Creating Game Assets in Blender

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  • เผยแพร่เมื่อ 2 ต.ค. 2024

ความคิดเห็น • 131

  • @KaizenTutorials
    @KaizenTutorials  ปีที่แล้ว +15

    🎉I've created a Discord server for everyone who loves Blender, 3D and creativity. Come hang out; discord.gg/BXKa8akYuk
    Also if you enjoy the content please consider becoming a Patron to help support the channel; www.patreon.com/kaizentutorials

    • @Cr3reeper
      @Cr3reeper ปีที่แล้ว

      is this rare

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Is what rare?

    • @codehyperbole
      @codehyperbole ปีที่แล้ว

      its not working kaizen

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      What’s not working?

    • @codehyperbole
      @codehyperbole ปีที่แล้ว

      @@KaizenTutorials I couldn't not enter your discord channel for some reasons

  • @jamescampionn
    @jamescampionn ปีที่แล้ว +138

    one VERY IMPORTANT thing this video misses: make sure to set the image type correctly when baking! only base color should use SRGB, all other maps should be set to Non-Colour data (or Generic Data if you’re using the AGX color transform). if you don’t do this, your images might not act like they should when you try to use them in a texture

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +29

      Very true! If you use the Principled Node setup shortcut of CTRL SHIFT T it does this automatically using your texture set! :-D

    • @Tertion
      @Tertion ปีที่แล้ว +6

      The same goes inside Unreal, where all your non-color maps (including channel-packed ones), should have a compression mode set to "mask (no sRGB)"

    • @lucutes2936
      @lucutes2936 7 หลายเดือนก่อน

      ohye

  • @mridulsarmah5974
    @mridulsarmah5974 ปีที่แล้ว +10

    One Important thing that I would add is most of the time, low poly mesh is recommended to have triangulated topology than quad topology for game engines to process them correctly. Also unwrapping a triangulated mesh totally works especially when you decimate a sculpted mesh rather than retopo it from scratch.

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +2

      Yeah good stuff! Doing triangulation yourself is always better than letting an engine do it for you btw, as you have no control over the result when the engine does it!

  • @Smeaf
    @Smeaf ปีที่แล้ว +24

    This is a GREAT in-depth workflow from start to finish!
    Awesome work man!

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +3

      Thank you Smeaf, appreciate it as always!

  • @141Jamison
    @141Jamison ปีที่แล้ว +1

    Im trying to learn blender. Ive never been more overwhelmed from a vidio.... I got a hella long way to go 😅

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Awh sorry! Don't be just yet. This is a rather quick version of the process. There's a ton of videos explaining each individual step in great detail. Just keep at it and you'll become great one day! :-D

  • @mszczesnik
    @mszczesnik ปีที่แล้ว +16

    Awesome tut! As a game dev, I need to be picky about one thing, though - the UVs, OMG :). I know it's out of scope for this tutorial, but it's a pretty bad practice to have UVs like that - you lose a lot of space on the texture.

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +2

      Hhaha thanks! Yeah the UV's use very unoptimal space. It's probably better to add a lot of seams in hidden areas so the automatic pack islands works better, or manually move them. The texel density could be a lot better! But that's something that might deserve a video of it's own.

    • @NightVisionOfficial
      @NightVisionOfficial ปีที่แล้ว +1

      Bruh, i was about to do the same comment xD.
      It's a no no, and an ouch, watching those UV's, i'm sorry ​@KaizenTutorials , but it's only for the community sake xD

  • @Kyoshi267
    @Kyoshi267 7 หลายเดือนก่อน +1

    bro finally i found someone who can answer all my questions without i ask them

    • @KaizenTutorials
      @KaizenTutorials  7 หลายเดือนก่อน +1

      That's awesome, thanks~!

  • @valenciasainz
    @valenciasainz ปีที่แล้ว +15

    Tips:
    • When you add a new image texture for baking, make sure you **Deselect** *Alpha* if it's not an alpha map.
    • Use *channel packing* for single channel maps to save more texture data.
    • *Sharpen Diffuse Maps* in compositor for extra crispy details.
    • You can set *Operator Presets* in blender export so you don't have to change export settings every single time.

  • @BobTheBuilder294
    @BobTheBuilder294 ปีที่แล้ว +2

    Why is it like a 47 step process? Why don't they just add a Bake All option?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      i’m not sure. I think it’s probably because they want control over it. Also baking can take a LONG time. So by baking ‘all’ it will take even longer. So maybe thats why!

