Welcome to PolyToots! This is a tutorial channel for the creation of real time game art. From the perspective of a professional games artist who’s been pushing polys in the industry since mid 2008.
Looking to get into the games industry? Already in the industry but everyone around you seems to be way better? Have no idea how you got here? Then you’ve come to the right place.
I cover a range of topics from 3d Art and in game VFX, plus a bunch of shader magic.
Great tutorial!!! Just one question, where did you get that texture pack, i wanted to follow along with you but couldn't find that pack anywhere. I found the rocks and boulders pack but it didnt come with the tiling.
Amazing! I just got Amplify and learned a lot with this. Thanks! My small contribution: You can multiply Splotch Scale by Object Scale so the splotches are constant size when you scale the object.
First time trying shader, following this tutorial for 2 days step by step, made it and I was inspired A LOT. THANK YOU FOR SHARING! Love how you do this tutorial in detailed!💫
Thanks! That means a lot, genuinely. I wish I could get back into videos again, life and work have taken over everything so there is little time for youtube these days. I'll be back one day, that I can promise.
I may be wrong, but is the tiling supposed to work only on a flat plane? Because I copied everything you did and if I try and change the tiling of my cube, it only goes in one direction. (up and down)
Hello you may find it stupid but i dont really understand why ao map is alpha channel? Is there spesific reason for that? Lets say i dont want to use emission, so i connect it to B channel is it going to work? (It didn't work i tried. But why?) Also for anyone curious roughness and smoothness 2 different thing. One is reverse of other. If your roughness is not rendered as you like you can try to invert and use in unity.Also another information, for the mask map texture, uncheck sRGB color box. It effects your smoothness too.Another tip i just discovered to day. If all of your normal maps reverse. Its probably because your maps coded in Directx. Unity in default uses OpenGL. For the vertex shader blending this video will help so much. Thank you after 5 years. :D
You should be able to connect whichever maps to whatever channel you want, so long as the output makes sense. If you wanted AO to be B then make sure B is outputting to AO, if you're copying the shader 100% and B is outputting to something else, then sticking in an AO map won't work. You need to change the shader
This is so frustrating every single blender tutorial i follow, the person go so fast since I dont know where everything is. So SLOW DOWN plz. I know everyone will say just pause the video but its so tedious every 5 seconds pause to got blender do the thing... o wait there is some setting that is wrong on my version figure it out then back for another 5 seconds of explanation. grrrrrr
@@nedfest It can get frustrating as Blender updates quite often and likes to shuffle the UI a bit. You could try looking up a youtuber called @grabbitt , he's pretty chill and takes things very slow. I believe he is a 100% blender tutorial person, whereas I'm mostly Unity.
Thank you very much! I've been struggling trying to come up with a decent jet effect and this helped a lot! Shaders are still a bit of a dark magic to me, but godot's visual shader editor helps)
Hello! 1st of thanks for the tutorial. However, before I go after it to recreate the shader - would it also work for builtin. Or will I face a missing node?
@10:35 i guess you've figured by now but alpha channel is never gamma corrected, hence it looks different. You have to uncheck srgb in the texture setting if you want RGB channels to behave the same way.
Great series so far however as a beginner user of 3DC, I'm a bit concerned with the fact that the videos here are 5 years old? Have you considered making and updated series?
When you make vertex offsets and you have hard edges you can fix it by changing the 3D models settings. Under Normal settings change import to Calculate, then change the Smoothing Angle to 180 and hit Apply.
To fix the issue of how fast and hard it is to set the depth values, set the vector 1 or now float to max 2 instead of 1 or more. Also, change the mode to slider in the node settings.