3D Modeling Workflow for Games - Explained

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FlippedNormals Marketplace

FlippedNormals Marketplace

3 жыл бұрын

In this video, we'll explain all the basic steps needed in order to make 3D models for games. We'll go over blocking out, high poly, low poly, UV unwrapping, texture baking, and texturing.
If you're interested in putting your knowledge to the test, have a look at our FlippedNormals Exclusive - Hero Prop Creation in Blender & Substance Painter FlipNm.co/heroPropCreation
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Пікірлер: 147
@zost592
@zost592 3 жыл бұрын
Man, I'm so happy flipped normals exist. Love these videos, relatively condensed and pretty informative.
@fnmarket
@fnmarket 3 жыл бұрын
Thank you so much! It's great to hear you enjoy what we do :)
@andresaries9267
@andresaries9267 3 жыл бұрын
Pro trick: you can watch series on kaldroStream. I've been using it for watching lots of of movies during the lockdown.
@ezragavin2522
@ezragavin2522 3 жыл бұрын
@Andres Aries Yea, I've been watching on Kaldrostream for months myself =)
@christopherlukas4145
@christopherlukas4145 3 жыл бұрын
@Andres Aries Yup, been using kaldrostream for years myself =)
@DBproductionsBadJuicy
@DBproductionsBadJuicy 2 жыл бұрын
For games, you'll want to have small file sizes for your textures so you can maximize texture memory. For normal maps, that means reducing gradients as much as you sensibly can. You can do that by setting each UV Shell to its own smoothing group / hardening the edges. You've already split the shell along that edge, so it's something you could do for free of cost performance-wise. Bake a soft edge cube and a hard edge cube down from a high poly beveled cube, and then compare their normal map sizes. You'll be surprised how much larger the soft edge one is. This process will also help your art look better in engine, as the normal maps are typically scaled down and compressed. If you have a lot of gradients in your normal maps that are being compressed, you're going to get obvious stair-stepping / compression noise in those gradients over a large surface, and they will have a hard time compensating for the soft normals of your render mesh in engine, which could cause some shading artifacting.
@Kyoshi267
@Kyoshi267 3 ай бұрын
is it important to use sub-division to make high poly? i need to make a high poly model, my model already looks realistic without sub-division, so do i have to add sub-div or not?
@PersonWithDreamz
@PersonWithDreamz 3 ай бұрын
no@@Kyoshi267
@elliejohnson2786
@elliejohnson2786 23 күн бұрын
This is only relevant if you're storing normal maps in certain formats - i.e., .png. In formats like .dds (An extremely common texture format for games), this detail is irrelevant as all textures of the same dimensions and compression in .dds have the same file size due to how they compress.
@FoxoticTV
@FoxoticTV 5 ай бұрын
Finally a guy that knows what he's talking about in terms of proper technique and industry. insanely rare on youtube
@mhghost3909
@mhghost3909 3 ай бұрын
agreed!
@paulblart5358
@paulblart5358 3 жыл бұрын
Don't forget to mention: 1. Channel packing for textures. 2. Trim sheets. 3. Using overlapped UVs depending on situation like toon shader or having the ability to put overlaps on a negative number position/axis/atlas to bake light map information. This is to prevent light map artifacting. 4. Using Texture Atlases to save on drawcalls in game engines. 5. Using alpha maps/ opacity in materials. (Not to use too much because of performance). 6. Having seperate UVs sometimes for light baking in game engines. 7. Having multi-materials for one piece (multi-sub materials). 8. Having a baking version of models. 9. Industry file systems and naming conventions. Like m_SceneObjectNameMat 10. Difference of using more geometry which affects gpu performance and texture maps that use cpu performance. 11. Making a collision model or material for objects. 12. Breaking apart models for baking (depending on baking software). 13 different ways to model: spline modeling, boolean modeling, displacment modeling, and model upwards from texture/ texture planes...ect 14 pipelines: highpoly/sculpt to retop-low poly or low poly to highpoly...ect. 15 exporting assets to game engines. For example the difference between tangent space and binormal.
@fnmarket
@fnmarket 3 жыл бұрын
That'll all be covered in our full courses on FlippedNormals.com - this is simply a free sample we're offering here on YT :)
@limedoes3d
@limedoes3d Жыл бұрын
@@fnmarket bruh
@akib2161
@akib2161 Жыл бұрын
@@fnmarket sir is that important to combine all part of same object when we are making game ready assets??
