dude i’ve been watching a bunch of blender tutorials and i’ve NEVER been told about the decimate modifier. While there are more tedious ways do make models more low poly, this changed my life. thank you wise man.
that's because you haven't been looking for game making tutorials.. the decimate modifier is VERY used, especially when modding games or optimizing while not losing too much detail, however it is pretty bad practice unless you know how to transform all those triangles into squares.
It depends on the type of meshes you're making, but in general I think I would recommend trying to target a lower poly-count in the first place if you can If you're making very high detail meshes I recommend checking out tutorials on "retopology" as it's an often necessary step of the 3D modelling workflow Otherwise if you just need a quick-and-dirty way of reducing a mesh's triangles if clean topology isn't necessary or you just don't care (background scenery for instance) then decimate is perfectly fine
For production this is absolutely useless. For your roblox game it is probably useful. For production you should make your model low-poly then subdivide, add details and bake the shading from the high poly to the low poly via normal map texturing. Depending on the model this is not possible so you start high poly and then retopologize manually. Quad remesher doesnt work because the edge flow is completely random, just an algorythm that finds the fastest way to make your model full quads until some amount of polygons. That means there are poles where there shouldn't be and this has a significant impact on rendering and deformation.
@@Something-3d It isn't. Saving the amount of faces/vertices through decimation modifier saves a lot of memory and potential operations through the CPU. Though, you must be careful about the quality/optimization ratio at times, because it might not be worth it. Honestly, I'd like to hear your opinion about it
interesting, I havent played roblox in over 10 years or more now, as a 3d artist, I have to admit this was a pretty cool video, I think the whole separate by material is really unoptimized, but I know nothing about the roblox game engine. If you're doing mid ploy modeling, I will always recommend learning how to do local topology, not only you can get even a lower poly count but you can also get a more clean topology with better supported lighting and disturpiotoin on lighting, also it would make life easier when UV unwrapping and rigging/weight painting.
Separating by material does tend to be less optimized than keeping everything a single mesh and using a custom material, but it's mostly a convenience/stylistic/performance tradeoff. I imagine most Roblox devs do it because It's convenient and can look decent enough, but yeah there is a tradeoff to be had
separating by material is a terrible idea - as a 3d modeller that has made models for roblox games before using image textures works far far better, and you don't have to do any stupid material separating. also texturing in roblox studio is lazy and Stupid. ico spheres SUCK because quad topology is better so you should use subdivided cubes - and if you want a more spherical look to subdiv cubes, add a smooth modifier as well. other than that pretty decent video
NEVER use the decimate modifier. Bad shading bad uvs cant rig. Its not worth it. Either model without the subsurface modifier or retopo later or find a different solution. DONT USE THE DECIMATE MODIFIER
I have been modeling for a long long time, and tbh I use every single method in this video. But Trust me if you guys ever think of going from roblox studio to unreal engine or unity. They will throw you out of the industry, these methods are so so inefficient but then again its roblox so its ok
While the decimate modifier is cool, the geometry that it gives is terrible and "unstable", so its a nightmare to work with the geometry (texturing, etc.), if you're going for a solid color model then its fine, anything else and the decimate modifier is terrible, you could invest in learning retopo or a remesh addon instead
if i export a roblox player model from blender, properly separated, would i still be able to import rigs from dummies onto it? or would i have to find a way to model around an existing dummy and lock everything to a new one imported in studio?
like i used the roblox rig as a base. its kinda modeled like how phighting models are, but im not too sure if itll work properly with imported rigs from blender like how they do on dummies imported directly into roblox studio from roblox studio itself
THIS DOES NOT WORK, i export my model from blender to roblox and my model is nonexistant , like its MINITURE i even gave it a scale 500 AND STILL NOTHING
I've always just been using asset manager and manually exporting each individual mesh... is what you showed in the video a better way of going about it?
if you use a reference you're taking a 2d image and making it 3d by yourself, so thats "fair use" so u cannot be sued or anything for it. also u wouldnt even get a copyright strike or anything because most artists dont care that some 12 year old used their art for reference for some roblox game