Turn your high-poly mesh into a GAME-READY asset!

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🔌Cablerator

💾Power Save / Power Link / Power Backup

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As an aspiring game environment artist. This was so damn helpful. It's hard to find these type of tutorials that aren't behind a paywall.

Natethegreat
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Quick tip @4:24
To select any kind of patterns of edges, for example every two, or every three edges, or any other pattern, just select two edges matching that pattern, and then just press, ctrl+shift+'+' on your numpad

cedricj
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Nice tutorial, I work in the game industry, as a mostly hard surface artist. This method is good if your focus is on high poly models using your boxcutter and Hard ops style workflow... I mostly find it better to work my models up rather than back. So, I would model my low poly, until happy with the structure and polycounts etc, Then duplicate the low poly model to make the high poly, and continue working it up. Either way, very nice workflow Josh, Im sure it will help alot of people, you've definitely helped me while learning blender.

DeputyChiefWhip
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Last time I messed around with 3d modelling was around 2002 and now I am looking up tutorials to get back into it again. Hearing you call out the number of polys for the "low poly count" model made me go "wha...." How times have changed since back then that would be a super high res model.

Eener
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this is EXACTLY what i was waiting for

CryptMhg
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If you'd like to select every 2nd, or 3rd, or any pattern, select 2 points, and press ctrl+shift+ '+' on the numpad. It's a smart select, works really well. Detects patterns from 2 already selected verts, edges or faces.

Richard
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I use limited dissolve and or decimate and then just add loop cuts etc where its needed where the texture is being affected by bad top. As long as the mesh is holding enough form so to not affect the texture. Im happy. great vid btw.

BobJones-cdmt
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"...bevel bakes, it's a normal thing."
I see what you did there and I love it

toolazytobeoriginal
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It would be really helpful if you could make a real-time video where you make a game-ready asset from A to Z. Going in-deep with UV mapping, texel density, maybe texture atlases, in-engine tweakings and all the things we rarely see.

Like your videos by the way, they're pretty useful.

TictacAperture
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6:25 that's an awesome shortcut that I wish I knew way sooner!

JonathanGilmer
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I dont understand how you "just go ahead and run a symmetry". It seems super useful and quick without adding any modifiers or anything, you just hit a hotkey, and select your axis. I've searched for hours and havent seen anything else that works like this Edit: I see now. Part of Box Cutter or Hard Ops. Looking at those now. They do seem super useful.

upowlnight
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leaving another comment cause my guy, you are a life saver Ive been looking for cool tricks like this for ages :) Subbed ofc excited for more

legally_blind
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Modelling is one thing but UV perfecting is it's own beast. Project from view, project cube, project cylinder etc., can work very well for hard surface when selecting specific faces. If your normals are all good and you think about where to hide seams, things can look amazing once you get it into Substance Painter or other texturing methods. Great video, once again gives me confidence that I'm on the right path. <3

jtvj
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Nice video. Just to point out, for hard surfaces, I mostly turn off "average normals" in the substance bake. That will get rid most of the blurry edges especially on panel indents. Try average normals on and off to see which gives the best result

MZONED
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14:54 But smooth, beveled cube has, in teory, 24 vertexes in Unreal as well as flat, un-beveled flat-shaded simple cube. Only smooth un-beveled has 8 (should—it has 14 though) As far as I know that is because engine counts hard edge as double vertexes.
UV seams does that too but not on top of it. So after UV unwrap, beveled cube still has more vertexes, but not that much more (36 if nicely unwrapped, 26 really messy unwrap, compare to 24 of flat shaded cube). Unwraped beveled cube from Blender to Unreal somehow import as 50 vertexes—probably because the default unwrap.

If you do not have much or any seams, there is almost no reason not to bevel.

For some reason, Bevel option "Harden normals" unfortunately multiply vertexes too, in my experience at least, so Weighten normals seems to be better way for low poly.

vaclavfliegel
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11:33 can u please tell, how did you do this symmetry ?

tothemoon
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Thanks for the tutorial. I'm a bit disappointed that you baked in Substance but I'll look for a similar video where Blender is used.

Remowylliams
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the shape edge is because there is not enough padding in your UV island if you add more padding it should not show up. hope this helps someone wanting to do more bakes (also for hard surface baking marmoset toolbag has a lot better tools to make bakes look a lot cleaner )

clementkirton
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Think you just taught me more in 30mins than my university has taught me in 3


Thank you :3

taminaion
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don't forget checker deselect is a feature now lol idk when it was added but i'm grateful.

Lucius.Hercules
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