How To Make Triple A Graphics

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  • เผยแพร่เมื่อ 21 พ.ค. 2021
  • A small look into how triple a studios do their graphics
    mp40 model by Elliot Griffiths sketchfab.com/3d-models/mp40-...
    Music: Bluesy Vibes - Doug Maxwell
    Buy Me A Coffee: ko-fi.com/garbaj
    Discord: / discord
    Twitter: / garbaj2
    Website: garbaj.net
    Github: github.com/GarbajYT
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ความคิดเห็น • 1.6K

  • @garbaj
    @garbaj  3 ปีที่แล้ว +7506

    TIL that the "wood" on the mp40 is actually bakelite

    • @nate-ox5lw
      @nate-ox5lw 3 ปีที่แล้ว +191

      Ok, thank you for sharing this useful information.

    • @nmhjjp
      @nmhjjp 3 ปีที่แล้ว +27

      Ok

    • @Racc_Oon
      @Racc_Oon 3 ปีที่แล้ว +6

      nice

    • @rrohbot
      @rrohbot 3 ปีที่แล้ว +5

      Ok

    • @LemSportsinterviews
      @LemSportsinterviews 3 ปีที่แล้ว +3

      yea

  • @musikalniyfanboichik
    @musikalniyfanboichik 3 ปีที่แล้ว +16825

    expected a meme about lots of motion blur, lense dirt, bloom, camera shake

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1119

      sorry to disappoint ;)

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +433

      @@garbaj quite opposite actually. though i already knew about pbr :)

    • @limelemon4732
      @limelemon4732 3 ปีที่แล้ว +20

      @@zweetband perfect description

    • @theonlyplain
      @theonlyplain 3 ปีที่แล้ว +55

      or puddles of water everywhere

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +29

      @@theonlyplain i think it is more of a gta v modding kinda of style

  • @C-CW
    @C-CW 3 ปีที่แล้ว +4984

    Yes, crank up bloom/glow will directly boost your game from AA to AAA

    • @garbaj
      @garbaj  3 ปีที่แล้ว +385

      unironically this

    • @EngiNetion
      @EngiNetion 3 ปีที่แล้ว +134

      wet roads for more graphix

    • @muffininacup4060
      @muffininacup4060 3 ปีที่แล้ว +115

      dont overdo it or you'll burn player's eyes and end up with AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA which noone is ready for yet

    • @kikhuy8152
      @kikhuy8152 3 ปีที่แล้ว +2

      rofl

    • @serghiescumihai7710
      @serghiescumihai7710 3 ปีที่แล้ว +24

      "hello and welcome todays game , we have picked an AAAAAAHHHHH game , lets start"

  • @Rexotec
    @Rexotec 3 ปีที่แล้ว +1037

    So, lets go, its physics theory time.
    A roughness map is there to simulate the microsurface detail of an object. When light hits a surface it gets scattered, sometimes a lot, sometimes a little. How much depends on the overall roughness or smoothness of the surface. This creates the specular highlight, that white dot in the eye, the rippling sheens across a fancy car, the anime shine of glasses, the shing of a sword catching the sunlight etc. etc. etc.
    A smooth surface, like a mirror, will reflect almost perfectly, whereas a rough surface, say, a cloth shirt, will not reflect the highlight very well at all. Hence the roughness map, black means it's completely smooth, white means it's completely rough, so no highlights for you >:(
    Moving on to specular maps. They're kind of the reverse of roughness... kinda... you see you have to know what the metalness map works to know how these maps change things, because you generally don't use metalness with a specular map. So metalness maps... let's go.
    When light gets reflected, it will generally be the colour of the light source. Except with metallic materials, then it will be the colour of the object. To explain:
    - Orange Light hits Blue Non-Metal surface: Orange Highlight is reflected
    - Orange Light hits Blue Metal surface: Blue Highlight is reflected
    That's where the metalness map comes in, to explain what is metal and what isn't.
    Now comes in specular maps. While they're kinda the reverse of roughness maps, what they allow you to do is manually decide the colour of the specular highlight.
    - Orange Light hits Blue surface with Green specular data: Green Highlight is reflected.
    This gives you more control over how your objects look, but can be finnicky... and often reality breaking... unless you wanted to do like, pools of oil or something... but it's more versatile, which is its strength. A quirk of specular maps is to make a metal, the albedo (or diffuse, it's just the colour map really) must be black, with the colour going into the specular map instead.
    Hope that clears up... stuff...

    • @garbaj
      @garbaj  3 ปีที่แล้ว +91

      thanks, I think I'm beginning to understand!

    • @AlexProGear
      @AlexProGear 3 ปีที่แล้ว +30

      Wow, thank you so much for explanation!
      I think, I saw this trick with specular map colours in Team Fortress 2 on weapons with specialized/professional killstreak counter applied
      Not sure though, maybe they're just overlaying semitransparent diffuse texture on top, like enchanted items' glow in Minecraft

    • @Rexotec
      @Rexotec 3 ปีที่แล้ว +16

      @@AlexProGear I haven't played an awful lot of TF2, it could be that but I reckon that's an emissive map with the roughness turned way way down and the material set to metal. I'd have to look into it :)
      Btw, Emissive maps are basically albedo/colour maps that ignore lighting and just show the full colour of the object, basically making it 'glow' although all the bloom/actual glow will likely be added later, it just brightens the surface of an object

    • @Dominic-bj3ls
      @Dominic-bj3ls 3 ปีที่แล้ว +3

      That's fucking awesome.

