Awesome stuff! A side note with the larger assets, trimsheets are a great option too as long as it’s built to scale correctly with the texel density :D
@Silen002 жыл бұрын
Love these videos, thanks for sharing knowledge in a clear and concise way. Super helpful both for people learning and those who want to review their info.
@Nhug102 жыл бұрын
using the cube to visualize Texel density genius , makes understanding it a lot easier.
@NeonFraction2 жыл бұрын
I swear I link this to someone at LEAST once a month. Incredible video!
@jeanpierrevargas88722 жыл бұрын
Amazing! Can't wait for the second part of this tutorial, really interesting stuff, it is very difficult to find this kind of information
@TheDiNustyEmpire2 жыл бұрын
What would you like to see in that video by the way
@jeanpierrevargas88722 жыл бұрын
@@TheDiNustyEmpire Hi! thanks for your reply! I would like to know exactly what you mention at the end of the video, how to use reduce texture count/ reuse textures and shaders more effectively :D
@DeputyChiefWhip Жыл бұрын
Yep that would be great 🎉
@thomaseichler23682 жыл бұрын
In Star Citizen they add a ton of detail by using decal trim sheets which are coming with its own normal/roughness/albedo map and are highly reusable over all assets. Second big impact to the look and feel of these models are weighted normals, which can be achieved by using auto smooth and the blender modifier. Nice explanations and nice video. Blender should support a texel density checker without buying third party plugins :/ I always have to eyeball this against a reference cube. Close enough ^^
@TheDiNustyEmpire2 жыл бұрын
I’ll def be talking about trim sheets as we get into options with scale becoming something you have to solve. There are free texel density checkers for blender. This one is my go to. mrven.gumroad.com/l/CEIOR
@boudewyn2 жыл бұрын
I never understood how I should interpret weighted normals (WN). I understand what they technically do, but I don't know how, or at what point I should use them. Do I apply them after a bake? Do I bake with WN applied? Are they transferred along the mesh when exported?
@bernardvezina-gagnon242 жыл бұрын
Love the educational video like that !
@aaronhicks12602 жыл бұрын
Would love to an example of these kind of uv layouts you describe. For texel density, masking, etc. Great video.
@TheDiNustyEmpire2 жыл бұрын
Ya that makes sense. I’ll see what I can do. Do you have discord?
@aaronhicks12602 жыл бұрын
@@TheDiNustyEmpire I do have discord
@thomasburbage54502 жыл бұрын
I hope you will show that asset in a finished state, its UV Sets and Texture Sets optimized as you are describing, in the follow-on video.
@Sae-ez3dx2 жыл бұрын
Thanks, man, I had a discussion on discord about this 3 weeks ago, so what about the texture resolution for small unique 0-1 assets compared to the larger one apart from tileable? I think genetic textures are hybrid textures? (Uniques + tileable)
@TheDiNustyEmpire2 жыл бұрын
for the size of the smallest asset and based on the 512 that i demoed, it would e 512 for the 0-1 prop. generic textures is a number of things which is why i wanted it to be a separate video. so in some ways your correct on the unique + tileable also :)
@michailkolovos12992 жыл бұрын
Beautiful!
@karthikeyan3d3192 жыл бұрын
Amazing info
@egalegalegalegal2 жыл бұрын
Nice explanation, but would love to see real specific textures for different texel density not just the assets.
@TheDiNustyEmpire2 жыл бұрын
I believe that just makes it harder to understand the core concept but I can look into that for the next video