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3D Coat UV Mapping - The UV Path Tool 

Industry Tuts
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7 сен 2024

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Комментарии : 18   
@harrysanders818
@harrysanders818 Год назад
I love how convenient 3D Coat is for retopo cause of its seamlessnly integrated UV tools you can use alongside the process. Even though you might unfold and pack these elsewhere, it makes it so well rounded, almost like a Ninja retopo app!
@harrysanders818
@harrysanders818 Год назад
Awesome T Rex btw
@nsevv
@nsevv Год назад
Yup it is actually fun to retopo in 3dcoat.
@jaaferelsadig
@jaaferelsadig Год назад
I really appreciate these 3D Coat tuts
@industrytuts5272
@industrytuts5272 Год назад
Thanks, I appreciate the kind words. I hope I can keep these interesting and useful. As always suggestions are welcome too!
@jaaferelsadig
@jaaferelsadig Год назад
@@industrytuts5272 Anything on the new modelling tools would be welcome :)
@industrytuts5272
@industrytuts5272 Год назад
@@jaaferelsadig Yea, been meaning to do one around the modeling tools in 3D Coat. I'll try and put something together soon. Keep the suggestions coming 👍
@industrytuts5272
@industrytuts5272 Год назад
@@jaaferelsadig I have a new video covering some basic modeling coming online shortly. Keep an eye out for it✌
@jaaferelsadig
@jaaferelsadig Год назад
@@industrytuts5272 Fantastic! Just saw it thank youuu
@harrysanders818
@harrysanders818 Год назад
More Islands also mean more vertex splits, meaning less performance in game engine
@industrytuts5272
@industrytuts5272 Год назад
Totally agree! I started my career in the game industry, and that was a real performance issue we had to work around years ago. Modern day game engines handle this so much better, but I still try and keep the same principles. Fewer cuts unless absolutely necessary. Plus, I actually have always enjoyed retopology and UVs. I may be the odd one out, since so many people really seem to dislike the process (I think it's mostly due to time constraints and deadlines thou). 😁
@harrysanders818
@harrysanders818 Год назад
@@industrytuts5272 Ahaha, I 'm with you, I really like it too. There are few moments more satisfiying in the process than achieving a clean translation from a high poly to a low poly that is almost indistinguishable form your high. That said, with modern tools and engines, more time freed up for art than optimization is a huge plus. However, efficiency will always be important in game dev, it's facets only change and weights shift over time. Vertex Splits (sharp edges or UV seams) increasing the count won't likely change, they also have a severe impact on Unreal 5 Nanite meshes. Besides performance, build size is also still a concern, and with every split it will increase per asset. But yeah it is always a balance also. Too complex, no golden rules, but certainly good guides.
@pieralessi7426
@pieralessi7426 11 месяцев назад
Hello, I have seen several UV Mapping videos but no one explains what to do next with the map or how to take it to paint or place a material or texture, thank you.
@industrytuts5272
@industrytuts5272 11 месяцев назад
Thanks for the comment, really appreciate it. I'll be making some new videos on building layered smart materials. Not sure if that's something you'd be interested in but thought I would mention it here 👍
@pieralessi7426
@pieralessi7426 11 месяцев назад
@@industrytuts5272 Thank you for responding, I have been trying to learn how to properly master this software but as many of us know the oficial learning support is very poor and the few paid courses (Udemy) are apart from old ones very focused on modeling, if we add the criticisms received Because of other users, I have more doubts about purchasing them.
@DevGods
@DevGods Год назад
Are you using a 3D mouse?
@industrytuts5272
@industrytuts5272 Год назад
I am, and I absolutely love it. It's a game changer for me.
@industrytuts5272
@industrytuts5272 Год назад
@Shubham Bhosale I'm using default settings. It's all about the 3d mouse.
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