  • @thewolf2296
    @thewolf2296 17 วันที่ผ่านมา +1

    Man thank you for explaining the subject with so much clarity! I watched a couple tutorials on how to create game assets before stumbling on yours and it got me pretty scared as the process seemed way more difficult than it actually is! 😅

  • @wolfpawz321
    @wolfpawz321 6 หลายเดือนก่อน +1

    I’m confused; what if I want to paint in substance. ? Where will the textures go if the textures are already baked.

    • @KaizenTutorials
      @KaizenTutorials  6 หลายเดือนก่อน

      if you want to paint in substance you can basically skip the baking step. So create the model, create a low poly version if necessary, uv unwrap it, bring it into substance, bake high to low, texture it, export textures from substance, import into unreal, apply textures to low poly object (or just the high if you didn't make a low)

  • @valenciasainz
    @valenciasainz ปีที่แล้ว +2

    Imagine if Game Engines supported procedural textures from all 3d softwares? That would be a *game changer.*

  • @druvingame
    @druvingame 8 หลายเดือนก่อน +1

    Can you also create a tutorial for creating material like 3d games like clash of clans inside blender if its possible in it.

    • @KaizenTutorials
      @KaizenTutorials  8 หลายเดือนก่อน +1

      I can think about it yeah, thanks!

  • @rachaelbraun
    @rachaelbraun ปีที่แล้ว +1

    Thanks for the detailed video - this makes so much more sense!
    If I wanted to model in Blender and texture in an external software like Substance, would I texture the high poly externally, import it back into Blender, and then bake the high poly details onto the low poly model? Or what would that workflow look like?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      You're welcome! Thanks :-)
      Well if you want to texture in a different software the process still goes as I describe in the beginning of the video. Create a highpoly mesh - create a lowpoly mesh - bake highpoly to lowpoly in your preferred programme - take lowpoly + bakes (AO, Normal, etc) into texturing software - set up textures - export texture set - import asset + texture set in engine.

    • @rachaelbraun
      @rachaelbraun ปีที่แล้ว +1

      @@KaizenTutorials Ohhh I see now, thanks!

  • @TheRealPowerDoge
    @TheRealPowerDoge 11 หลายเดือนก่อน +2

    10:02 Also when baking diffuse you need turn metallic to 0 on your high poly, otherwise you'll get black image

  • @technoober8352
    @technoober8352 ปีที่แล้ว +2

    Is there a way to improve speed of baking? What if I'm an Indie game dev and want to bake 100s of models?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      The speed improves with the sample count, but mostly by setting a lower size. If you want to create background models and non-hero asset props you can usually get away with 1024x1024 textures, sometimes even less. This will make a huge difference in time spent baking! But yeah like I said there's a bunch of tools which are better at baking than Blender. Overall creating Game Assets is a time consuming process and baking will always take a chunk of the time spent on a model.

    • @dwarfda
      @dwarfda 9 หลายเดือนก่อน

      For future reference, a very useful tip which this extremely basic tutorial hasn't mentioned, you'll most likely improve your baking times enormously by using GPU for it.
      First you need to enable it in Preferences -> System -> Cycles Render Devices, choosing option depending on your system and GPU and selecting your GPU, then in the Render Properties tab where you change the Render Engine, make sure you have Device set to GPU Compute.

  • @abdessamadhasnaoui6887
    @abdessamadhasnaoui6887 ปีที่แล้ว +1

    thank u so much
    talking about advanced materials
    I m asking about if those smart masks ( that u made on the scifi box) are reusable with further tweaking (I mean can I just copy the node tree of any mask and use it on a different object?)

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      You’re welcome! Yeah you can just import the material in a new project, or even easier put them in your asset library in Blender. Also very convenient to group nodes using CTRL+G.

  • @zorika6554
    @zorika6554 ปีที่แล้ว +1

    will this worked with projection mapped, baked, textures?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      uhm I haven't tried, but yeah if the texture works in Blender you can bake it down for use in other engines, for sure!

  • @voytechj
    @voytechj ปีที่แล้ว +2

    Not sure about Unreal engine, but in Blender normalmaps use righthand coordinate system (+Y up). Some game engines use lefthand coordinates (+Y down) and you have to check that. Its simple, move light close to an object, move light around and check if shadows are correct. If something is not right invert green channel on normal map or in blender change "Bake->Influence->Swizzle G" to "-Y" before baking.

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Yeah Unreal requires you to flip the Green Channel for the Normal map to work properly! That's why I added links to how to setup these assets in both Unity and Unreal, since they both have their own workflows!