    • @miscu2542
      @miscu2542 3 ปีที่แล้ว +8

      To be precise, specular controls the light that bouce off non-dielectric materials (materials with metalness=0.0). Any system that take energy consrvation into account, use it to make the "exposure" of the highlights coherent to the enviorement. So basically, if you have a base color set to 1.0 (white) and a specular at 1.0, it bouce off more energy that the object takes, breaking the law of physics. That's why usually you want to leave the specular at 0.5 and work with the saturation and value of the base color.
      Also, it is adviced to use the metalness as a on-off value, except some rare cases.
      EDIT: I recently got this comment bumped up and I see I wrote something partially wrong. PBR materials are already made for correctly follow the rules of the physics of light, so if you set specular to 1.0 it's not wrong at all, just quite rare.

  • @angrygeri7026
    @angrygeri7026 3 ปีที่แล้ว +4892

    I finally know why Cyberpunk took half of my fucking memory.

    • @ZandrichMynhardt
      @ZandrichMynhardt 3 ปีที่แล้ว +530

      ... and half of your drive space, half of your money, and half of your soul. I know it's too late for you to refund, but try to warn the others. :(

    • @CN-qj3cp
      @CN-qj3cp 3 ปีที่แล้ว +30

      That and probably event ticks

    • @angrygeri7026
      @angrygeri7026 3 ปีที่แล้ว +174

      @CavFanOneThree Agreed. Gets too much shit for being overhyped. I didn't play through the whole game, but it was fun while I did. Also all the glitches were funny as fuck.

    • @lordfarquaad1319
      @lordfarquaad1319 3 ปีที่แล้ว +4

      Halo 5 for me

    • @MonsieurSwag
      @MonsieurSwag 3 ปีที่แล้ว +24

      HALF?
      JUST HALF?

  • @Erstus
    @Erstus 3 ปีที่แล้ว +11430

    Using the "glow" effect to achieve a high budget look is a nice joke. :D Most games(including AAA) do the "glow" so badly, it's shameful.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +893

      true true, I wouldnt mind if we got away from glow a bit

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +274

      it is called bloom

    • @AkariInsko
      @AkariInsko 3 ปีที่แล้ว +87

      @@musikalniyfanboichik glow*

    • @ajallen212
      @ajallen212 3 ปีที่แล้ว +425

      @@AkariInsko No, it is indeed called Bloom, A post-processing effect, which is what actually puts most of the meat on the finished product of what you actually see in a game.
      Screen Space Reflections, SSAO (Ambient Occlusion that is processed by the engine, as opposed to being added as a texture.) Anti-aliasing, Volumetric Fog, etc etc. Is most of what adds up the amount of memory a game uses, as well as what really makes it look good.
      The motto that my old teacher taught me "The first 95% of a game will be done in the first 50% of the time you have, that last 5% is what will take the rest."

    • @quibit9888
      @quibit9888 3 ปีที่แล้ว +151

      @@ajallen212 glow*

  • @BloodyMobile
    @BloodyMobile 3 ปีที่แล้ว +384

    "Roughness" basically describes how "not-shiny" a part is, as in something with 0 roughness can be mirrorlike (depending on other factors) while something with 100% roughness is basically as reflection absorbing as it can get.

    • @Corzappy
      @Corzappy 3 ปีที่แล้ว +13

      So 100% roughness would be absolute black as it absorbs every wavelength of light and therefore leaves none to be reflected into your eyeholes.
      Or the more logical answer is that it just isn't shiny.

    • @hollandthomas747
      @hollandthomas747 3 ปีที่แล้ว +17

      @@Corzappy Not quite, in PBR light is either reflected or refracted. The roughness determines how much of this light is reflected. The remaining refracted light is used to give the colour of the object. Therefore a shiny object reflects a lot of light hence the bright spot and there is little refracted to represent the surfaces colour (hence why these bright shiny spots are the colour of the light source and not the surface). A fully rough object would not reflect any light and all light would be refracted and provide just the colour of the albedo. This however only applies to dielectrics. Metals are handled differently within PBR (hence the metalness map)

    • @LanaaAmor
      @LanaaAmor 3 ปีที่แล้ว +3

      @@Corzappy game engines don't interpret the light wavelength, that's all

    • @solaris5303
      @solaris5303 3 ปีที่แล้ว +3

      ​@@Corzappy Not entirely. Unlike older shading models that allowed you to make physically inaccurate changes like the actual specularity (reflectivity) of a surface, PBR roughness does _not_ describe how reflective something is. Instead, it describes literally how rough a surface is on a nearly microscopic level (indirectly affecting the strength of the reflections). A surface that is at maximum roughness will still reflect light, but not as much as a surface that is perfectly smooth.

    • @peanutatomic
      @peanutatomic 2 ปีที่แล้ว +2

      @@Corzappy with PBR, roughness 1 still keeps the texture of the object, and just doesnt show visible reflections.

  • @Rolandfart
    @Rolandfart 3 ปีที่แล้ว +393

    Specular maps are paired with the roughness maps, the specular map shows how reflective the object is. The ambient occlusion map is for indicating where self shadows are because it's much more efficient to have it baked in to a texture.

    • @micha9552
      @micha9552 3 ปีที่แล้ว +18

      You can still use specular maps, but avoid using them if you ever want to make realistic graphics. Specular mapping is an old method that was used (along with shininess) to add detail to specular reflections and, as you said, describe how strong they should be. I guess you can call it an imitation of roughness maps - it tried to achieve realism by simply multiplying the specular component, without actually caring about what makes materials less/more reflective. Now that the PBR model is widely adopted, just use a roughness map - its contents will be plugged to a cool function (google "BRDF" or "rendering equation") that will make everything look much more realistic (prettier in all light conditions) and simpler to work with than if you used a specular map.
      I agree on the part about AO though.

