►► Learn Blender in 2 Weeks - www.blenderbros.com/?el=pr
@g0me2z9 ай бұрын
Can you provide the games titles where we can see your assets ?
@jannraquitome84952 ай бұрын
Do you have an in depth course for topology and game assets?
@JustLucik5 ай бұрын
"Те кто говорят, что нельзя использовать нгоны... просто незнают как ими нужно пользоваться" - превращать в трисы.... ГЕНИАЛЬНО
@Dina_tankar_mina_ord9 ай бұрын
Before ChatGPT-3 was severely degraded, I tried to make a plugin that would select every other row. I managed to get it to work with 3 steps as opposed to what I wanted (selection of a row with perpendicular lines and have it select those as checker deselect). I guess if you try with the paid version, it would work.
@ramyissa209 ай бұрын
This was actually very useful
@kolkutta9 ай бұрын
New vision. Great. I really love that new philosophy
@gabrielegagliardi39569 ай бұрын
As usual really good and useful information from you Ryu (Josh is probably creating a 5 minutes design video with a cube right now). It would be cool to see a re topo game assett heavily influenced by sub d, where reducing the subdivision level in the low poly drastically change the main high poly shape of the object.
@PonteRyuurui9 ай бұрын
lol, and reg the subd, well just make sure that you can still bake onto the LP, that is basically the guideline there
@juliaalder20079 ай бұрын
So... 😏 Is it generally a good idea to clear all the sharp edges before exporting? AND what comes first? Triangulating or unwrapping?
@najhonbanjon9 ай бұрын
very cool thank you for this video
@StrongmanLi-pz7sl9 ай бұрын
quite technical, especially at the last part, I think I need to watch all the meshmachine3 tutorials first.
@DevilDaggersFan9 ай бұрын
Great video, but you miss one part - exporting mesh to game engine :(
@semydev9 ай бұрын
Just Export fbx and import to for example unreal or Unity or maybe godot(then use gltf) and drag into the file system and then import
@1989johno9 ай бұрын
@@semydev... Wait until you do , lighting issues , lod issues , baking complications ... This is bad practice ...
@semydev9 ай бұрын
@@1989johno so… how to? I’ve done it like this for many years
@GameDragon2k9 ай бұрын
@1989johno Yeah, I don't understand how that's bad practice. It's been done this way for decades.
@Giacomo_Bolognesi5 ай бұрын
I don't get the part where UVs are not affected by the one segment bevel. Should UVs be made after the mesh has gone through triangulation retopology?
@PonteRyuurui5 ай бұрын
No. Get this and learn how to do it properly. www.blenderbros.com/the-blender-bros-hard-surface-game-asset-course-2-0
@alirezarezaei29769 ай бұрын
I think there is a bit of misunderstanding here Quads are the kings of 3d modeling but that doesn't mean that you should have your game-ready models in quads That means you should always have a quad-meshed version of your model in case if you ever want to go back and edit it. I mean everybody knows how easy it is to work with quads and make selections But when you talk about game game-ready assets that you want to import into the game engine? Yeah you are right So I think it's better to not mix these two facts together Love your content
@Peter-xg2qb9 ай бұрын
He's back!
@PonteRyuurui9 ай бұрын
I wasn't aware I was gone.
@eduardo02509 ай бұрын
Would really be good to see your approach to modelling following a 2d concept