when I import my mesh with multiple UDIMs and press "morph UV" it stacks all the UDIMs on top of one another. Do you know why this is?
@roksolanasowa8296 Жыл бұрын
Thank you so much! So easy and well understanding explanation. Used same scheme for blender and zbrush and worked same awesome. Thank you again ^^
@AndyYang-b8d Жыл бұрын
Thank you!
@Jadensad Жыл бұрын
Well played,but Legend not my fav game,i'd love to see you play AOD if you ever return.
@McHornet7 Жыл бұрын
not worked for me
@LuizFelipe-nh6ow2 жыл бұрын
THANK UUUUUUUUU
@divyeshchavda47992 жыл бұрын
Great Tutorial I just have one question that How can I flip the uvs that I imported from maya and also I have got issues while pasting the uvs like quads of uvs are not weld or some quads got scattered. Please can you help me with this.
@riretime9752 жыл бұрын
I created 2 udim tiles in maya but when I imported to zbrush they are over lapping. Not like you showed in video.
@tushar9068 Жыл бұрын
yup it didnt worked for me too
@SuperPanavision8883 жыл бұрын
excuse me I want to know why my uv are overlapped in morph uv ,my version2021.5
@junechevalier3 жыл бұрын
If you're going to export the mesh to other softwares, it shouldn't be a problem, since ZBrush by default will overlap UDIMs, but it shouldn't be a problem
@riretime9752 жыл бұрын
Same problem how to fix it?
@灰骨-e9q3 жыл бұрын
it's very useful for this way ,but I have a proble which how can I show Udims maps in this Zbrush software? for example my model has frou maps and it just show one uidm map, by the way I'm Chinese people so I'm not good at English , I don't know if know you what I want to say.
@fantasygamedev3 жыл бұрын
There could be several issues here, I don't think that you can create UDIMS in ZBrush but you can import them. I'd be happy to study up on it and create another video specifically for UDIMS in ZBrush. Here is my first inclination: 1) Are your Maps all in the same UDIM? ZBrush may not understand this and show them all at the same time, which may look a little messy. 2) Is your mesh merged? If you imported your mesh as a group and imported your model as separate meshes, you may only have the one mesh selected, only showing the UV Set for that mesh only. - I'll have to double check that this is actually what happens though. 3) I'm also not sure if this would cause an issue but I'm wondering if ZBrush doesn't register flipped UV's. - Just to check, make sure that your imported UV mesh doesn't have flipped UV's or inverted Normals.
@saraborchert92443 жыл бұрын
soooo underrated
@fantasygamedev3 жыл бұрын
Thank you!
@cade8573 жыл бұрын
Your Ts look like Ys
@fantasygamedev3 жыл бұрын
hush Cade
@fantasygamedev3 жыл бұрын
Bahaha I totally just realized I said experying instead of experiencing 🤣🤣🤣
@cade8573 жыл бұрын
Medium
@fantasygamedev3 жыл бұрын
Thank you Cade 😂
@avionblacksmithwannabe3 жыл бұрын
As if she were made today? What do you mean by that?
@fantasygamedev3 жыл бұрын
Great question! I’m mostly referring to art style (idealized realism) and limitations (50-60k polycount) of the current games.
@fantasygamedev3 жыл бұрын
So basically like a remaster of Tomb Raider Legend’s Lara.
@avionblacksmithwannabe3 жыл бұрын
@@fantasygamedev Thanks for answering my question. I don't think the art style of Lara Croft is idealized realism. I think Lara Croft uses an art style that is not tought in books and schools. I would personally call it an illuminati style. If you start studying some of these wondrous games more, then you might realize that there is something fishy going on about them, most notably about their aura and style. 50-60k polycount sounds nice, but if you just think of high polycount then you might forget that action games are meant to be optimized to run smooth on different kind of machines. I actually like to think of the polycount of the good ol' Legend Lara as something that is admirable! Making a character like her look adorable and decent in a somewhat lower polycount is something that impresses me. I bought Tomb Raider Legend in 2019 and I was very impressed by the whole game! It was my first Tomb Raider game btw, and I became a pretty big fan of Tomb Raider games ever since.
@avionblacksmithwannabe3 жыл бұрын
And in this January I started to play the Tomb Raider 2013 game. It is kinda bizarre and creepy so far. So now I get to investigate an island of the "Sun Queen", Himiko.