    • @micha9552
      @micha9552 3 ปีที่แล้ว +4

      @@agodelianshock9422 Hm I'm not quite sure I get what you mean. For me it actually seems that the old games had more plastic-looking materials. The good old Phong model couldn't really simulate microfacets so adding reflections made everything look like a cheap plastic replica from aliexpress... Maybe it's the fact that we started toning down color saturation to make it look more like the real world, which also made the textures look more depressing (yeah just like the real world). Or it's the tonemapping (since we do HDR) that makes it look soft... Anyways, you can still use PBR and get nice colors if you saturate your albedo map, use stronger lighting or add some post-processing (see far cry 3). But don't add too much bloom.

    • @solaris5303
      @solaris5303 3 ปีที่แล้ว +5

      Specular maps are not used at all in a PBR model - if you want physically accurate materials, you _never_ alter the material's specular level directly.

    • @spaceman-pe5je
      @spaceman-pe5je 3 ปีที่แล้ว +2

      ​@@micha9552 all modern games either use metalness-roughness or spec gloss.
      gloss is just inverted roughness. the games are still using that map to simulate microsurface details.
      the specular map nowadays is only a color map which determines the color reflected by the surface. while the metalness workflow ensures conservation of energy, the specular color workflow is preferred by many artists. every single recent Call of Duty game, for example, uses specular color. rainbow six siege, on the other hand, uses a metalness/roughness.

    • @LtdJorge
      @LtdJorge 2 ปีที่แล้ว +2

      Specular maps are NOT used with roughness. They are used with glossiness maps, that the spec/gloss BRDF which is the old way, everyone now is using the much better metal/rough BRDF, which is a lot more simple, as the metallic texture is binary, either has black or white, and the roughness is gray.
      The specular workflow included color information in the specular texture, which means that editing the textures without the original project is impossible, as they cannot be "reversed".

  • @maxemore
    @maxemore 3 ปีที่แล้ว +1722

    there's also animation, particle design, special effects, LOD effects, post-processing, performance optimization, environmental ambient occlusion, lootboxes, elephants, continuous delivery, corporate meetings and a coffee maker, all of those are important when making a 3d model

    • @freddymathews
      @freddymathews 3 ปีที่แล้ว +13

      @@dreamy97836 LOD is very important, although you can usually get away with some cheap hacky solutions for it.

    • @dreamy97836
      @dreamy97836 3 ปีที่แล้ว +16

      @@freddymathews Never said LODs aren't important

    • @twentylush
      @twentylush 3 ปีที่แล้ว +15

      "lets touch bases about the forward-thinking internally motivated people person who works well under pressure model you are creating"

    • @leogil5933
      @leogil5933 3 ปีที่แล้ว

      Not all that you told on the beggining like ... well i think you never said good on any of that so yes thanks that all that we got But Not What we want or deserve? and is that the begging we not seeing more manual lods like ue5?

    • @mozzjones6943
      @mozzjones6943 3 ปีที่แล้ว +2

      The coffee maker is even more important when making 2D

  • @jonas8588
    @jonas8588 3 ปีที่แล้ว +5937

    I've learned everything and nothing at the same time
    Great video though

  • @TheItchyDani3l
    @TheItchyDani3l 2 ปีที่แล้ว +241

    I've been a 3D modeler for over 10 years.
    3D models always start with high detail in a modeling software.
    The bump map and other detail maps are rendered from the high detail model.
    Then, the actual 3D model is simplified to reduce resource requirements.
    And when you apply your maps, it gives the simple 3D model a detailed appearance.
    This is actually how the industry has been doing it for decades.

    • @ariannasv22
      @ariannasv22 2 ปีที่แล้ว +10

      Very interesting, thank you for sharing this

    • @soop8765
      @soop8765 2 ปีที่แล้ว +9

      This only addresses the Normal/Bump map aspect of the model though. Unless you're painting the object in like Marmoset after sculpting it, you still need to do all the texturing work after the fact. Which actually brings the object to life before any Engine rendering features contribute to its life-like appearance.

    • @corpusarmatae8541
      @corpusarmatae8541 2 ปีที่แล้ว +5

      @@soop8765 Check out substance painter for that.

    • @Galinjins
      @Galinjins ปีที่แล้ว

      Yeah just like they made yoda not perfect in episode 6, but the grain of the 35mm camera gives it shape

  • @canoe6421
    @canoe6421 3 ปีที่แล้ว +85

    "Don't ask me how this works because I don't know." This is every class in physics and chemistry

    • @lemmiix
      @lemmiix 3 ปีที่แล้ว

      this is every class in every slightly more abstract subject

    • @trevorcarl9515
      @trevorcarl9515 3 ปีที่แล้ว +3

      Hopefully that will clear up with more research into quantum mechanics. Right now we don't even know if atoms are made of particles or vibrating quantum fields, so it's kinda hard to give definitive answers on how anything works lol

    • @zaarvalathin2544
      @zaarvalathin2544 3 ปีที่แล้ว

      literally all my Game Art uni lectures

  • @partially2k
    @partially2k 3 ปีที่แล้ว +862

    followed steps. have become a triple a graphic millionaire but all I want to do is make everything look like a ps1 game

    • @garbaj
      @garbaj  3 ปีที่แล้ว +124

      the natural evolution of a game dev tbh

    • @danielvidmar5519
      @danielvidmar5519 3 ปีที่แล้ว +24

      Suffering from success

    • @FrancisCastiglione
      @FrancisCastiglione 3 ปีที่แล้ว +7

      New Blood moment

    • @rac1equalsbestgame853
      @rac1equalsbestgame853 2 ปีที่แล้ว +1

      I want to make a game that looks just like Tools of Destruction 🤣

    • @heroclix0rz
      @heroclix0rz 2 ปีที่แล้ว

      Nintendo, is that you?

