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Blunderbuss - Texture Painting Setup - Island margin - Part 8 

Grant Abbitt
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10 сен 2024

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Комментарии : 115   
@bryansailer5927
@bryansailer5927 3 года назад
Great explanation on preparing objects for texture painting. Over the past year I have learned the quality of the final project is a slow process. Anyone watching these tutorials should understand the length of time required to complete a project of this size. The length of the video is great for the amount of information that is being covered.
@brunomassimino8853
@brunomassimino8853 3 года назад
Is very kind that you also teach why you do certain things, what issues it may cause and how it fits into a game asset workflow. That's very valuable on a blender tutorial cause most of them don't actualy show any kind of workflow logic. Thank you for this series, you deserve a lot more!!!
@GriffinSteve15
@GriffinSteve15 3 года назад
Whoa texture painting workflow is different from what I was expecting. So much work
@frankyouandgoodnight.1423
@frankyouandgoodnight.1423 3 года назад
The next episode is the 1 I have been waiting for, I really want to start doing all my stuff with texture painting. Nice one Grant 👍
@GreenHatAnimation
@GreenHatAnimation 3 года назад
@Corey Parker I recently discovered the "Cinema HD" app for android, has everything, but its not on desktop, Bluestacks gets it going but it uses a lot of RAM to run, but great for phones :) ill take a look at flixzone :)
@cesarvilafuji
@cesarvilafuji 3 года назад
the better blender tutos hehe thnx dude and hello from venezuela
@KaiBuskirk
@KaiBuskirk 3 года назад
Don’t Forget to Watch to Completion! It’s a great lesson!
@muyilong9458
@muyilong9458 3 года назад
finally ! the texture tutorial is here !!! I am screaming ! thank you !
@jedinht77
@jedinht77 3 года назад
thank you for the longer detailed videos. they are the most informative.
@thecanaeggplant2937
@thecanaeggplant2937 3 года назад
Omg i am so surprised, just yesterday, i was working on a drone. And there were lots of small details so i decided to seperate all of them and colore them individualy. Nice to see you doing the same. Because it felt quite messy when i did it.
@GlideReal
@GlideReal 3 года назад
I'm ur biggest fan!!!! I love ur videos!!! 👍👍👍👍
@sebastianmontrose488
@sebastianmontrose488 3 года назад
Great lesson Grant. I never would have known to break the model up into all those parts. Can't wait for part 9!
@KaiBuskirk
@KaiBuskirk 3 года назад
Yah man! You rock! #1
@KaiBuskirk
@KaiBuskirk 3 года назад
Made your first view completed the watch! You rock! Greatest Teacher ever! Keep on Smiling !
@SirB3ast
@SirB3ast 2 года назад
Great tutorials, but that part where you justify the position of the sight got me real hard hahaha. When someone doubts you, tell them "it's magical" haha, gonna use that one!
@fribiesdi
@fribiesdi 3 года назад
Looking forward for more... I'm all up to date here, model with retopo, duly unwrapped and with app parts seParated here. Standing by further lessons, Mr. Grant Abbitt.
@Enyl_Stray
@Enyl_Stray 3 года назад
Just perfect, as always
@Berilac
@Berilac 3 года назад
Can't wait for the next one. Keep 'em coming!
@KaiBuskirk
@KaiBuskirk 3 года назад
Well done as usual!
@CGBit
@CGBit 3 года назад
NICE !
@indmych
@indmych 2 года назад
Great video! And 504 thumbs up/0 down! That's pretty cool.
@__Rizzler__
@__Rizzler__ 3 года назад
Nice
@bovineox1111
@bovineox1111 2 года назад
I imagine the margin is a fraction of the texture space where 1.0 is the whole width. This means that a margin of 0.010 will be a differing number of pixels, depending on the texture size, so at 1024 it would 10.24 (there's a surprise) and twice that for 2048. This is because the UVs are floats between 0 and 1 (typically) to enable allow the UVs to be agnostic of the texture dimensions, i.e. you can reduce the texture size and the islands will still map to the same area on the texture, even though your original was 2048 say and you're using 512. It's a guess but it's a well educated guess or a reasonable assumption at least.