@Coldfront15
@Coldfront15 Жыл бұрын
multimaterials... no...
@plasticastrocat6684
@plasticastrocat6684 Жыл бұрын
As a beginner, what you've said is just too deep for me, but I'm especially excited to find your additions in the comments , it's a treasure of great value to me and I'll be making these the ones I want to master, thank you soooo much!
@dakotawilliams9120
@dakotawilliams9120 3 жыл бұрын
I gotta say this honestly is a great video for people starting out in the 3D arts. You are covering so much info they anyone can really use out there and it's so helpful. A job well done with this video. I'll be looking forward to the next one!
@fnmarket
@fnmarket 3 жыл бұрын
Thank you! Really glad to hear you enjoyed it :)
@thesaviorofsouls5210
@thesaviorofsouls5210 2 жыл бұрын
I already kinda knew most of this, but its always good to refresh a little or check to see if you missed some basics. So thanks for making the video, always great to see people make informative videos even for absolute beginners. Also fun to see how many dutchies (sorry if i assumed incorrectly) are in this work field.
@itsMBWAAA
@itsMBWAAA 7 ай бұрын
crucial info on how all this works! I've been messing around with Blender for years and have never come across a video that explains how the workflow works like this!
@vast634
@vast634 Жыл бұрын
I like the approach of Star Citizen for hard surface models more, where they dont use a high poly model for baking, but rather a relatively detailed low poly model that uses texture tiling, weighted normals and decals for the details (like bolts, dirt and text). Looks great even at very close distance, doesn't use a dedicated (baked) texture for every model and can change materials on the fly. This approach is really scalable to have high resolution scenes with many different objects, without using much texture memory.
@thelemoneater
@thelemoneater 3 жыл бұрын
Great video! I'll be sharing this with people I know who want to get into 3d modeling, so they at least know what they are getting into.
@dryde7589
@dryde7589 3 жыл бұрын
Just discover your channel and i'm very happy to leanr those is the way you present it ! Thaks for your great work
@fnmarket
@fnmarket 3 жыл бұрын
Welcome to the channel! Glad to hear you enjoy our content :)
@RocketPunches
@RocketPunches 2 жыл бұрын
Just press Ctrl+1 or Ctrl+2 and it adds subdiv surface modifier in Blender. Multi-Resolution is a sculpting modifier.
@AlexiosLair
@AlexiosLair 3 жыл бұрын
I think in this particular instance it would make sense to bake maps without positioning out meshes, but rather explaining on how to split it to groups for Marmoset. Because in this case you will actually get a completely different AO.
@eyeemotion1426
@eyeemotion1426 2 жыл бұрын
Nice explanation of the basics. There are many tutorials on each of these subjects, but I always seem to miss tutorials about the process that brings everything together. I'm trying to create my own racing game, I know some modelling, graphics, programming, ... . But I miss the right workflow. I'm creating a track, but how much and what do I need to make in a 3D modelling software and how and what in the game-engine itself. How much in a level is considered an asset and how much is considered as part of the set piece? Currently I have a small part of the track of a rocky beachfront, also with some animated falling rocks, all made in Blender. Did I make too many rocks in Blender? I actually made around which I spread around with a particle modifier, applied it permanantly and now have meshes of 'grouped' rocks. But do I need to convert them to assets or let them be part of the set-piece? Especially since I'm creating with VR in mind, I really need to be mindful of the resources. Btw, you sound either Dutch or Flemish. Am I right?
@tylerbeaumont
@tylerbeaumont 2 жыл бұрын
This video encapsulates the first 4 years of my payed education in modelling into 15 minutes, and is almost as in depth. Great video, guys! Wish I knew about flipped normals before I started, it would’ve saved me so much time!
@HubertDAHorse
@HubertDAHorse 3 жыл бұрын
This is very informative thank you!
@fnmarket
@fnmarket 3 жыл бұрын
Glad it was helpful!
@kwantumd
@kwantumd 2 жыл бұрын
Excellent video, very good pace. When you talk about "I will talk about this further down the line", what's the course that follows?
@israelmarzo5318
@israelmarzo5318 Жыл бұрын
And here i am making game assets for someone I know with no knowledge 🤣 only a lot of ideas on how things should be done but dunno if its right way or not. Right I Finnished all modeling stuf and puting simple textures and materials to the model I'm trying to learn baking texures but it seems their is something that I missed that is having a high poly and low poly model that you said so that's the reason why their is always a high and low poly for game assets. thank you very much for this will research more and redo all the stuffs that i made so far.
