Weathering & Grime in Game Environments | Texturing Secrets #03

  Рет қаралды 4,452

Thiago Klafke

Thiago Klafke

Күн бұрын

Пікірлер: 16
@kwiidnc
@kwiidnc 27 күн бұрын
Love you man! Thanks for such interesting video.
@amassasa
@amassasa Жыл бұрын
Fantastic Thiago! Thank you for sharing your experience with us!
@aprats2
@aprats2 Жыл бұрын
Very nice Thiago! I love your job!
@manuelfuentes9382
@manuelfuentes9382 Жыл бұрын
Another great tut Thiago!
@paola_chaparro
@paola_chaparro Жыл бұрын
Once again you share with us very valuable information. Immediately added to my list of tutorials!🎨
@Sandra-hc4vo
@Sandra-hc4vo Жыл бұрын
Very cool! I definitely need to learn more about how to texture better.
@biano3d
@biano3d Жыл бұрын
awesome tips !!! Valeu Thiago 🤘
@JoaoNeto-1989
@JoaoNeto-1989 Жыл бұрын
Great!!!
@DarkSession6208
@DarkSession6208 3 ай бұрын
So as far as i understand, i put a base texture on the model (Pretty much a grained wall and wall plaster on the bottom part). Instead of adding the details and wear directly into the texture we use decals to make it look random and weathered? Is this the most performance optimized way?
@dist5788
@dist5788 5 ай бұрын
Any idea whats the solution for lack of vertex paint in ue5 since nanite introduction? For texturing big architecture objects like building you've showed its now super hard, especially when mostly you have modular kits in this case.
@TKEnvironments
@TKEnvironments 5 ай бұрын
Funny, I was just looking into this question again this week. So far there's no official solution from Epic. Seems like it should be quite a straight forward feature to add, but maybe it's not. Here are workarounds I found for this limitation: - You can still have vertex colors but just not per instance. So maybe you can use Unreal's vertex color baking tool to bake cavity to R, AO to G etc... and use that to drive procedural masks with world space grunges and what not so each modular piece has different grimes. - This is super hacky, but you can duplicate the mesh and apply vertex paint on that copy. The reference to the original mesh still exists, so if you hit reimport you can iterate. But obviously this is not feasible if there are a lot of variations. Could work on a hallway or something. - You can use Dbuffer decals to blend materials. I haven't used this technique yet and I don't what are the performance complications, but seems like an interesting one: kzbin.info/www/bejne/nXm0pYlqf6imnLc Maybe if more people post about it on Epic forums they will prioritize it? :)
@dist5788
@dist5788 5 ай бұрын
@@TKEnvironments for my understanding old good vpaint is no longer usable beacuse data held with amount of vertex per nanite mesh would be super huge, but yeah not adding anything new for that is super weird imo. This Dbuffer decals looks very intresting! Thanks!
@procyon9158
@procyon9158 Жыл бұрын
Hi Thiago, Can i follow along Environment mastery course with UE 5?
@TKEnvironments
@TKEnvironments Жыл бұрын
Yeah no problem, it's the same engine with very minor differences. There's a video that explains the differences. Cheers!
@HelderP1337
@HelderP1337 Жыл бұрын
My man
@insightz3D
@insightz3D Жыл бұрын
Fuc*#& Legend
Making a Versatile Shader for Environment Art | Texturing Secrets #04
37:49
Quilt Challenge, No Skills, Just Luck#Funnyfamily #Partygames #Funny
00:32
Family Games Media
Рет қаралды 55 МЛН
IS UNREAL 5 the SAME as 4?
17:13
Thiago Klafke
Рет қаралды 2,6 М.
How Not To Make An Environment
24:43
caponeart
Рет қаралды 27 М.
FULL Tutorial: Making Parallax Windows | Texturing Secrets #05
35:57
Thiago Klafke
Рет қаралды 2,4 М.
The Key to Realistic Renders in Blender
14:31
Kaizen
Рет қаралды 147 М.
ADDON TALK   INTRODUCTION TO MATERIAL CREATION by Vincent Dérozier
57:36
Vincent Dérozier
Рет қаралды 10 М.
External Painting Software Live Link to Blender with Ucupaint
24:05
Environment Art Mastery - Deep Dive
19:51
Thiago Klafke
Рет қаралды 75 М.
Kerbal Space Program 2 Was Murdered.
11:26
Bellular News
Рет қаралды 225 М.