  • @mr.coffeecup1331
    @mr.coffeecup1331 ปีที่แล้ว +3

    What a great tutorial! Thank you very much!
    P.S. I just wanted to ask, one thing. I remember watching a tutorial long time ago about UV unwrap and I remember them using a "Smart UV project". Since then I've been always using this function for unwrapping. And so I wanted to ask if it has any disadvantages that you don't use it in the video?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Thank you! Smart UV project is perfect for a quick and dirty unwrap. But it adds a TON of seams and will usually not look good at all when not using procedural materials. So for proper game models, especially ones people will see a lot, manual unwrapping is the onyl way to go! :-)

    • @mr.coffeecup1331
      @mr.coffeecup1331 ปีที่แล้ว

      Got it! Thank you for explaining!

  • @LifeCodeGame
    @LifeCodeGame ปีที่แล้ว +2

    This video looks great! I'm excited to learn how to create game assets in Blender. Thanks for the helpful links and discount code!

  • @samuelwallace6051
    @samuelwallace6051 ปีที่แล้ว +2

    Incredible tutorial. Helped me a ton. Cant wait to watch and learn more from your Channel❤️

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Thank you! Glad to hear this was useful to you. 🙌

  • @SharpWind
    @SharpWind ปีที่แล้ว

    as someone who works in game production professionally, that UV unwrap gave me PTSD, please dont do it this way...

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Haha it's not the best I agree. It's functional and works for this procedural texture, but yeah could be a lot better. What's your professional input on UV unwrapping?

    • @SharpWind
      @SharpWind ปีที่แล้ว +2

      Dont worry, it was a bit of a joke :)
      The very best approach would be to manually cut and unwrap your model, so you can optimize the amount and placement of seams, as well as plan for an even unwrapping to make use of as much of the UV tile as possible, to harness the extra resolution from your texture
      An additional bonus is being able to optimize the amount of cuts (as in the software's term, that's a duplicated vertex and adds to the memory in more populated sets), effectively even optimizing your model while you're at it!
      For a quick unwrap, your method is perfectly fine (we all do it), but for game assets specifically, optimization is key, and squeezing out every last pixel of the UV map goes a long way towards a high-quality model, which can also run realtime in a computationally-expensive environment
      Sorry if my original comment sounded condescending, i was trying to be funny :)

  • @4115steve
    @4115steve ปีที่แล้ว +3

    thanks for taking to time to make a detailed video of this. Great work

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      My pleasure, thanks for the kind words!

  • @ghazi1832
    @ghazi1832 ปีที่แล้ว +1

    Taraaataa, i watched this video 5-9 times cuz i want to memorise (baking) and i previously stucked on blender to unity, everything was white lol. and i does too bad texturing i have to watch how to Create professional material 7-15 times then i can :) FUN+

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Haha thanks! You're helping the channel and learning at the same time. Love it!

  • @lucutes2936
    @lucutes2936 7 หลายเดือนก่อน +1

    11:55 important Unreal setting memo

  • @ConsolasEight
    @ConsolasEight 7 หลายเดือนก่อน

    I was assuming that a baked texture is less data intensive than one using all the nodes... or am I wrong about that? If I make a 3D model of something using procedural textures for use in Blender, is it worth me baking the textures for the object or am I more or less better off just using the model as is with all the nodes? If I made a scifi cargo pod - an elongated cube with industrial-looking ribbing, blue in colour and dirtied up using your procedural texture technique - would it be worth my while baking the texture or might I be just as well using it as is...? Maybe a bit of a complicated question, sorry :)

    • @KaizenTutorials
      @KaizenTutorials  7 หลายเดือนก่อน

      It really depends. Baked textures, or images if you will, are more VRAM intensive than procedural textures. But procedural textures are quite heavy on your CPU/GPU overall. If you're working in game engines baked textures are your only option. In Blender I think it boils down to your hardware + scene. For the sake of an experiment you could try both!

  • @untrollable3212
    @untrollable3212 6 หลายเดือนก่อน

    can you please help me? i do not know what to do i have made 132 low poly weapons and dont know what to do next or how to proceed like how to unwrap them or paint them cuz they are simple weapons so they dont need high detail so i made them low poly but have just been stuck at this point (trying to make them low poly assets{like a simple sword}). do you have a video that will help it will be a pain but i will scrap them all and do them all over again if i have to but i would like to do them right this time because the videos i find show you how to unwrap a model bring it to substance painter paints it and expects you to know how to put the details on a low poly and ends the video there. like do you know of a great course that will teach you how to make a game from making assets to painting them to building your own game?