@aftabmohal6870
@aftabmohal6870 Жыл бұрын
One of the greates videos.
@kien197
@kien197 3 жыл бұрын
Very infromative, thank you!
@fnmarket
@fnmarket 3 жыл бұрын
Glad it was helpful!
@auliabadruzzaman2198
@auliabadruzzaman2198 Жыл бұрын
good explanation. thanks
@pawanmaurya4379
@pawanmaurya4379 Жыл бұрын
Vry good info.. thanks u so much 👍
@lootgodamn5721
@lootgodamn5721 3 жыл бұрын
I needed this :D
@koscraftbuilds4937
@koscraftbuilds4937 Жыл бұрын
I've never heard anyone speak such good English yet, it completely sounds Dutch. Like I'm back at Ms Verlinden's class. Crazy.
@denkozlov4220
@denkozlov4220 Жыл бұрын
love your accent, thanks for the valuable vid
@swifty6759
@swifty6759 10 ай бұрын
Really informative
@tomasfiorentini4126
@tomasfiorentini4126 2 жыл бұрын
Nice video, I've been doing modeling in blender for a bit more than a year and I still didn't have a clear knowledge of these things.
@fnmarket
@fnmarket 2 жыл бұрын
Glad we could help!
@leinardesteves3987
@leinardesteves3987 2 жыл бұрын
Im learning 3d cause me and my friend is doing a passion project so we have something to show for when we apply for jobs. When modelling, do we have to use smooth preview? I assume that smooth preview is how it would look as high poly? or is it just named high poly because there's more polygons on the object?
@FlashDAH
@FlashDAH 3 жыл бұрын
My goodness I love the accent, I feel I've nearly drowned in American accents with all the 3D tutorials I've watched Tip top job thank you
@fnmarket
@fnmarket 3 жыл бұрын
Great to hear you liked it! :)
@edenassos
@edenassos 3 жыл бұрын
What about the indian accent? I wish there was a filter for those.
@sphixy8577
@sphixy8577 2 жыл бұрын
@@edenassos why ?
@mirm0n
@mirm0n Ай бұрын
A well deserved like and sub
@SebastianMeikle
@SebastianMeikle 3 жыл бұрын
I tend to use the decimate tool on my high poly models. I know it’s a bit lazy, but it seems to work well for what I do.
@shamaiahellis8810
@shamaiahellis8810 3 жыл бұрын
Isn't that the way to do it though? Or dropping the count on the multiresolution lol
@squishybluecat
@squishybluecat 3 жыл бұрын
im scared
@sphixy8577
@sphixy8577 2 жыл бұрын
@@squishybluecat why ?
@vast634
@vast634 Жыл бұрын
For LODs its fine, but for closeup objects (like a gun) you would have to manually work to create the low poly version.
@TheTimeProphet
@TheTimeProphet Жыл бұрын
You can project the screen on in substance painter. However I wold probably design it in photoshop or illustrator.
@MEGA_TREE
@MEGA_TREE 2 жыл бұрын
very good
@squidiskool
@squidiskool Жыл бұрын
Thanks
@chloeatienza8740
@chloeatienza8740 3 жыл бұрын
wow thankie workflow
@squishybluecat
@squishybluecat 3 жыл бұрын
I wish that I had this video when I was first learning lol.
@lithium534
@lithium534 3 жыл бұрын
Het was best grappig om te horen dat je halve wegen sneller begon te praten. Wou je de lengte van de video kort houden maar had je meer te verstellen dan gedacht?
@cristinocanga
@cristinocanga 2 жыл бұрын
Can you make a video about character modelling workflow without sculpting? I'm struggling alot with it
@KyleTO7
@KyleTO7 2 жыл бұрын
Can blockouts be easily 3D printed to actual size? The Blockout creation/rendering looks like it would be a great starting place for making custom jewellery with oval and natural shaped stones. I'm looking at some software to help me with 3D jewellery cad. Blender looks really good.
@fnmarket
@fnmarket 2 жыл бұрын
3D printing requires a bit of a different approach when it comes to modeling and prepping a print - we'd encourage you to have a look at these course if you're interested in diving deeper into the specifics :) flippednormals.com/downloads/prepping-characters-for-3d-printing/ flippednormals.com/downloads/splitting-keying-your-sculpts-for-3d-printing-using-zbrush/
@reginaldarmah2381
@reginaldarmah2381 2 жыл бұрын
Is it necessary to bevel low poly edges?