@jasperbrooks2118
@jasperbrooks2118 3 года назад
also, that's the reason you want to have as few or, at least fewer UV island, bec. the bleed takes up space, and each new island needs even more bleed . . last, .png are actually compressed, if you have pixels, that are the same color, or transparent . . . but, if you paint with a realistic rock texture, I think the bleed sort of, gets really weird, not sure, ie. not just one color . . also, the textures that are generated, and work like LOD's for textures, are called 'mipmaps' . . standard procedure is, if have a 1024x1024, it makes a smaller 512x512, then 256x256, when importing to game engines . . that's where compression can cause ' errors ' along seams, so it looks like, the more you zoom out, the ' worse ' it gets . . happens bec., you don't see this but, the compressed textures are swapped in, on the go . . . this happened, bec. before mipmaps, there were a lot of errors, when zooming out, and mipmaps are the answer but, it also means you need a certain ' bleed ' area, so the compression doesn't create ' semi ' color, esp. noticable in high-contrast textures or, so on . . . anyway, there's been LOD's on textures for a long time, since early 2000, and I THINK all game engines use it, Blender also has this problem, try and create a black texture, set ' bleed pixel ' to 1, and ' fill ' it with a white, so inside the UV's are white . . then try zooming out and, see what happens, the completely why model zoomed in, should get ' darker ' lines, around the UV seams . . . in Godot, not all game engines are the same, it uses OpenGL, atm . . you need quite a lot, I found 24 pixel bleed, for a 1024 texture is needed . . but, in Blender the number is lower, for some reason, ie. mipmap seams appear after zooming much further out . . Unity, other engines might have a different number . . . anyway, that's how you fix those things, if they happen, or so . . . .
@3dblend38
@3dblend38 2 года назад
Thanks. I find the unwrapping process quite complicated and tricky
@bexymathew9668
@bexymathew9668 3 года назад
Great video 😀😀😀
@Julix00
@Julix00 3 года назад
I have a beginner question. Generally if you have an object and you want to add more than one texture (for example 5) to it. First thing you do is marking seams and uv unwrapping. But what if instead of painting it I'd like to add for example PBR materials or image textures? Should I split the model into parts, unwrap and texture them separately? Or is there another method? I can't find the answer
@Julix00
@Julix00 3 года назад
Okey i found a way to select all polygons of uv island (just select one polygon in edit menu and click L) and then I can easily add a new material to it :) there is a mess after moving and scaling all that uv islands but i don't know how to do that in a different way.
@thecanaeggplant2937
@thecanaeggplant2937 3 года назад
Grant i came here from udemy and i was watching your character cours. I am wondering if its a good practice to use shade smooth - flat in terms of exporting that object to a game engin like unity. Or its better to subdivide the object and bake some maps and get that smooth look ?
@pineappleparty1624
@pineappleparty1624 3 года назад
You can do both if you are doing LODs. Will it be one model or a few versions with lower polycount?
@thecanaeggplant2937
@thecanaeggplant2937 3 года назад
@@pineappleparty1624 Lets say one for both, ı will learn more about LODs.
@pineappleparty1624
@pineappleparty1624 3 года назад
@@thecanaeggplant2937 If I were you I would make all of the models in the LOD smooth shading. Your closets up model will have the most detail obviously so make that one look the best with separate pieces(in blender) if it actually makes the smooth shading look better. I used to use sharp seams but it has been a few years. IDK if that still works. It wont matter too much on weapons and items. If it were trees you plan to have 4k of then make those optimized lol. Also if you are going for realism you could spend the time to make extra maps like AO, bump, shiny-ness(not the right name) and just add those to your closed LOD. I hope that helps.
@Rlifshitz19
@Rlifshitz19 2 года назад
For some reason my hammer, the circle and square object on the one side of the weapon dont do what the rest of the weapon does. Did I miss a step?
@grabbitt
@grabbitt 2 года назад
Check your object origin
@ethanc1368
@ethanc1368 Год назад
In the texture paint tab, I am not able to paint on the flint(separate piece) even though it is selected and has the same material as the main part of the gun. What am I missing? I appreciate the feedback.
@ethanc1368
@ethanc1368 Год назад
I think grant actually just joined the 4 objects without mentioning it in the videos.
@grabbitt
@grabbitt Год назад
You can jump between objects with alt q
@ronniechatterjee6490
@ronniechatterjee6490 3 года назад
I missed the flint and the screw to join to the textures gow can I join it now when I go to colour it ,it shows texture missing
@grabbitt
@grabbitt 3 года назад
Link the materials
@letsimprove3258
@letsimprove3258 3 года назад
hi i really enjoy your video, but i want to ask what's the purpose of uv editing in this texture painting? thank you
@grabbitt
@grabbitt 3 года назад
See my video on how to make models
@GM-hb1vr
@GM-hb1vr 3 года назад
Hi Grant, I clicked on your link for your drawing course but sais that the coupon is invalid.