    • @KaizenTutorials
      @KaizenTutorials  6 หลายเดือนก่อน

      Aah! I don’t really have a good answer for this. I think looking at my texture painting tutorial + the create game assets video and then some lownpoly asset modeling from other tutorials should bring you along the way.

  • @ARANDOMOPENAIUSER
    @ARANDOMOPENAIUSER ปีที่แล้ว +2

    One of the best Blender asset tutorials I have ever seen!

  • @vicious3981
    @vicious3981 4 หลายเดือนก่อน

    you didnt show us how you made the high poly model. usually creating two types of model would take a lot of time, i wanna know you could do it easily

    • @KaizenTutorials
      @KaizenTutorials  4 หลายเดือนก่อน

      In a proper game asset workflow you almost always make the high poyl model first and then create a low-poly to bake to.

  • @joshuaimmanuel1609
    @joshuaimmanuel1609 ปีที่แล้ว

    hi, any one care to explain why he uses triangle instead of square on his low model ?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      I use quads, but convert them to Triangles in the end because exporting an asset will triangulate automatically. I don''t like having no control so instead I triangulate myself and change some stuff if needed.

  • @eyyikzthecounter9929
    @eyyikzthecounter9929 ปีที่แล้ว

    You keep changing the thumbnail, I thought i was a new video 😢

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Haha yeah sorry! I'm trying to find a new, better thumbnail for this video since it's underperformed.

  • @IR-RA
    @IR-RA 10 หลายเดือนก่อน

    My maps don’t work :(
    It is a pure green color but I checked where the faces are looking and I see my object completely in purple color so should be okay however the maps don’t look the same. In fact I don’t even see my object on the normal’s map. It is a bunch of yellow with green looking weird

    • @KaizenTutorials
      @KaizenTutorials  10 หลายเดือนก่อน

      I'm not entirely sure what you mean, but you have to make sure your objects are in the same position, preferrably at the 0 location in the world. Maybe that helps!

    • @IR-RA
      @IR-RA 10 หลายเดือนก่อน

      @@KaizenTutorials they are

  • @ShrikeGFX
    @ShrikeGFX 4 หลายเดือนก่อน

    that bake and normal map looks really messed up, there must be something very wrong

    • @KaizenTutorials
      @KaizenTutorials  4 หลายเดือนก่อน

      it's not the best no, but it only serves as an example to showcase the workflow and isn't aimed at the quality perse

    • @ShrikeGFX
      @ShrikeGFX 4 หลายเดือนก่อน

      @@KaizenTutorials this implies more like an issue with the workflow and some setting or setup. The bake just has very strange aliasing, its not like the model is "low quality" or anything, a bake dosnt look like this. Maybe some ray distance or something like that. Try do a bake with XNormal for comparison and you'll see (or marmoset if you have it, hands down best baker)

  • @PrinceEagle
    @PrinceEagle ปีที่แล้ว +1

    Once again thank you for an awesome video!

  • @WinTVCH
    @WinTVCH ปีที่แล้ว +1

    How about Import an Asset in to Roblox Studio?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      I don't know how Roblox Studio works, but yeah you could create assets for any game using these methods! Just need to find the proper export settings for Roblox.

    • @schnitzelhannes6431
      @schnitzelhannes6431 ปีที่แล้ว

      Well blender cant do that because it isnt gay enough for roblox users

    • @WinTVCH
      @WinTVCH ปีที่แล้ว

      @@schnitzelhannes6431 😎🗿

    • @musluktandokulenkarabatak
      @musluktandokulenkarabatak ปีที่แล้ว

      Just reduce the polygon size as much as you can, keep every face positive. If you are using Subtance Painter, export textures as "Roblox SurfaceAppearance" from software. Preferred file type is obj or fbx, use fbx if you rigged it. That's all

  • @DodgerEcho
    @DodgerEcho ปีที่แล้ว +1

    Thanks you 👍

  • @logans3365
    @logans3365 ปีที่แล้ว

    I just finished my donut in blender and decided to give Unity a go, then I had the bright idea to import my donut to Unity. After watching this video I do believe it’s time to take a break lol

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Haha, well taking a break is always good. But you can do it, exporting textures and importing your asset into a game engine is easier than you think! Good luck

  • @ГеоргийМурзич
    @ГеоргийМурзич ปีที่แล้ว

    I've always though that you need to unplug Metallic and set it to 0 for proper Bake but your model baked fine even with Metallic on, interesting

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Not as far as I know. The input (float values) override the set number in the Shader, so it's always going to output those numbers. But maybe back in the day this used to be the case? Don't know, I just know this works haha!

