Very nice! Warning to game devs, when you shrink the UV's to fit on the gradient, don't shrink it like allllll the way to absolute zero, make sure it still has 'some' width to the shape (even if it's really small) or else you can get some nasty looking glitchy effects in your game engine. Guess how I found out lol.
@skidiggydiggs4529Ай бұрын
This is marvelous! I'd been using the method of mapping individual textures manually, and I gotta say your way will save a ton of time (and look significantly better). Thank you, Grant!
@KlownFPVАй бұрын
This is a great way to do it. I'm going to shout out another KZbinr by the name of Imphenzia. He has a fantastic colour palette you can download which even has neon glows and animated areas. Well worth a look 🎈🎈
@StaceyMcKensieАй бұрын
😊 I agree that color palette is wonderful. I use it for architecture.. ❤.
@durvesh00727 күн бұрын
Imphenzia colour palette is so good
@jovlemАй бұрын
To add even more "free" color variation, you can calculate the vertex position with a sign method to generate some noise.
@judejanithАй бұрын
How?
@jovlemАй бұрын
@@judejanith In Blender use a geometry node -> connect it to a seperate XYZ -> connect the Z socket to a math node and use sign. That value you can then use as mix factor to add another color for more randomness. To have more control, add a multiply node before the sign node.
@MajorKreissack8828 күн бұрын
@@jovlemBut outside of blender this is not really translatable, is it? Or at least not without "baking" the vertex color? I'm thinking for game developing, mainly
@VicenteRaiolАй бұрын
This is a great tip for game jams. I've used it in my last two and it saves a lot of time and space
@astridtrisorio489429 күн бұрын
Awesome video as usual from Grant! Thanks :)
@robertmatolcsi74625 күн бұрын
Oh man . This is GOLD. Thx a lot
@AgsmaJustAgsmaАй бұрын
I personally prefer using vertex coloring for my low poly 3D renders. As much I liked using a color atlas under a single material in the past, vertex shaders are lighter for game engines and as such the texture becomes pointless, therefore you get more optimization. But I gotta say, for flat shaded models, the gradient texture is without a doubt the most pleasing to look at.
27 күн бұрын
First time I saw this was in one of Imphenzia's old 10 minute challenges, but this was explained a bit more detailed, so thank you.
@VertexbirdАй бұрын
Great Tutorial. Thanks
@mrblonde768825 күн бұрын
This is amazing grant! although to be honest i'd be tapping into substance even though that my artistic skills are not the best im achieving really great results in substance and improving a lot in texturing with it!
@CaioTrinchinatoАй бұрын
This was amazing!
@CoRon3x26 күн бұрын
For reimporting an edited image: there is an AddOn, I think it's called "Auto Reloader" (not 100% sure right now). It automatically reloads changed images. Very convenient. Just save your file and it instantly updates in Blender.
@grabbitt26 күн бұрын
sounds good
@SolearGnG28 күн бұрын
Great video, Grant. I was always wondering how this is done. I would not get this figured on my own, I was following the seams-, islands, texture workflow, and for some reason I always thought the textures should be nicely laid out.. It seems in terms of low poly at least, this is not the case. Thanks for sharing!
@sharashhasnine-nm4hy23 күн бұрын
Really Vary good tip's I am talking about the photoshop Gradient technic
@CaptainManglesАй бұрын
Another great video Grant!
@IndulaMeegodaAssociates4 күн бұрын
An Amazing Tutorial!!!
@keremyokuva518529 күн бұрын
This is awesome! Thank you.
@siemensohmАй бұрын
That's crazy. Thank you very much.
@MightBeRasor26 күн бұрын
This is so amazing
@MakingStuffWithEvan27 күн бұрын
Killer video!
@gi70st28 күн бұрын
When you have a part selected, assign it to a vertex group so you can select it again.
@deezyfpvАй бұрын
Pro tips. Thank you.
@rychronАй бұрын
Very nice!
@sinaasadiyan29 күн бұрын
great video
@ChronomatrixАй бұрын
Really good tip!