@pankiberry9493
@pankiberry9493 3 жыл бұрын
i have a question should we have to give spotting loops in low poly or not
@samnewlove2049
@samnewlove2049 Жыл бұрын
The baking stage is a little confusing. Are you unwrapping both the high and low poly objects to have the same UV space before you do that? Or can you leave the high poly UVs untouched and the software does the work for you when it bakes the high poly mesh details onto the lower unwrap?
@DrFatalChunk
@DrFatalChunk Жыл бұрын
Only the low poly requires a UV, the high poly normals will then be projected outward onto the low poly and written onto the texture based on the low poly's UVs.
@xxVeidxx
@xxVeidxx 2 жыл бұрын
Nice
@saqibshah7516
@saqibshah7516 7 ай бұрын
Hello!!!! Sir last time we buy a course from you related to this topic but i lost my account not remember it so, i have downloaded tutorial upto UV mapping so, i need access to tte texturing and baking part so, i will buy again te full course
@ojivlogs
@ojivlogs 3 жыл бұрын
1:05 is it a cyberpunk level? Looks like a location from the final mission with panam and the basilisk tank
@gaspachoo5046
@gaspachoo5046 3 жыл бұрын
looks more like the dam from the black ops 3 campaign.
@Glitch-Gremlin
@Glitch-Gremlin 8 ай бұрын
Is it possible to sculpt a blockout, then retopo it for the low poly, instead of poly modeling the block out or low poly?
@valentincadilhac5439
@valentincadilhac5439 Ай бұрын
Almost every characters are made this way so yes. Just do it the most efficient way for the object you're trying to make.
@rileyb3d
@rileyb3d Жыл бұрын
Why multi resolution instead of subdivision modifier?
@dymaggioanches7073
@dymaggioanches7073 2 жыл бұрын
hehehe my guy!! je engels Is funny maar me waardering is hoog, liefde.
@mementomori9391
@mementomori9391 2 жыл бұрын
hi, I have a question, could be that topology right for a game asset, or it`s just okay for renders. Because i use to see similar cuad forms and good looking topology.
@maartenvanderveen5144
@maartenvanderveen5144 2 жыл бұрын
Hey, i don't know if I got the question right, but an optimized topology does matter more for game assets than CG renders. Game assets have to be (realtime) rendered everytime, but a CG render is just an image. You can get away if it takes hours to render. However, an optimized highpoly object will be calculated faster, so a CG render will take less time ;) The quad, tri's and n-gon thingy. Correct me if I'm wrong, but for gaming it doesn't matter if you use tri's or quad polygon models. You will see mostly tri-models online for games. In a game engine i used a long time ago, it would convert my quad model intro tri's. Quad polygon's can easily be sliced into half (tri's), n-gon polygons should be avoided. Also because your model can be messed up when a smooth modifier or whatever will be put on these faces.
@zhulikkulik
@zhulikkulik Жыл бұрын
@@maartenvanderveen5144 ​AFAIK - game engines usually turn quads into triangles automatically so there's no need to manually do it for the most part. Only in some critical places because automatic triangulation can cut quads in the wrong direction. Real-time topology is often very weird because they utilize every possible trick to decimate the mesh while still having enough resolution to maintain the big shape. As long as it looks good when shaded and deforms well - it's fine. Different studios have different standards tho. In blizzard, for example, every character in WOW has a perfectly horizontal loop coming from the corner of their mouth. It's literally just scaled 0 on z axis.
@Kyoshi267
@Kyoshi267 3 ай бұрын
is it important to use sub-division to make high poly? i need to make a high poly model, my model already looks realistic without sub-division, so do i have to add sub-div or not?
@AlexDimaPS3
@AlexDimaPS3 15 күн бұрын
I would like to know the answer to this question as well!
@thinkdeep1996
@thinkdeep1996 9 ай бұрын
hey where i can find full tutorial of this course i couldn't find it online
@kukkutdas4621
@kukkutdas4621 3 жыл бұрын
do the lowpoly model needs good topology inorder to use its as a final game ready asset? i am a beginner and im always worried about topology, when modelling something. At which part of the game asset workflow that good topology is necessary? plz help me to clarify this one.
@fnmarket
@fnmarket 3 жыл бұрын
When it is a static asset (not being animated/deformed) it is more important for a model to be low poly than to have nice topology. The only reason you might want nice topology in a static game model is if you want to bake it from high to low poly. You'd need to have good topology before you start doing any UV unwrapping, baking, or texturing. I hope this helps!