  • @swishfish8858
    @swishfish8858 3 ปีที่แล้ว +541

    one step closer to my outer space minecraft mmo with guns and realistic graphics that's coming out next month

    • @giorgiorp4676
      @giorgiorp4676 3 ปีที่แล้ว +36

      UPLOAD DEVLOGS

    • @swishfish8858
      @swishfish8858 3 ปีที่แล้ว +60

      @@giorgiorp4676 my mom wont let me use bandicam :,(

    • @mostlime12195
      @mostlime12195 3 ปีที่แล้ว +8

      @@swishfish8858 obs.

    • @giorgiorp4676
      @giorgiorp4676 3 ปีที่แล้ว +6

      @@swishfish8858 screencastify

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +31

      @@swishfish8858 your phone's front camera

  • @fab9207
    @fab9207 3 ปีที่แล้ว +21

    Ambient Occlusion models the fact that where two surfaces meet at a sharp angle, there is shadows. Specular Highlights are the bright spots on reflective materials. The other maps are sampled by the shaders on each point of the model (either texel, or vertex), and it blends between the two shaders (one metallic one rough etc) where white is one shader and black is the other.

  • @gabeshootsfilms
    @gabeshootsfilms 3 ปีที่แล้ว +21

    holy shit first time i've seen someone use godot outside of a tutorial
    i applaud you

    • @garbaj
      @garbaj  3 ปีที่แล้ว +4

      I'm not actually the first. Miziziziz has been doing it for a lot longer than I

  • @tbcalfa1261
    @tbcalfa1261 3 ปีที่แล้ว +246

    Finally I realized the use of these images, I literally ignored it

    • @swishfish8858
      @swishfish8858 3 ปีที่แล้ว +36

      I... what? You literally never questioned why your fancy tubrosquid models all came with five different textures? Lmao

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +27

      @@swishfish8858 prolly a beginner, give him a break 😄

    • @garbaj
      @garbaj  3 ปีที่แล้ว +56

      your power level just increased

  • @proatgaimz
    @proatgaimz 3 ปีที่แล้ว +334

    ambient occlusion maps is basically defining the shadow of an object's crevasses, and usually gives the object/mesh some additional depth detail.

    • @ZandrichMynhardt
      @ZandrichMynhardt 3 ปีที่แล้ว +8

      Yeah, they trip me the fuck out because I know the mesh details don't exist at all, yet ... fffffsgdjskdjsidijsj

    • @fredspipa
      @fredspipa 3 ปีที่แล้ว +23

      To clarify a little on this, what an ambient occlusion map does is give the renderer a value that determines how much light different areas should receive. A completely white (1.0) AO map means that everything receives the same, full, amount of light (as if you weren't using AO at all), and black (0.0) means that no light should reach there. It's one of the easiest texture channels to make yourself and one that makes sense.
      When thinking about PBR rendering it helps to keep physics in mind, such as albedo not really being "color" in a sense, but what parts of the visible light spectrum the surface DOES NOT absorb, like how real life leaves appear green because their "albedo" is absorbing much of the rest of the spectrum.
      A black albedo (0,0,0) map means that the surface absorbs the whole color range and leaves nothing to bounce to the camera, unless added specularity/metallic/roughness channels allows it to.
      With that in mind, picture a completely white (1.0) albedo that absorbs NO LIGHT, then put a grey (0.5) ambient occlusion map on that. The result will be a grey surface, as you're basically saying "absorb 0.5 of both red, green and blue light here", but our minds will interpret it on screen as if this "white" surface is in the shade.

    • @Xcolombox1
      @Xcolombox1 3 ปีที่แล้ว

      so should I turn it on or off lol

    • @IPpainting
      @IPpainting 3 ปีที่แล้ว +2

      AO isnt a shadow map.

    • @fredspipa
      @fredspipa 3 ปีที่แล้ว

      @@IPpainting it might be reductive and inaccurate to call it that, sure, and no one here called it that, but you define areas that occludes ambient light; you literally map shaded areas on an object.

  • @TheSonicfanx1
    @TheSonicfanx1 3 ปีที่แล้ว +15

    This is actually a really good “textures for dummies” video. I kinda wish you touched more on AO though since we use AO maps to as a mask for a lot of detail like scratches and dirt/grime.
    Ambient Occlusion is basically the shadow that appears when two surfaces are super close to each other. For example, if you had two walls making a corner, that corner would have AO.

