.unity3d.com/2018.2/Documentation/Manual/class-QualitySettings.html
and search for LOD Bias.
@@LMHPOLY cool. thanks for the link.
More tutorials on Unity and game assets, like light cookies
No one taught me how to optimise game assets like this! 🥺 Thank you so much! 🙏🏻
This tutorial series was fantastic! Thank you so much for showing us the whole process from beginning to end and covering LODs and how to texture properly. So many tutorials skip or gloss over these important topics. Will definitely be watching your other videos!
wow this was the best tutorial series i've seen in blender or unity thank u!!
This was an amazing tutorial, thank you so much!
All I can say is... I love you man t-t thank you soooo much
5 amazing chapters full of very useful details, thanks a lot!
Very good for the base learners like me, i worked in Unity long time back, but never understood the basics as you teach. Thank you, keep the good work coming :)
Thank you so much. Unbelivable tutorials. I found every thing I need for UV, texture, LOD, etc.
Great series, hard to find good tutorials like this that go thorugh a whole workflow. Thanks :)
Very very useful tutorials, thank you, thank you, thank you.
Great playlist. Thanks.
Thank you very much for this informative tutorial!
You are really amazing ! You explained all parts clearly .
This was very helpful! Thanks.
Super helpful as always
Amazing tutorial series! I learned so much and it was very easy to follow.
Thanks!
Amazing work, thank you for sharing your knowledge
Nice and complexed tutorial. You covered a lot of curious techniques in your very short videos :)
you are awesome , thank you tremendously , you explained everything needed in detailed easy parts for the whole game asset creation, i was searching for this long time, thank you🥰 and thank youtube for recommending your content, i hope these tutorials reach all those who need it. 🥰😍😘
Great tutorial!! Thanks for making it :D
You are the best) Thanks)
Thank you so much! I have learned so much!
Very clear, thank you.
Nice tutorial
Awesome! THank you for sharing that with us :)
Thank you for stopping by)
You are underrated!! I didn't know about the renaming things. Awesome!
Also, using a mesh collider based on the lowest poly LOD would be fine right?
mesh colliders are expensive to use in unity compared to primitives, so i always use the lowest poly meshes for them. you can also model a separate mesh collider in blender.
sorry, i didn't realize lmhpoly had already shown how to make separate mesh colliders in another video.
Yes, you can do that! But I would recommend using the mesh we created in the previous video *Barrel_Collider*. Because it represents the barrel shape better, so the barrel can roll down the hill for example. Using LOD2 mesh which is 2 times less tris can make the barrel hard to roll on the side because it's almost the cube shape. So always keep this in mind. For example, if your Barrel will be Static and don't move then you can use LOD2 ;)
Always think about how the asset will be used in the game, and use very low poly mesh which represents the shape of the asset mesh. If it's a blocky shape or the sphere, use Box or Sphere colliders instead (Unity primitive colliders)! They are better in terms of physics performance.
@@LMHPOLY Okay that makes sense. Thanks!
@@LMHPOLY don't you mean lod2, isn't lod0 the highest poly version?
can we use lod's with statics like walls and floors etc?
You are the best. Thanks a lot.
весьма полезно, благодарю
Thanks
✨ p e r f e c t i o n ✨
Thanks so much for this series! It's been a great introduction to modeling in Blender! One question though: I would like to put the outline of the "spout" portion on the top of the barrel onto the top texture island of the barrel, so that when that portion is removed in the transition from LOD0 to LOD1, there's less of a "jump" in the visuals. Can you recommend an easy way of doing this? I'm uncertain how to get the texture to line up properly.
In case anyone has this same problem in the future, I figured out a solution: if you use the texture paint feature in blender you can paint a color around the edge of the plug straight onto your albedo.png. If you then import that .png back into your Gimp project as a layer, you can easily trace a path around the outline that is left behind on the top of the barrel. Even if you don't want to add the extra detail for LOD transitions like I did, this also allows you to apply shadows and dirt around the plug more consistent with the rest of the model.
Thank you so much for this tutorial!
It helped me a lot! :D
P.S. Special thanks to this extra tip at the end!
Great, Thank you
Thanks!
Thanks for tutorual 👍
Super!!!!
I am subscribing you only for giving last optimising tip 😂
Uhh yeah sure but why, just why would I spend time to create 2 more copies of it? Is there any advantage to it?
To optimize your game.
@@LMHPOLY By optimize are you saying that it will have less glitches or something else?
@@eziogaming373 In this video, I showed how to create LOD meshes for the barrel to optimize the game's performance if you would use the barrel in the video game. Basically, how to increase your game FPS.
LOD - level of detail. We created 3 different meshes of the barrel:
LOD0 - the original barrel mesh with all the detail.
LOD1 - optimized mesh with a lower poly count.
LOD2 - optimized mesh with a very low poly count.
How it works in Unity:
When the game camera is close to the Barrel, Unity will render LOD0, so you will see the original Barrel mesh, which is the most detailed.
When the camera is getting away, the barrel mesh will change to LOD1 at a certain distance - to the lower poly mesh.
And if you move the camera even further, it will change to LOD2 - a very low poly barrel mesh.
This way, you will save on Poly Count, and because your game camera is further away, you can't tell the difference between a very low poly mesh and an original higher poly Barrel mesh.
That's how LOD works and it's used in pretty much every AAA game title. Especially open world games.
Lower the poly count = better performance = more FPS.
Ty (:
How to make cork being backed into texture on higher LOD?
You can just quickly draw it into the texture on top of the barrel at the same location that the cork sits. Just do an outline of the top view.
Basically, copy the cork texture on top of the barrel texture and only leave the top/middle part of that texture, scale down if needed.
@@LMHPOLY I meant more automatically. I've found out that you can bake in textures th-cam.com/video/grBBBNTH5Xw/w-d-xo.html
@@winnie8614 Yes, you can bake the diffuse texture for that too. But in this case I think doing what I said would be faster and easier, at least for me.
@@LMHPOLY yeah in this case it is) But I'm looking for general solution.
I see that here metal ring as texture that mimic needed look even when it is flat.
Is it good to make LODs and Mesh Collider with Decimate modifier? Or it may cause some problems?
If the LOD looks good, or good enough for you then you are good to go. If a collider is pretty accurate for the type of collision you want then you are good to go. You can use decimate modifier in anything you want, it won't cause any issues you can't see. I use decimate modifier a lot, for example to make low poly rock assets.
@@LMHPOLY Okay, thanks! :)
Great tutorial, in 2:40 i cant see the number count of tris faces edges verts... it doesnt show me anything. just the blender version 2.92
Right Click on that line where it shows me tris count and enable 'Scene Statistics'.
@@LMHPOLY IT WORKED. THANKS.
@@LMHPOLY and i have done done the full tutorial of the barrel.
liked them all and already subbed since the first vid. you are great!
I'll be looking forward for more content like this.