cant even lie youve been saving my ass in blender so much times ty keep uploading the good content we know and love
@DjCtavia2 ай бұрын
Amazing content, looking forward to your videos!
@Jimmith8293 ай бұрын
great video, you make it very easy to understand and follow
@ThomasPotter3 ай бұрын
Glad to hear that!
@GnomesPhone3 ай бұрын
love the content. may i request buildings and structures at some point that is what i struggle with the most
@ThomasPotter3 ай бұрын
I may put that in the pipeline for videos
@vladdesten11952 ай бұрын
5:30 you are tring to say that 3 points wherever they are are always on the same plane, so they are always coplanare and that helps the game engine?
@ThomasPotter2 ай бұрын
yes
@yoga48853 ай бұрын
Where can I find 3D models from major companies on the market? just to check how is the topology
@ThomasPotter3 ай бұрын
I haven't tried many games, but I have downloaded game characters for valorant, look into the communities for making youtube thumbnails/animations for a game to find the characters, there is a possibility that you're able to find more there
@creeper7ech5203 ай бұрын
Mihoyo releases all their character models as MMDs which are free to download through bilibili They are a pain in the ass to find though. You can also hit up some data miners for them.
@mrprosatisfyvideos47153 ай бұрын
Most of the tutorials on KZbin on which they made game assets Bake small detail on substance painter Can you please make a video on "how to bake detail as a normal on curve surfaces using cage techniques " in blender
@ThomasPotter3 ай бұрын
It's very easy to bake normal's for high poly meshes to low poly ones, just look for baking tutorials for blender. But I might do one at some point
@mrprosatisfyvideos47153 ай бұрын
@@ThomasPotter thanks for the reply..... but bro I asking about some bake of curve surface or on bevels Ex. If you make a high poly gun and optimized it to game Then how can you bake small detail on its structure to normal make Because its also have some detail on its bevel area For example high poly have 6 edges on bevel but we gonna use only two then how we bake in that case Because on KZbin they told us about on characters, stones or ruined structures Or on flat surface. But didn't on hard surface model I hope you understand...
@bvs1q3 ай бұрын
@@mrprosatisfyvideos4715 If you bake the normal map from the high poly version, you can then use that texture as the normal map for your low poly model, and light will be treated the same as if it was high poly
@DenKonZenith3 ай бұрын
Bethesda needs this video, given their showing in Starfield.
@ThomasPotter3 ай бұрын
Lol
@KironKhashnobish3 ай бұрын
Those pictures were fake btw, someone took the models and modified them. The optimization problems were logic sided.
@gwentarinokripperinolkjdsf6833 ай бұрын
Their all gonna be triangles in engine anyway
@ThomasPotter3 ай бұрын
yeah this still helps for shading and creating clean models
@captainnemo49403 ай бұрын
Yes but while you're modeling, you still need make lots of cuts using loop cut and knife tool. If they are triangles instead of quads then it would be far more tedious and its probably gonna mess up the objects shading. Also if you want to easily make a low poly version of your object then you can simply use the decimate modifier to do so as long as your object is completely made up of quads.