@kukkutdas4621
@kukkutdas4621 3 жыл бұрын
@@fnmarket thank you so much.....your videos help me a lot. keep making awesome content like this, guys...all the best👍👍
@squishybluecat
@squishybluecat 3 жыл бұрын
@@kukkutdas4621 Though this is mostly true, topology also can have a big impact on the shading of the model(especially on curved and smooth surfaces. Just a good thing to know if you are interested. Good luck with your modeling!
@kukkutdas4621
@kukkutdas4621 3 жыл бұрын
@@squishybluecat thankyou so much for sharing the knowledge...
@reginaldarmah2381
@reginaldarmah2381 3 жыл бұрын
Quick question: do I need to bevel hard surface low poly models?
@fnmarket
@fnmarket 3 жыл бұрын
If you're talking about weighted normals then yes, unless the object/edges are very very small :)
@severgun
@severgun 2 жыл бұрын
is it ok for game engines to have so many triangles instead of quads and hanging geometry? Or I should go from high to low poly with retopo or it will just increase poly count and ruin performance?
@fnmarket
@fnmarket 2 жыл бұрын
Game engines convert all quads into tris when it's read by the engine, so triangles are no problem at all :)
@tubaeseries5705
@tubaeseries5705 2 жыл бұрын
triangles are fine, i was once mistaken by someone that i should absolutely avoid anything but quads, unti,l i started learning hard surface modelling for real, and discovered that ngon workflow is way better than quad workflow for hard surface.
@gubkabob8721
@gubkabob8721 3 жыл бұрын
please tell me why you are modeling with triangles in topology?
@akellatone8232
@akellatone8232 2 жыл бұрын
Because game engines will triangulate your models. If you baked your normal maps before triangulation, then once you import it to game engine you will see that normal map is ruined.
@rayly7291
@rayly7291 2 жыл бұрын
So he is talking about Marmoset Toolbag for baking, but not mentiones Marmoset Toolbag 4 for actual texturing?
@TheDorianTube
@TheDorianTube 2 жыл бұрын
6:49 I wasn't paying attention since my phone rang, and for a second I heard ''madafaka'' LOL
@JaXuun
@JaXuun Жыл бұрын
my problem is always to decide which bevels i do in mesh or in the normal map
@cocboss3329
@cocboss3329 2 жыл бұрын
wow
@bobjoe1343
@bobjoe1343 5 ай бұрын
NINE!!!!
@AudreyGoncalves-
@AudreyGoncalves- 8 ай бұрын
My dream is to find one tutorial about molding a 3D object like this one, for games. But I can't find
@TwizzPlayz
@TwizzPlayz Жыл бұрын
7:50
@_casg
@_casg 2 жыл бұрын
Wish more tutorials had time stamps. I’m Collecting video data for my AI software to read timestamps in generalizing workflow. The ultimate TUT AI
@Oreothepuppy-cg6fi
@Oreothepuppy-cg6fi Жыл бұрын
What app called
@filipgjorgjevski8113
@filipgjorgjevski8113 Жыл бұрын
So what was the polycount on the low poly?
@virxest
@virxest 6 ай бұрын
The sad reality is that when you ask on YT, you almost never get an answer. All the noobs (like you and me) only watch such videos without experience (otherwise you wouldn't be here?), the pro's spend their time elsewhere. It is better to approach some youtubers in person, pay them money (if necessary) and they will answer your questions.
@valentincadilhac5439
@valentincadilhac5439 Ай бұрын
Way more than necessary.
@thisismystudentprofile
@thisismystudentprofile 18 күн бұрын
@@virxest low poly used about 15k tris
@sebbosebbo9794
@sebbosebbo9794 Жыл бұрын
with baking PbR,Sub D to Low poly modelling , sup.loops, with without cage, LOD, mip maps, UV technic, etc.etc.??? p.s...wO.Ow thx..thx...thx. ..thx.....
@KaasTVNL
@KaasTVNL 2 жыл бұрын
Uit welk land zou deze man komen?
@mohamedwael9730
@mohamedwael9730 3 жыл бұрын
Can you provide the reference image please?
@fnmarket
@fnmarket 3 жыл бұрын
For the Pokedex? The concept is made by Justus Sluijter and can be found here www.artstation.com/artwork/zOJm4Q
@mohamedwael9730
@mohamedwael9730 3 жыл бұрын
@@fnmarket Appreciate it, thanks!