  • @TNPThanapong
    @TNPThanapong 3 ปีที่แล้ว +4

    I love how you simplify stuff and not going into too many details that it actually kinda good for newcomers or student who want to get into graphic design and let them know what are these things gonna use for :D

  • @Wodsobe
    @Wodsobe 3 ปีที่แล้ว +375

    I honestly forgot that ao maps existed. Might be useful :)

  • @B_dev
    @B_dev 3 ปีที่แล้ว +48

    how to make AAA game 2004-2013 : GLOW 10000000000

  • @christianeatmon1946
    @christianeatmon1946 3 ปีที่แล้ว +1

    Cant wait for this to blow up. Great straight to the point content, well made sir

  • @VoltFall
    @VoltFall 3 ปีที่แล้ว +8

    This channel talks to both game developers and players at the same time and boy do I love it
    Good job :D

  • @Chevifier
    @Chevifier 3 ปีที่แล้ว +925

    How to make a game look like AAA game.
    Step 1: pay someone else to make the models
    Step 2: repeat step 1🤣

    • @codingidiot6754
      @codingidiot6754 3 ปีที่แล้ว +32

      ditch the emoji

    • @aksh4wty
      @aksh4wty 3 ปีที่แล้ว +7

      @@codingidiot6754 k

    • @SpecterNeverSpectator
      @SpecterNeverSpectator 3 ปีที่แล้ว +8

      What does this even mean, ofc it's like that, triple a literally means made by a higher budget/company

    • @iancraig5415
      @iancraig5415 3 ปีที่แล้ว +12

      @@codingidiot6754 cringe

    •  3 ปีที่แล้ว +35

      1) steal models from illegal sites
      2) put different style models into the game
      3) make a kickstarter for your MMORPG you worked so much on. *cough*

  • @xegrand7548
    @xegrand7548 3 ปีที่แล้ว +64

    The title should be : introduction to image textures

    • @Shadow77999
      @Shadow77999 3 ปีที่แล้ว +2

      yes in a completely straightforward logical world

    • @xegrand7548
      @xegrand7548 3 ปีที่แล้ว +1

      @@Shadow77999 indeed

    • @Viking009
      @Viking009 3 ปีที่แล้ว +1

      Or some of them

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen 2 ปีที่แล้ว +1

      What is an "image texture"?

    • @xegrand7548
      @xegrand7548 2 ปีที่แล้ว

      @@DasAntiNaziBroetchen basically an image which has a color/texture and is applied to 3d objects

  • @lark8670
    @lark8670 3 ปีที่แล้ว

    been here since 150 subs! Keep up the great work!

  • @lightningcloud8438
    @lightningcloud8438 2 ปีที่แล้ว

    That's how informational video should be small, nice and to the point! Good job sir

  • @StylizedStation
    @StylizedStation 3 ปีที่แล้ว +17

    This was actually really great, a really nice intro for beginners.

  • @sanyi9667
    @sanyi9667 3 ปีที่แล้ว +76

    don't make the same mistake I did, I thought ambient occlusion maps are useless and later I realized they are freaking important!!! always try to use them if gotten the chance

    • @tabiasgeehuman
      @tabiasgeehuman 3 ปีที่แล้ว +9

      And if your too lazy to make em/ find em use SSAO. This will deatroy performance but laziness > performance = [insert big game companies] motto

    • @udese730
      @udese730 3 ปีที่แล้ว +2

      Well they kind of are since you can just bake them into the albedo

    • @beach54000
      @beach54000 3 ปีที่แล้ว +1

      @@udese730 You can't if you're going for PBR, AO should only blocks ambient light. Darkening the albedo will block any light

    • @stevethepocket
      @stevethepocket 2 ปีที่แล้ว

      @@beach54000 So do light sources aimed directly at the model ignore the AO map? I always wondered why Source has a dedicated map for that when Valve just bakes AO into their albedo textures in every model I've ever examined, and that might be the answer.

  • @Nullref_Arcana
    @Nullref_Arcana 3 ปีที่แล้ว +6

    Ambient Occlussion is basically "corner shadow". Basically, when 2 faces are close to eachother, they block eachother's possible lighting, making it darker. It's basically a shadow map generated by the model's (and maybe even normal map's) own geometry.

  • @zenosis
    @zenosis 3 ปีที่แล้ว +1

    wow this was a short video, but really informational! Thank you so much for this video, I enjoyed!

  • @GoldenThumbs
    @GoldenThumbs 3 ปีที่แล้ว +60

    Don't forget to set metalness from 0 to 1! if you don't the metalness map basically isn't accounted for. Also, you can cut down on some memory usage but using ORM maps (AO, Roughness, Metalness). It's just those three maps smashed into one texture using the RGB channels (AO in red, Roughness in green, Metalness in blue). *Now* you have AAA graphics (sorta).

    • @garbaj
      @garbaj  3 ปีที่แล้ว +15

      I just tried setting metalness to 1 and it made a huge difference and now I feel dumb. Thank you for the heads up :)

    • @TheConceptBoy
      @TheConceptBoy 3 ปีที่แล้ว

      Was looking for this comment.

  • @MalekiRe
    @MalekiRe 3 ปีที่แล้ว +4

    This is great, I unironically love this. You got another subscriber!

    • @seedee3d
      @seedee3d 2 ปีที่แล้ว +1

      unironically reddit moment

  • @spycemyster8198
    @spycemyster8198 3 ปีที่แล้ว

    Simple and informative video. Very nice!

  • @EvanPoliquin
    @EvanPoliquin 3 ปีที่แล้ว +18

    I never thought I could watch a tutorial and lose knowledge, but here I am.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +14

      my job here is complete

  • @KlausWulfenbach
    @KlausWulfenbach 3 ปีที่แล้ว +6

    I don't even know why I watch Miziziz's low poly tutorials when this taught me how to do AAA in less than two and a half minutes.

    • @Crowborn
      @Crowborn 3 ปีที่แล้ว

      ... Are you implying everyone who can do triple A graphics should be doing them at all times? See you in 10 years when you finish your first demo

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว

      @@Crowborn this is a joke

  • @sirlimonada2
    @sirlimonada2 3 ปีที่แล้ว +24

    just add a bunch of lens flares and it's ready

  • @HELLF1RE9
    @HELLF1RE9 3 ปีที่แล้ว

    You deserve more subscribers man. Keep up the good work!