@alexleonardkreaАй бұрын
That's a very cool trick
@micro9191Ай бұрын
Thank you sir .
@tonybrutalАй бұрын
Genius! I never thought of this. Thank you for that.
@gelerliАй бұрын
genius!
@bigidea5619Ай бұрын
Love this! Will you make more udemy courses?
@grabbittАй бұрын
yes
@Louis_MilesАй бұрын
That's great! But couldn't you just use vertex colors for this instead of a texture?
@grabbittАй бұрын
Yes I don't think it's as good but I could be wrong
@notpumkin29 күн бұрын
For flat colors yeah, for gradients probably not. You have less control over how the colors blend as it depends on your vertex density.
@mupmuptvАй бұрын
I’m using the same technique for my game as well, but instead of create pallet using photoshop. I use python to generate it
@StaceyMcKensieАй бұрын
Simple but very effective . I love these old school "8-bit" like techniques .thank you ❤
@kingofgranges28 күн бұрын
Great trick there, as always. Thanks! This got me wondering, can separate materials reference the same "palette" texture in Unity, and most importantly, can Unity take advantage of this by loading the texture in memory only once ?
@grabbitt27 күн бұрын
Yes it does!
@joshuaedley5191Ай бұрын
Very interesting
@boy_ka84Ай бұрын
Dear teacher, I do not have photoshop but just installed krita recently. Can I use that to make the pallete and transfer it to blender instead???
@YoungerBlood21Ай бұрын
You can create a Palate in any 2d software and just makes sure to export them as PNG/JPG. Then follow the steps in the video.
@grabbittАй бұрын
yes
@micro9191Ай бұрын
You need just hex code for it or an image from anywhere
@TheCrazyCrabManАй бұрын
Great tutorial. Is there as way to give different objects different BDSF values because (as expected), when you change one value, every other value changes for the other meshes that use that texture.
@grabbittАй бұрын
Yes use different maps for different values. But it is a bit awkward. Or just have 2 materials in engine
@haurg7418Ай бұрын
About the atlas, i have been trying to make one with seamless textures i get a weird blur at the edges of each textures(only at export) like a pixel or so, i have been trying "padding" also tried different programs without any success, do you have any "pro secret" or should i just opt for arrays? 😁
@grabbittАй бұрын
I just make my texture a bit higher res too be sure
@notpumkin29 күн бұрын
If using in unity, set the texture filtering for the atlas to point so it doesn't get smoothed.
@haurg741827 күн бұрын
@@notpumkin Blender, the problem is that the programs(tried PS too) "smooth" each packed texture all around it by like a pixel, at export/save maybe there Is a setting to prevent that in the export itself? I have tried padding but It really doesn't work for seamless textures...
@haurg741827 күн бұрын
@@grabbittI don't think i get it, you mean each individual "packed texture" ? I have packed like from 1k to 4k doesn't matter the resolution, the blurring still happens at export/save
@nikz00028 күн бұрын
Can we have the texture atlas please?
@grabbitt27 күн бұрын
Ill try and get that sorted when I remember
@sarcasme-_-654927 күн бұрын
but the UV's tho.....
@grabbitt27 күн бұрын
Well yes that's the point
@Heliostat21 күн бұрын
I had to force myself to ignore the visceral reaction with the UVs.. this is a great example of working pragmatically and knowing your target output. love it! ❤
@cd2028Ай бұрын
Any good tutorials how to use this workflow in godot?
@grabbittАй бұрын
It should be relatively straight forward but I'll look into it
@Mincher21 күн бұрын
Why not use gradient textures in blender then bake out the texture when you're done?
@grabbitt21 күн бұрын
uv's would take up more space
@Charan_Vendra28 күн бұрын
I have a better idea… why not use a white-grey gradient and use a color mix node?
@grabbitt28 күн бұрын
For a game engine?
@OpticSlasherАй бұрын
The secret to creating stunning low poly game optimized textures is watching a Grant Abbitt tutorial of course.