Stylized Texturing AAA Game Pipeline / Part: 3

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Stylized Craft

Stylized Craft

Күн бұрын

Пікірлер: 7
@PTE_PROJECT
@PTE_PROJECT 9 ай бұрын
Hey just wanted to say : thank you for your videos, i'm a young artist learning 3D and it's a bit hard to access good tutorials and I just found out your channel, I'ts exactly what i looked for !
@StylizedCraft
@StylizedCraft 9 ай бұрын
Thank you for your kind words - I'm happy that you liked it and I will work in the same spirit ! In a couple of months I'm going to launch a series of courses and open my own school )
@A.Dennis.A
@A.Dennis.A 9 ай бұрын
Hey Fred love the style you get with this workflow and techniques. I got a question thats more optimization related in the game engine. Whenever i put together models in this way it tends to bog down the computer quite alot with low fps and high ms whenever theres multiple different models with different textures in the scene. I dont really use that heavy materials/shader set ups and use material instances as much as possible, mostly its just the texture samples and then some smaller changes to tint or spec/roughness variations so i dont feel like it should make that big of a performance hit, this happens even with lower res textures such as 512 or 256. Is there like a way to batch multiple textures together and somehow get an texture atlas or something so the engine dont have to read every single texture? Or what would be the apropriate approach to solve these issues? This happens on both a gtx 1070 aswell as 2070 with fairly okay i7 cpus. I have tried to merge meshes together into one to lower the draw calls which usually is the main problem when it comes to performance issues but kinda feels like there should be more that can be done.
@StylizedCraft
@StylizedCraft 9 ай бұрын
Hi! I can immediately say that you have problems with the engine: they can be caused in different ways, maybe you have frantic settings in the Unreal or Unity scene itself, it's 100% I often create a large number of props with unique materials and map resolution in 2k - and I also have a frantic location that I constantly supplement with props with unique materials! I don't have a very powerful I7 computer and a 2070 video card In the game pipeline, the most expensive is the lighting and effects as for the materials, it is better to try to make them less in quantity, but if you have an empty scene and 150 unique props with unique materials, then everything will work stably - the engine is also able to draw tens of millions of polygons in the scene! You have a problem with the engine - and you should not change your pipeline because of this. Just try to find out what settings you have included in Unreal and Unity
@A.Dennis.A
@A.Dennis.A 9 ай бұрын
@@StylizedCraft thank you for the quick response, i think youre right, it must be the lighting in the scenes that cause the issues. Thanks!
@arturperzyna5453
@arturperzyna5453 Жыл бұрын
Why are you using Marmoset instead baking in SP?
@StylizedCraft
@StylizedCraft Жыл бұрын
I'm more comfortable working in Marmoset because it's easier to manipulate and set up the bake. The new SP version has improved the baking functionality - but I haven't switched to the new version yet 😀
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