Mid-poly Game Art

  Рет қаралды 3,008

PzThree

PzThree

Ай бұрын

A quick chat about creating Mid-poly 3d models. Looking for Blender 3d resources? Check out my website for links to assets, addons, discord, and more.
www.pzthree.com/

Пікірлер: 15
@edwrd4178
@edwrd4178 Ай бұрын
You make the best 3d modelling and game art tutorials on KZbin. Thank you for all these videos.
@Just-CDR
@Just-CDR Ай бұрын
Nice to have some more in-depth videos about game art :)
@mahkhardy8588
@mahkhardy8588 Ай бұрын
Cool seeing your explanations in a game setting then hopping into Blender, kinda clicks, nice, thanks.
@YakOfArt
@YakOfArt Ай бұрын
This video is a GEM! So glad I found it. Subbed!
@joseterran
@joseterran Ай бұрын
this is so good
@kickskii
@kickskii Ай бұрын
Thanks for the insight
@andallicansayis
@andallicansayis Ай бұрын
amazing! can i be your blender buddy?
@chipjaybo6663
@chipjaybo6663 Ай бұрын
I just naturally defaulted to this workflow. I got a couple addons early on, and it felt natual
@shellwermir
@shellwermir Ай бұрын
more about game art, please.
@doantuanan
@doantuanan Күн бұрын
How do you get that up and down and minus button on your modifers tab?
@pzthree
@pzthree Күн бұрын
Modifier list addon
@serwizzart
@serwizzart Ай бұрын
Nice video. Currently learning about Trimmsheets and its amazing. Could you tell me when you would use a UV Atlas? I have only heard about it once and the second time was in your last video, what is it used for and why would you want to use it? Thanks in advance!
@SkeleTonHammer
@SkeleTonHammer Ай бұрын
Typically you would atlas a UV because one great way to optimize game assets is to have as many assets as possible all using one texture map and thus one material. For example, let's say you have several models: a ketchup, mustard, relish, salt, pepper, plate, fork. You could give them each their own material, but these objects are small and could all occupy space on one big texture. In the game engine, this means only one texture being sampled and often batching them together, fewer draw calls, and so on. Things like this allow major speedups. It's not always possible to atlas things though. Large objects demand their own space if only to maintain texel density as desired. For decals, especially small decals, you should always atlas them for the same exact reasons.
@apemant
@apemant Ай бұрын
There's also texture arrays, where you have an array of equally sized textures in the shader, and then for each vertex you need to store an index, which is the index of the texture that the face is using. Probably some pros and cons to consider there.
@kagan8579
@kagan8579 29 күн бұрын
@@SkeleTonHammer Can you pls give me a good article, or video .. about uv atlas? Im hearing this first time
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