@grabbitt
@grabbitt 3 года назад
Thanks I'll look into it
@_N0el_
@_N0el_ 3 года назад
Twice in a row :)
@auri5226
@auri5226 3 года назад
Bit of an off-topic request but I thought I'd post it on the (currently) latest video. Do you have any tips for sculpting/modelling hair and would you be interested in doing a video about it? I went through your full character workflow playlist but couldn't find the point at which you redid the hair. I've tried the common and "easy" technique of using curves, but when it comes time to retopologise for a game ready model, they just don't bake well. Most professionals I see are sculpting the hair, but I just can't wrap my head around it. I tried remeshing the individual curves (after converting to mesh) into a single object in an attempt to clean them up, but even then it felt like the wrong way of going about it, because it just created more mess. Booleaning them together didn't work well either, with a lot of the geometry going missing. I'm guessing the best way would just be to sculpt it all as a single object, I'm just not confident in being able to sculpt at that level of detail.
@grabbitt
@grabbitt 3 года назад
Look up hair cards
@jessed6838
@jessed6838 3 года назад
Thanks for the tips about island margins when reducing texture image sizes for import to game engines etc! I took your character creator course on gamedev, and I believe you said that having small island margins and/or bleed (4-6px) was fine as the default 16px was overkill.. So that's what I've been using. But after inspecting lots of professional models, I was always seeing large amounts of island margins and (excessive) 'bleed' from the texture painting and wondering why??? I guess this explains it!
@grabbitt
@grabbitt 3 года назад
Yeah for a character we are less likely to reduce by that much
@jessed6838
@jessed6838 3 года назад
@@grabbitt That makes sense. In general, I like to paint on much higher resolutions, and reduce as needed later. So this is very good information to be aware of! Thanks for the clarification :)
@davenacx
@davenacx 2 года назад
Hello how are you? When you press CTRL+Tab would it be the PieMenu Add-on? Thanks...
@grabbitt
@grabbitt 2 года назад
no its built into blender not an addon
@davenacx
@davenacx 2 года назад
@@grabbitt My Blender is not active this option, but thanks for your attention and for this tutorial, thank you
@muhammadfauzi3799
@muhammadfauzi3799 3 года назад
Hi grant, how about we use bool tool to joint the verteces?
@grabbitt
@grabbitt 3 года назад
Yes you can do that
@serhiikotliarov7159
@serhiikotliarov7159 Год назад
Why can't I see the flint part in Layout? In Modeling I see it somehow. Any ideas?
@grabbitt
@grabbitt Год назад
Check your outliner
@serhiikotliarov7159
@serhiikotliarov7159 Год назад
@@grabbitt thank you! I clicked something there and it helped but I am not sure what. I guess the "eye" symbol was there before as well.
@Adel508Tkd
@Adel508Tkd 3 года назад
Please.... How can i make a game ready rope? I can't curve it or make it look realistic or idk how to make a correct texture for it..
@GriffinSteve15
@GriffinSteve15 3 года назад
I'm pretty sure grant texture paints his game ropes. He has a video where he kinda shows it.
@grabbitt
@grabbitt 3 года назад
Yes texture paint or textures in general
@7MdIbrahimOz
@7MdIbrahimOz 3 года назад
Can you please make a motion track and green screen tutorials
@jasperbrooks2118
@jasperbrooks2118 3 года назад
one thing, I think using separate objects, if you use smooth shading, causes some problems . . it's sort of, ' cheap ' normal maps and, many use them, also when baking normal maps, you get nicer results, if both objects, hi + low, are in smoothing, the normal map sort of ' uses ' the smooth shading, or so . .
@Scorpionork
@Scorpionork 3 года назад
would it be possible to have a tutorial on repetitive patterns for armor, like the ones on Steppenwolf form the Snyder Cut. would come really handy for sculpting and sketching, thank you !
@IndianaJoe3
@IndianaJoe3 3 года назад
Would the eyedropper tool work to take colors from the reference image?
@grabbitt
@grabbitt 3 года назад
You can yes in paint mode
@literallyjeff
@literallyjeff 3 года назад
Just hazarding a guess that "Margin" is UV units. ie. normalized 0-1 percentage of the texture space
@84giampiero
@84giampiero 3 года назад
did you come back to ver 2.92?