@daan3898
@daan3898 3 жыл бұрын
after hearing the voice of the video im pretty sure the creator is dutch. am I wrong?
@fnmarket
@fnmarket 3 жыл бұрын
You are correct!
@VallyWake
@VallyWake 3 жыл бұрын
Despite it's really useful tutorial the asset contains so many mistakes making it awful... I appreciate what you do really much, and I would want not to write this comment, but unwrapping looks weird, normal map after baking looks glitchy with broken normals so people after the tutorial could get wrong understanding of the correct workflow
@fnmarket
@fnmarket 3 жыл бұрын
The asset is created by Senior 3D Artist, Emiel Sleegers, who has over 8 years of experience working on AAA titles such as The Division 2 and Forza Horizon 3. The techniques and workflow he's showcasing here are the exact ones being used by major games studios around the world. The course is meant to teach artists and hobbyists how 3D assets for major game titles are being created :)
@VallyWake
@VallyWake 3 жыл бұрын
@@fnmarket that doesn't cancel the fact UV packing could be more effective either as unfolding, and shading is broken, that's obvious on 15:02
@AlexiosLair
@AlexiosLair 3 жыл бұрын
@@fnmarket the experience is not a vaccine from mistakes.
@Fuzzyfeltz
@Fuzzyfeltz 6 ай бұрын
@@fnmarketI’m always grateful to Artists, like this, who break the taboo of thinking you having to create “perfect geometry.” The results speak for themselves right?
@madeeasy7148
@madeeasy7148 2 ай бұрын
Honestly comments like this really big me, especially when trying to learn. I've been put off from doing things by comments in the past until I realize most comments are completely incorrect. You should do a video of you think you know a better way. Baking assets is a legit method.
@ped-away-g1396
@ped-away-g1396 2 жыл бұрын
ugh... why is it that english subtitles are never available in videos with difficult accents. it's frustrating.
@KaasTVNL
@KaasTVNL 2 жыл бұрын
its called a dutch accent
@Lemsa42400
@Lemsa42400 4 ай бұрын
@@KaasTVNL Lol ok and ?
@ttigxrr
@ttigxrr 2 жыл бұрын
who did the captions 🤣
@sphixy8577
@sphixy8577 2 жыл бұрын
KZfaq bot
@deepincouch2642
@deepincouch2642 3 жыл бұрын
not any more ue5 changed everithing
@josephvanwyk2088
@josephvanwyk2088 3 жыл бұрын
I don't understand these videos. You keep saying, later on I will do this and that, and never come to it? Is this a promo video for the ACTUAL TUTORIAL?
@fnmarket
@fnmarket 3 жыл бұрын
We always put a link to the full course in the description. This is a supercut of material from the full course we're giving away for free here on KZfaq :) With all of our FlippedNormals Exclusives, we release a trailer along with a free chapter from the course on this channel. Hope that clarifies things!
@jonerogan7537
@jonerogan7537 Жыл бұрын
Topology grid is not correct and not gameready!
@timvandeneng4724
@timvandeneng4724 2 жыл бұрын
Je bent sowiezo Nederlands
@momengaber6012
@momengaber6012 3 жыл бұрын
AO map is a show!@#$@ i repeated this 1000 times and didnt get it 11:50
@ishworpathak3632
@ishworpathak3632 2 жыл бұрын
Soft shadows
@damian85osg
@damian85osg 3 жыл бұрын
man....You forgot about hard edges. This bake is very f**** up
@jabz1582
@jabz1582 11 ай бұрын
Sure love tutorials that don't focus...
@kevinsmirnov264
@kevinsmirnov264 2 күн бұрын
it does not move. we dont need a tutorial for models that dont move. and by the way, who makes a game by himself with such high-poly models??
@Aggelosyea
@Aggelosyea 4 күн бұрын
we don't care if they are popular we need free ones
@Thesupperals
@Thesupperals 3 жыл бұрын
Oh man... N-Gons. And you expect this to be used in a game? Sir, the reason why quads are advocated for is because 2 tries can represent a quad and they are better interpreted by both us and the machine for animations and platform transitioning. Do try your best not to ignore this rule because although it looks good, the topology is not and thus the functionality will suffer.
@ozzman1997
@ozzman1997 2 жыл бұрын
For things that are planar and don't animate, n-gons are a perfectly valid option. Your final triangle count will be much larger without the use of n-gons in most cases, and for little or no benefit.
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