Could you go over putting together uv maps for a kit bash? I have all of the models joined as one model and a skeleton for my unreal project. Im having trouble with the materials though as I have 17 materials. How would I unwrap and bake my textures?
I make models for games, but I have never made LPs of models because in UE5, I get nanites that auto-adjust everything. i know it have limitations, plz make a video on it,
My goal has always been to make okay models for games that use low poly models. I test my ability in VRChat, as people with a great range of available performance struggle to load certain worlds and the like, which I like to make; Worked on a world for months that I wanted to be stylized, but need to redo all the mesh, which I have been putting off ':) as it has nothing but n-gons, which look quite bad. Further, you need to optimize the textures and atlas, as most cannot run high resolution stuff well, even if its static and a single 8k texture. Its an interesting challenge that keeps bringing me back to blender and 3d Modeling.
Adding those rounded notches to the model was fasciniating. My apoproach would default to using a boolean to do the main cut-ouit work, Yours is simpler and faster. I'm not sure how you would "array" those changes around the rest of the cylinder though.
Glad it helped, to array that detail, I would separate the face loops with that specific detail since the pattern wouldn't align with the main pattern. A little extra work but it's worth it.
@@OnMars3D I am aware of that but most game devs I met always did it afterwards the uv process but I guess it varies from artist to artist. Many game assets that require a rig too such as clothing , gun trigger rigs, roll bones etc also did it in the afterwards process. many instructors at Autodesk University too taught us that as long as the end result is achieved you can do either if you know correctly what you are doing.
@@OnMars3D thanks for explaining bro , you are my inspiration brother everytime I look onto your refined models it just convince me for more practice that I have to do
Fun fact, a you renders triangles better than quads. You should actually shoot for triangles for speed. The reason new games have low frames? One of them is overusing quads.
ALL polygons are rendered as tris in game/real-time engines. Even if you export your model from your DCC as quads, it will import triangulated in the game engine.
@@OnMars3D all that yap just to agree with me. facepalm. extra work that you could do if you weren't lazy, that the engine doesn't have to do in runtime.
I rebuilt this in Blender to check and it seems in this specific case "Select Sharp Edges" works well but for all other situations where it's not a sharp edge or not the only one, there's no feature like this in vanilla Blender. However, there seems to be a 6$ addon in Blender Market that seems to add exactly this contiguous Edge Select to Blender.
Yes, select first vertex then hold control Then select the last vertex it should select everything in between It's deffrent from video, It works by selecting the shortest path to other vertex. So use it deffrent
No, the main things is making sure you have quads in areas of deformation, but the model should not be subdivided in engine. You can, however, texture bake that high poly sub-d detail down to the low poly model, as I explained in the video :)
what I have learned when it comes to sub-d modelling is that you can model your basic shapes in an almost geometric way and then throw a sub-d modifier in order to get the basic shapes you want. you can then sculpt and bake the details you want on top of that
Agreed for that example however if you can put the seam on a position where its a bit hidden I would rather do that instead never the less good content