  • @valenciasainz
    @valenciasainz ปีที่แล้ว

    The UVs almost game a heart attack. 😄 (It's fine, cause it's just an example/tutorial)

  • @greenrabbit4075
    @greenrabbit4075 ปีที่แล้ว +1

    This is pure gold my man! Thank you!

  • @infographie
    @infographie ปีที่แล้ว

    Excellent

  • @popugaychick8279
    @popugaychick8279 10 หลายเดือนก่อน +1

    Super cool! tnx😘😘😘😘

  • @lokosstratos7192
    @lokosstratos7192 ปีที่แล้ว

    lol that commercial was so smooth i didnt realize i was watching it

  • @pangtundure
    @pangtundure 7 หลายเดือนก่อน

    I don't have a high polly mesh how do i bake it ??

    • @KaizenTutorials
      @KaizenTutorials  7 หลายเดือนก่อน

      If you don't have a high-poly mesh you can skip the step for baking the high to low and instead just bake the textures directly. It still works the same as in this video, or as in this one; th-cam.com/video/G5soIHt7ofU/w-d-xo.html

    • @pangtundure
      @pangtundure 7 หลายเดือนก่อน

      @@KaizenTutorials I've baked it bit it looked ass without the high polly model and I don't know if I'm supposed to modify the model in any way

  • @Asadkhan-jt1jb
    @Asadkhan-jt1jb ปีที่แล้ว +1

    nice

  • @apummy4930
    @apummy4930 ปีที่แล้ว

    If i Bake Materials form a Object with more than one Material Slot, how can i Bake all Materialslots on one Map?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      This is one of those things where Blender is not the best tool. But you can do it. Ryan King Art has a great tutorial on this; th-cam.com/video/wG6ON8wZYLc/w-d-xo.html

    • @apummy4930
      @apummy4930 ปีที่แล้ว +2

      @@KaizenTutorials Thanks. But i already found a way for my Bakes. But i will watch it
      :)

    • @apummy4930
      @apummy4930 ปีที่แล้ว +1

      Look! In This Video he explains how to Bake Different Materialslots at onece!
      th-cam.com/video/eE7FedDW2AI/w-d-xo.html&ab_channel=RyanKingArt

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Nice!

  • @peterpmd
    @peterpmd ปีที่แล้ว +1

    Thank you

  • @WektorGH
    @WektorGH ปีที่แล้ว

    9:16 compresion doesnt matter here?

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Well it does ofcourse. But I've had 4K textures with 90MB normal maps, which can be a bit harsh on engines aswell. But yeah you're better off without compression.

  • @SVgamer-mv6hw
    @SVgamer-mv6hw ปีที่แล้ว

    It is best to make shaders directly in the engines.

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Yep, you'll need textures for that though!

    • @SVgamer-mv6hw
      @SVgamer-mv6hw ปีที่แล้ว

      @@KaizenTutorials There is a shader graph tool in unity, so I thought it is similar to make smart shaders like you make in blender, but now in unity using shader graph. Even unity have other features also like camera buffer.

  • @DailyPaily
    @DailyPaily ปีที่แล้ว +2

    And i must do it with every asset, ok....

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว +1

      Yep, that's why makign games is a VERY big amount of work, done by hundreds of people!

  • @safwanm3377
    @safwanm3377 ปีที่แล้ว

    Hey, can you make a tutorial on getting cool camera motion , based on background music, like smooth and flowy transition using 3d camera,
    Literally no one had made any tutorial on that

    • @KaizenTutorials
      @KaizenTutorials  ปีที่แล้ว

      Hey! I have a video on exactly that. It’s the one about product animation.

  • @simphiwedlamini.
    @simphiwedlamini. ปีที่แล้ว

    I'm so f***ing lost

  • @PyubX
    @PyubX หลายเดือนก่อน

    Can someone explain in laiman terms what exactly this does?
    Makes the low poly mesh look hi poly, but how? Makes for example an actual extrusion into a texture that LOOKS like it has depth?

    • @KaizenTutorials
      @KaizenTutorials  หลายเดือนก่อน +1

      Simply put this tells the shader for an object (the material) how light needs to bend creating shadows and highlights. This creates the illusion of depth and geometry where there is none. Sounds magic, it kinda is haha. But it has its limits. You can't have a full blown 3 feet deep hole this way, the illusion will break. It works best for smaller surface details with limited depth.

  • @ravendaee
    @ravendaee ปีที่แล้ว

    This tutorial is pure gold, thank you so much