  • @EriktheDev
    @EriktheDev 2 ปีที่แล้ว

    Wish you had made this video when I was just getting started in game art. Thank you for this, I hope other people find it helpful!

  • @Adamizer-2000
    @Adamizer-2000 3 ปีที่แล้ว +4

    I don’t know why, but I feel like buying that man a coffee.

  • @theFishy_
    @theFishy_ 3 ปีที่แล้ว +6

    Man no shit i learned here more then from a 20 minutes 5 part boring series about making games. And when I saw the title i got an insipration to move my ass and continue my game. Thanks

    • @garbaj
      @garbaj  3 ปีที่แล้ว +2

      glad to hear it! Make that game

  • @Jorpl_
    @Jorpl_ 3 ปีที่แล้ว

    Fantastic quick explanation of PBR shading!!

  • @RandomBirdy
    @RandomBirdy 3 ปีที่แล้ว +1

    That was so simple explanation and so useful for newbie, thanks alot

  • @sekoia2812
    @sekoia2812 3 ปีที่แล้ว +16

    I'm mildly surprised that metallic and roughness maps aren't merged together, since there's only 1 channel per

    • @polimetakrylanmetylu2483
      @polimetakrylanmetylu2483 2 ปีที่แล้ว

      There is a difference between smooth metallic and non-metallic surfaces. Metals i think reflect light of all colors and diamagnetics somewhat.. no? Think of a mirror and white porcelain. While they are both white and smooth, mirror is metallic and creates reflection of its surrountings, while porcelain is diamagnetic and is... like, whiter than surround color

    • @seedee3d
      @seedee3d 2 ปีที่แล้ว +1

      They already do that - packed maps

  • @macnsqueeze2737
    @macnsqueeze2737 3 ปีที่แล้ว +7

    I thought this was going to be a joke.
    Turned out to be helpful. Thanks

  • @goldenpiece7087
    @goldenpiece7087 2 ปีที่แล้ว +2

    you earned a new sub in just 2 minutes

  • @awskkhan6505
    @awskkhan6505 3 ปีที่แล้ว

    This is the start of a new channel and a video genre

  • @NoKapMan
    @NoKapMan 3 ปีที่แล้ว +10

    I make and texture 3d models! I've been doing it for the past 6 years and its super fun :)
    Diffuse: Base color, pretty much the same as albedo but albedo is used in physically based materials.
    AO: typically used to emphasize corners and edges. Great for exposing dirt and grime
    Roughness: How shiny something is. value of 0 being a mirror, value of 1 being mat finish.
    Specular: How much luster something has (can make things look like they glow without using a physical light)
    Normal: Adds detail by giving the model extra lighting information. Detail favoring performance.
    Height: Similar to Normal but the mesh is actually broken down (tessellated) and new geometry is created. Detail favoring quality.

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen 2 ปีที่แล้ว

      In what engine/tool is emissive named "specular" as you are implying here?
      I've never seen it called that, except in non-PBR workflows. And even there, it's used for something else.

    • @ImplyDoods
      @ImplyDoods 2 ปีที่แล้ว

      @@DasAntiNaziBroetchen source and blender

  • @def_r4727
    @def_r4727 3 ปีที่แล้ว +12

    I think this was supposed to be a joke, but I actually found this useful lol

  • @Red2_Official
    @Red2_Official 3 ปีที่แล้ว

    Cool video, it made me chuckle :)

  • @birdineye4738
    @birdineye4738 ปีที่แล้ว

    This is such a unique channel. Just a chill dude who feels like a homie explaining video games and making jokes. Hell yeah.

  • @Joey-cb4hg
    @Joey-cb4hg 3 ปีที่แล้ว +5

    Game engines read the roughness maps by black being smooth white being rough it, like displacement maps.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      thanks, didn't realize it was so simple!

    • @Joey-cb4hg
      @Joey-cb4hg 3 ปีที่แล้ว +1

      @@garbaj Gloss maps are just the inverse of rough maps too. :)

  • @fredderf4655
    @fredderf4655 3 ปีที่แล้ว +46

    Tried to follow the tutorial, accidentally made Call of Battlefield Modern Warefare 2077 Battle Royale and I am now being sued by every game company. Please help.

    • @Ron7nn
      @Ron7nn 3 ปีที่แล้ว +3

      its easy just dig to the earths core noone is gonna look there

    • @Andrlz_
      @Andrlz_ 3 ปีที่แล้ว +2

      QUICK SAY THAT YOU ARE CHINESE

    • @zil959
      @zil959 3 ปีที่แล้ว

      or Indians

  • @SirFunky
    @SirFunky 3 ปีที่แล้ว

    i can tell this is gonna be one of those small channels that's just gonna blow up

  • @Shomi_The_Way
    @Shomi_The_Way 3 ปีที่แล้ว

    Well condensed information, gr8 vid

  • @stanger8992
    @stanger8992 3 ปีที่แล้ว +4

    Metallic and roughness can be coded into 1 texture in different channel colors, you can even fit emissive in there as well (if needed). If every model had 5 textures like you've shown it would be very unoptimized. Also, ambient occlusion can be baked with base diffuse color, but it's not always done.

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen 2 ปีที่แล้ว

      While you are somewhat correct, you're also forgetting about texture compression and the ability to have different resolutions for different textures.

  • @ZZPuma
    @ZZPuma 3 ปีที่แล้ว +4

    But, where are the water puddles?

