"All we need is zbrush and substance" *sees self out in blender*
@emeraldeelentertainment89884 жыл бұрын
You can apply this technique to Blender too. I've done so before. :)
@zero-gj4ql3 жыл бұрын
Theres free trials, and imo id rather learn the industry standard softwares so i can have a chance of working in the industry
@ParkingLotStudioGames3 жыл бұрын
Hell nah mate indie work is much better, corpos gonna suck the creativity out of you for miserable wages and inhuman work conditions
@PAINTEDBYNURGLE3 жыл бұрын
@@ParkingLotStudioGames Indie doesnt mean you dont use the industry standards
@mmkh_art5 жыл бұрын
Great tutorial! Using Decimation Master, assigning polygroups to the separate areas and using UV Master are things that would speed up my workflow considerably when doing prop modelling! Thank you :)
@wei55_6 жыл бұрын
Great workflow, perfect for props. I’ll give this a try, thanks for sharing.
@pawpotsRS5 жыл бұрын
IMO this is best to do when doing some organic thing like trees, rocks or same appreciated and very well explained. you get my SUB!
@harrysanders8187 жыл бұрын
This is ridiculously and insanely cool! :) Thanks for sharing. I cant wait to try this out. Fantastic.
@philmehrart6 жыл бұрын
Hey Dan, good stuff. Was a bit dubious at first and most likely wouldn't use this method for a final game res mesh, but for prototyping seems very effective.
@mordicai42967 жыл бұрын
Awesome video! Straight to the point and super helpful. I just built a new computer, and am waiting on my 22hd to get in. Can't wait to jump in!
@dennou20126 жыл бұрын
Wonderful! More of this please :) many thanks for taking your time to make this video!
@roey2185 жыл бұрын
Hi there, Thanks for the great info (: Did you use the default baking settings in substance?
@myxsys6 жыл бұрын
Thanks for sharing. Will implement this in my workflow
@Sheddy297 жыл бұрын
This is best video EVER!!!!!!
@karleclaire5 жыл бұрын
This is just what I need. Thanks a lot!
@ahsanahmed23996 жыл бұрын
a very great tutorial!! Simple. retopo is quite a difficult thing to do when it comes to animation.
@moejahi3d37 жыл бұрын
Thanks!! So simpel.. so clean. Awesome work.subbed and will def look at your paid tutorials.
@AM_3DARTIST3 жыл бұрын
AMAZING THANK YOU VERY MUCH !!!!
@dszarts7 жыл бұрын
That was informative....thanks...but what about buildings?
@staticbeepbeep7 жыл бұрын
Great tutorials, few of them tho. Not sure if I'm happy or sad.
@tradeandmagicofficial25636 жыл бұрын
The geometry resulting from decimation isn't ideal, meaby for props it can be acceptable but for characters a Maya retopo with correct edge loops for rigging is a must.
@vengadorsky5 жыл бұрын
You don't say...
@danylbekhoucha61807 жыл бұрын
The errors with decimation master don't happen with Blender's decimation modifier algorithm. Also you could use Blender's game asset generator it does everything you show here in one click (union, decimation, unfold half, bake, use your material colors, save the maps, setup a lighting): kzbin.info/www/bejne/Y3fcaJppnJuoeas
@philmehrart6 жыл бұрын
Blender has a decimation master? holy moly
@tradeandmagicofficial25636 жыл бұрын
Blender isn't in the workflow of game industry, so learn it would be a waste of time for now.
@danylbekhoucha61806 жыл бұрын
You don't need to learn it, you can make your game asset in another software, then you open it in Blender and you click Generate asset: kzbin.info/www/bejne/Y3fcaJppnJuoeas
@slickdude27 жыл бұрын
is this still the proper way ? Ive seen some people go zbrush > 3dcoat for re-tropology -> substance ? or is it all preference ? I kinda like using less programs
@blinkythemouse7 жыл бұрын
Henry this is a pretty recent ish workflow. Meant for speed more than anything. Retopoing is better functionally. But I like this for simplicity.
@blinkythemouse7 жыл бұрын
Oh and I do use substance as well here
@slickdude27 жыл бұрын
Dan John Cox yeah I saw was just wondering why no 3rd program for topology. a lot of people use 3d coat . But as a beginner this seems nice and effective using only 2 . maybe down the road I'll notice the need for 3d coat
@IGarrettI6 жыл бұрын
Henry simply time. This method strikes at time, however you sacrifice quality and ability to animate it. If you retopo by hand you get bigger control over uvs and topology, giving you better quality and ability to animate the mesh; however it takes more time. So pick, quality or save time
@LHewittc6 жыл бұрын
nice workflow !!!!
@ogarga6667 жыл бұрын
amazing tutorial, thanks!
@CuriousScribbles7 жыл бұрын
You are a legit boss. Wow
@ЕвгенийШахмин-ш2л7 жыл бұрын
You are superior!!! But why you don't use zremesher after decimation
@blinkythemouse7 жыл бұрын
haha thanks! Zremesher adds way more geometry than is needed for game development. And since this mesh will not be rigged for animation/deformations theres no reason to have the kind of geo that zremesher makes, plus zremesher tends to break the silhouette more which is usually compensated for by adding displacement maps, but we cant do that for games. Does that explain it?
@ЕвгенийШахмин-ш2л7 жыл бұрын
Thank you)). Your course "intro to dota 2 workshop" is awersome!!
@morphtek7 жыл бұрын
aand there goes the deal breaker ,but your workflow is pretty similar to any that the pros use ,you just need to instead of using decimation to get low poly use zremesher and then spend like 5 minutes even less to use the reprojection and then another zremesh and maybe even retopo from that zremeshed mesh and you spend 10 minutes more and get much more managable mesh that can be used for rigs and animation with decent polycount
@blinkythemouse7 жыл бұрын
Yup, those techniques work as well but my point here was to do the fastest/simplest workflow. Zremesher is great but often creates way more insane loops than I prefer, causing cleanup to actually be a shocking headache and does a really bad job at very very low remesh options on more complex meshes. More importantly it loses the silhouette which means more cleanup. This option doesn't require that. However, I agree, you cannot animate these meshes, and in those situations zremesher would be a better choice.
@geraltrivia29507 жыл бұрын
wow, hope you get many subscriber, this tutorial is great!!!
@geraltrivia29507 жыл бұрын
just one question, what is the mesh that you texture, the low or the high?
@blinkythemouse7 жыл бұрын
Thanks for the kind words! I'm only texturing the low here. You can polypaint the high poly but thats about the only way that folks texture a high poly these days for the most part. Usually easier to texture only the low.
@r1icogaming9387 жыл бұрын
Great video, do you know how to use Unreal Engine?
@blinkythemouse7 жыл бұрын
yup!
@r1icogaming9387 жыл бұрын
I'm trying to work in 2 a huge proyect's I have on mind for steam. I'm an Industrial Designer, renderer and arquitect. I'm not familiar with programming and I'm looking for talented programmers. I'm wondering if we could get in touch and work in this proyects, they have a lot of potential.
@TrendingTopicsTalks6 жыл бұрын
hay den can you share all things about PBR pipeline A to Z if possible share with the example
@kdci83006 жыл бұрын
why my id mask not same as yours
@Gusando6 жыл бұрын
thanks great tip
@AlbertoRoca3D8 жыл бұрын
Thanks a lot for sharing! You work ina really practical way!
@whitevilbg6 жыл бұрын
So let me get this straight you Dynamesh to object, remove some unneeded details until you feel its Ok and then just Decimate it ? And send it to substance painter and bake maps onto the high poly.