@avionblacksmithwannabe3 жыл бұрын
Well what are you missing out on? What are the missing elements? What type of games are you inclining towards? Let me tell you something, for generic game designing stuff many times the basic generic things can be rather welcome. If you wanna be something like a kinda loner indie game dev, well that can be surprisingly challenging imo. Many times it's better to collaborate with some other people. Tomb Raider Legend is a pretty excellent video game, if you have inclination towards such games, then you should be able to find some oppertunities to create such games. There are lots of great stuff for game devs nowadays. In case of a Tomb Raider style game I would say one of the surprisingly big challenges is to figure out the main character. Lara Croft is an excellent heroine and her stories and settings provide good action-adventure games. I suppose you know what are the 3+1 prime elements that make up such games. 1. action sequences (fighting parts), 2. traverse&jump parts, 3. puzzle challenges, and the +1 is the dramaturgie of the story and the character. For me usually making the main character come alive is one of the hardest parts. Making her look decent and fluent. And figuring out what can make her unique and admirable. What type of moves and abilities she should have, what kind of charisma and aura she should possess. And of course one should achieve a good 3d model that is good to work with in the 3d editors. What I like to think of next is what she will face. What type of terrain, what type of oppenents would she face. I tend to think of this as a more fun part usually, since it usually takes a lot of testing and trying out different challenges, and usually I kinda like doing that. Once these two parts are done you are done with the prime base pillars of the game. it can take some time though. And then comes the 3rd part, where one creates the timelines and solidifies the main objectives and the main stories, and prolly also the main conversation parts. well anyway I'm not here to write down all the things about such things, I'm not an expert. But if you have some questions about some this and that, then feel free to ask me about them. I am Hungarian by the way, so English is not my native language, but that shouldn't be a problem.
@fantasygamedev3 жыл бұрын
Wow, this is an incredibly helpful comment! Thank you for all of the information that you have provided, I’ll definitely explore these concepts further. Something I am finding difficult is determining a methodology in design that allows for the environment and level to portray the intricate parts of the character. Allowing personality to show through in a way where the player feels empathy. I have been exploring the concept of spatial empathy for this, but have just touched the surface. I think there is a delicate balance between dialog and environmental inferences that help tell story in a way that keeps the player involved.
@avionblacksmithwannabe3 жыл бұрын
@@fantasygamedev I know that my comment sounded a bit arrogant and cocky, so I would like to say sorry in case I was too rude. You are the one living in the land of video gaming, not me, I'm just a wretched Hungarian dude who is a hobby game designer. I like to think that most video games have basic principles and pillar stones. And that most video games are based on mathematical formulas (I like mathematical formulas btw). When it comes to things like concept of spatial empathy and delicate dialog balances I am not the person to turn to. Although I kinda like RPG games that involve some nice dialogs, but I usually end up having my kinda unique and weird RPG styles for such games. My approach to games is usually more scientific and mathematical, but I'm aware that artworks and artstyles can be rather important elements. Back in the days when I was a young kid I was fascinated by many westerner fantasy and sci-if style stuff. As an 8 year old kid I really liked things like World of Darkness, Marvel, Warhammer, and a bunch of typical cartoon stuff. Of course this was back in the 90's. So since then I managed to discover some other things too. I like video games, I am fond of making video games, but I am not some kind of artistic person, I'm more like a mathematician/physicist. Although I like working with artworks too.
@avionblacksmithwannabe3 жыл бұрын
@@fantasygamedev By the way, I might wanna point out that although I am personally fond of this "3+1 prime elements", and I think that this is indeed a good ol' way to build up such games, I should mention that many devs seem to choose somewhat different routes of development. Well I suppose most of them wouldn't declare the action sequences as the number one element and would prolly leave them for last. So one can change the order of the elements, yes. But since I think that most of these dungeon type games always have a notable emphasis on battling hostile opponents, and so many players are fond of engaging combats, that I would say starting with developing the combat sequences can be a decent idea. Also, one can usually learn quite a lot when one starts working on developing action sequences. Even the combat sequences have their own artistic appeal and flavor. Here is for example a pretty famous action scene from the Matrix Reloaded movie: kzbin.info/www/bejne/eXbOh5ipg7SFi5Y
@fantasygamedev3 жыл бұрын
Your comment was not rude! You make some good points. Its interesting to look at games from a mathematical perspective. As an artist, I tend to approach game development from a more artistic perspective. However, It doesn't make one way better or worse than the other. I think different perspectives and methodologies allow for a wide variety of opportunity for other developers and different outcomes for gamers. The best part of being in the entertainment side of things is the ability to have more freedom in the way we provide experience to our audience.
@cade8573 жыл бұрын
I like it when you jump and shoot
@fantasygamedev3 жыл бұрын
Hahah good! Cuz I do it a lot 🤣
@AngDavKev3 жыл бұрын
Yaay cam! 😊
@AngDavKev3 жыл бұрын
Never knew you could jump kick them! Thought that was only introduced in Underworld. *mind blown*
@fantasygamedev3 жыл бұрын
I also just found out that If you hold space to climb a ledge she does a handstand 🤯
@AngDavKev3 жыл бұрын
@@fantasygamedev That one I DID know 😆
@cade8574 жыл бұрын
I knew it was Little Nighmares™ !!!
@kimmagennis6344 жыл бұрын
Woohoo! Go get 'em. Can't wait for the messy bits!