  • @thunderring8056
    @thunderring8056 3 ปีที่แล้ว

    I don’t know why but it made me SO happy that you said “magazine well” and “grip panel.”

  • @swoopskee
    @swoopskee 2 ปีที่แล้ว

    2 minutes and I know more about video game graphics than I've ever learned before. You deserve millions of subs, my friend, thank you!

  • @eggsthatroll9917
    @eggsthatroll9917 3 ปีที่แล้ว +8

    In a roughness map white is rough and black is smooth/shiny

    • @iver1343
      @iver1343 3 ปีที่แล้ว

      so that's really not straight forward who tf came up with that(

    • @sayamqazi
      @sayamqazi 3 ปีที่แล้ว +2

      @@iver1343 becase black is zero and white is 255. So max roughness maps nicely to max white and max slippery maps to black which translate to 0 roughness

  • @thessalonikiosmusv
    @thessalonikiosmusv 3 ปีที่แล้ว +5

    Do you need to tweak/invert an axis in the normal map for that? If you do, what did you use?
    It's been a long time since I play around with importing models to game engines. One of the pain was to convert the textures to be compatible with the engine. And worse, I used to use cryengine which uses specular-glossiness PBR workflow instead of the popular metallic-roughness workflow, so I have to convert every textures to that workflow.
    I used to use Photoshop which I can individually edit an image channel like to invert the green channel of a normal map for instance, but I haven't found other tools to help me with this. I am unable to use Photoshop at the moment.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      I havent had any such issues in Godot. Literally drag and drop with no issues. No need to convert textures or tweak axes for the most part. There always GIMP as an PS alternative if you absolutely must use cryengine however

    • @spaceman-pe5je
      @spaceman-pe5je 3 ปีที่แล้ว

      green channel of normal map may have to be flipped depending on directx/opengl.
      same for gloss vs roughness maps etc

    • @Samuri5hit84
      @Samuri5hit84 2 ปีที่แล้ว

      This is really late, but do you have Cryengine's FBX importer plugin? I've dragged and drop Mixamo models into CE and it seemed to work just as well as with Unity or Unreal. Unreal in fact I find the most annoying since half my stuff came in transparent and I had to switch everything to opaque and then make sure that the nodes were plugged into the right places. Not every model is like this in Unreal, but it's annoying when it is. Easy to do do, just a pain in my ass either way lol.

  • @christiansandrini96
    @christiansandrini96 3 ปีที่แล้ว +2

    Ambient occlusion is a map that calculates the zones on the model where light would have difficulties to reach creating shadow zones, you can multiply it on top of the albedo for a more rustic and wear down look or use it as a utility map to add more detail in the crevaces of your model. Specular maps you don't use if you are usibg roughness since they are part of a different map workflow but you could imagine them as the (1-roughness map)

  • @fr0stak3n
    @fr0stak3n 3 ปีที่แล้ว

    Great video. Nice and helpful.

  • @geraldofrancisco5206
    @geraldofrancisco5206 3 ปีที่แล้ว +5

    now I'm as good as EA

    • @jlewwis1995
      @jlewwis1995 3 ปีที่แล้ว +3

      That's a pretty low bar to set for yourself, I know you can do better than that 😂

    • @musikalniyfanboichik
      @musikalniyfanboichik 3 ปีที่แล้ว +1

      @@jlewwis1995 but they have got pretty juicy graphics mind you

    • @garbaj
      @garbaj  3 ปีที่แล้ว +6

      next: how to microtransactions

    • @geraldofrancisco5206
      @geraldofrancisco5206 3 ปีที่แล้ว +2

      @@garbaj wow, calm down satan

    • @ZandrichMynhardt
      @ZandrichMynhardt 3 ปีที่แล้ว +1

      @@geraldofrancisco5206 no, no, keep going.

  • @alexutzull_4188
    @alexutzull_4188 3 ปีที่แล้ว +3

    nice

  • @jsarnabit
    @jsarnabit 2 ปีที่แล้ว

    great videos bro!

  • @heatblayze
    @heatblayze 3 ปีที่แล้ว

    Thank you for making this game dev chuckle

  • @BrainAirways
    @BrainAirways 3 ปีที่แล้ว +5

    Well Diablo3/Torchlight/League of Legends use only Diffuse + AO + bump maps baked into single channel Diffuse that then they paint over. So AAA graphics means different things.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      interesting! I guess any kind of graphics a AAA company produces would be considered AAA lol

    • @AdvanceSpoon
      @AdvanceSpoon 3 ปีที่แล้ว

      But league of legends isn't developed by a triple A company, just a mere indie studio somewhere in CA

    • @kiwifrogg
      @kiwifrogg 3 ปีที่แล้ว +2

      AAA is not a measurement of graphics quality, it is a measurement of the game's budget.

    • @BrainAirways
      @BrainAirways 3 ปีที่แล้ว

      @@kiwifrogg we are talking about only graphics not overall scope

    • @kiwifrogg
      @kiwifrogg 3 ปีที่แล้ว

      @@BrainAirways That is my point, there is no such thing as AAA graphics.

  • @lethn2929
    @lethn2929 3 ปีที่แล้ว +3

    Oooo, shots fired at the big games developers :D

    • @SpecterNeverSpectator
      @SpecterNeverSpectator 3 ปีที่แล้ว +1

      Kinda the opposite, it just shows how hard this shit is, and it ain't even a complete guide or one on one

  • @weafon1532
    @weafon1532 3 ปีที่แล้ว

    thank you for the Garbaj guide

  • @widgetfilms
    @widgetfilms 3 ปีที่แล้ว +1

    I honestly had no idea how many layers were used in making models. I used to think it was just a single texture map on a model. This is super interesting!

  • @wotzie09
    @wotzie09 3 ปีที่แล้ว +3

    FINALY

  • @youcanchangehandlewithin14days
    @youcanchangehandlewithin14days 3 ปีที่แล้ว +5

    Give me a tutorial how to make a sliding movement pls :) btw love ur vids

  • @Amber_Valentine
    @Amber_Valentine 2 ปีที่แล้ว

    that was a really good UV

  • @Tohob
    @Tohob 3 ปีที่แล้ว +2

    after 0:12 i was fully expecting (and hyped for) an instructional video where every single step is just paying someone to do it for you

  • @CryoxR3AP3RX
    @CryoxR3AP3RX 3 ปีที่แล้ว +3

    How to make triple a graphics: Well I dont really know for the most part

  • @waavhal
    @waavhal 3 ปีที่แล้ว +6

    I first saw a 'texture map' back when I played vice city
    Tommy looked real fat.

  • @EvilNeonETC
    @EvilNeonETC 2 ปีที่แล้ว +1

    Thank you sir for your explanation of years of education on what 3d texture mapping even is, and stuffing it all into less than 2 and a half minutes. ezpz

  • @DariusSergal
    @DariusSergal 2 ปีที่แล้ว +2

    In my experience, I love how VR games are getting people into game content creation, and learning about how to texture a 3d model using these types of maps.

  • @avgchoobafan
    @avgchoobafan 3 ปีที่แล้ว +5

    0/10 everyone knows you need a really good water shader and volumetric lightning, and screen space reflections because why not?
    I love your videos dud

    • @garbaj
      @garbaj  3 ปีที่แล้ว +3

      thanks lol. yes no AAA game is complete without fancy water shaders

  • @leonardolopes1917
    @leonardolopes1917 3 ปีที่แล้ว +3

    Actualy all of these images could be compressed for performance (except Normal Maps that already contain RGB information by itself) without loss of quality, but I have not tested them on godot.
    If I can give you some ideas for future videos:
    • ORM / ARM texture map: can combine 4 images in 1 (AO, Rough, Metalic and Alpha), can be done easily in Blender Composer or Photoshop).
    • Image extensions: can cause some discussion. I prefer .DDS (BC1 4bpp) for maximum compression, this format is the lightest and does not support Alpha, I place alpha maps in ORM-A for maximum quality and performance.
    Anyway, best of luck bro.

  • @av17bestchannelonyoutube66
    @av17bestchannelonyoutube66 3 ปีที่แล้ว

    Really great video, I love talking about game development, that's why I also find ways to break games and glitch through barriers, I'm actually the first one to figure out how to glitch out of the map in Skater XL

  • @doge2415
    @doge2415 3 ปีที่แล้ว

    That "buy me a coffee" was so random it made me thumbs up the vid.

  • @ImNotGam
    @ImNotGam 3 ปีที่แล้ว +4

    Do thats why nobody liked my games.
    I forgot the glow

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      never forget the glow

  • @SinanAkkoyun
    @SinanAkkoyun 3 ปีที่แล้ว +7

    How to do AAA graphics
    *let someone with actual talent do it for you*
    _BLOOM_
    boom, COD

    • @leogil5933
      @leogil5933 3 ปีที่แล้ว +2

      boom, Cod guy that make my day

  • @happyfishjj
    @happyfishjj 3 ปีที่แล้ว

    I like how straight to the point this video is

  • @DaPeelzyBoi124
    @DaPeelzyBoi124 3 ปีที่แล้ว

    i like this
    nicely done

  • @MidnightSt
    @MidnightSt 3 ปีที่แล้ว +3

    this has nothing to do with "how to make triple a graphics"
    all this describes is how to do game graphics. as in, any (that is 3d).

  • @fennten8338
    @fennten8338 2 ปีที่แล้ว

    this is good videos right here brother. have a great day

  • @Drhop
    @Drhop 2 ปีที่แล้ว

    Ngl loved the vid, short and sweet

  • @tractorman7733
    @tractorman7733 3 ปีที่แล้ว

    1:09- RIP Slayer, May you rest in my favorite music playlist

  • @bardofvoid174
    @bardofvoid174 2 ปีที่แล้ว +1

    I think the concept of any sort of straight-up image that simply stores information instead of having it calculated/physically modeled has always been a very cool concept to me, it's like the image itself is the variable rather than programmed values.

  • @nitron3515
    @nitron3515 3 ปีที่แล้ว

    Thanks, I now work for triple A games making MP40 textures.

  • @AVI-lh6rm
    @AVI-lh6rm 3 ปีที่แล้ว

    bro i cant believe you went from the game at 2:05 to the game in 2:15 after just a couple weeks in development bro thats so cool bro!!

  • @Rusue
    @Rusue 3 ปีที่แล้ว

    I don't think I'll ever need a use for this but I'm still watching it

  • @IanBLacy
    @IanBLacy 3 ปีที่แล้ว

    Thought that this would be a meme video and I was pleasantly surprised

  • @vinegarlegate24
    @vinegarlegate24 3 ปีที่แล้ว

    lovely video!

  • @peaceprinceshaxi5978
    @peaceprinceshaxi5978 3 ปีที่แล้ว

    great vid thx !

  • @Sgtcrazyeyes235
    @Sgtcrazyeyes235 2 ปีที่แล้ว +1

    Im pretty sure ambient occlusion maps work with the normal and bump maps to show what parts of the object are obscured from light providing corner shadows