@grabbitt
@grabbitt 3 года назад
I think I have always been in that. Can't remember I jump between them but nothing I mention has changed between versions
@yezzzsir
@yezzzsir 3 года назад
Magic sight lol!
@pineappleparty1624
@pineappleparty1624 3 года назад
It looks like the only gun you would ever get in Raft. "here's a gun finally but you can't aim." lol
@Colteal
@Colteal 3 года назад
hey, just short question. Are you going to make it look like in the example? I noticed that those are only materials for now.
@grabbitt
@grabbitt 3 года назад
I am
@grabbitt
@grabbitt 3 года назад
I am
@Colteal
@Colteal 3 года назад
very nice, really looking forward :)
@pineappleparty1624
@pineappleparty1624 3 года назад
Random question. I remember a few years back some people in game dev chats were talking about making one large texture to hold the UVs of all the objects in the game lol. I'm sure this is an old school practice but I don't know what actual optimization it gave. Is that something useful still? Sorry for the weird question lol.
@grabbitt
@grabbitt 3 года назад
It's very common actually
@pineappleparty1624
@pineappleparty1624 3 года назад
@@grabbitt Cool =]
@mateoselj
@mateoselj 3 года назад
Amazing video as always 69th like btw :)
@DacArtpsy
@DacArtpsy 3 года назад
will there ba a one more part, adding those details?
@grabbitt
@grabbitt 3 года назад
They'll be a few
@JulesRosser
@JulesRosser 3 года назад
Has anyone found a way to prevent the Paint Mask button from being enabled by default every time you change object? Or a shortcut?
@grabbitt
@grabbitt 3 года назад
It won't once you turn it off for the first time
@JulesRosser
@JulesRosser 3 года назад
@@grabbitt thanks for the reply! I'll rewatch the video later to see if my experience matches yours. I had to manually click it once for each individual object, which seems unnecessary
@narutardsquad9391
@narutardsquad9391 3 года назад
Sir !!! When do you gonna upload next part i love to learn from you its very easy to learn from you
@grabbitt
@grabbitt 3 года назад
Probably Monday now I got a bit ill
@narutardsquad9391
@narutardsquad9391 3 года назад
@@grabbitt ohh sad to hear this may god bless you with very good health sir
@Satalax
@Satalax 3 года назад
My max bleed is 8px i can't increase it to 16px like you did. Blender 2.93
@grabbitt
@grabbitt 3 года назад
Just type it in
@bexymathew9668
@bexymathew9668 3 года назад
Will you make a video about great tips about modeling, it is bugging me for a while.
@bilgenathan7085
@bilgenathan7085 3 года назад
Can you make a intermediate tutorial series about hardsurface rigging, there is literally 0 free content on the youtube. All of them for 90 dolars. I am so sad
@HarnaiDigital
@HarnaiDigital 3 года назад
Sir what's your age. I'm curious.
@grabbitt
@grabbitt 3 года назад
43
@HarnaiDigital
@HarnaiDigital 3 года назад
@@grabbitt wow that's really cool. Appreciate your Hardwork in that age. Keep it up. My father is 47. Respect+😄
@FrancescoSorrentino74
@FrancescoSorrentino74 3 года назад
Hi Grant. This is part 8 not part 7...
@grabbitt
@grabbitt 3 года назад
Thanks. Lost count👍😀
@_N0el_
@_N0el_ 3 года назад
How did He get 1k subs within 1 day?
@DileepKumarv76
@DileepKumarv76 3 года назад
Hello brother i am from india, i saw ian huberts this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RxD6H3ri8RI.html at 50 times and tried to do it but could not do it, camera trigonometry trick, like following camera to object, Ifollowed all the steps step by step but the result did not come, can you explain me how Please help please brother.
@odinniereece4096
@odinniereece4096 3 года назад
Are u aware that 1 object can have multiple UVs?? 🤔
@grabbitt
@grabbitt 3 года назад
Yes
@odinniereece4096
@odinniereece4096 3 года назад
@@grabbitt if you make a mistake while unwrapping, like putting the islands very close to each other, and you have already started painting, you can make a new UV map properly unwrapped and bake the colour to the new UV🤷🏿‍♂️..
@odinniereece4096
@odinniereece4096 3 года назад
@@grabbitt btw its a well explained video
@davoa4665
@davoa4665 3 года назад
First
@anyshit2236
@anyshit2236 3 года назад
1st view
@jasperbrooks2118
@jasperbrooks2118 3 года назад
last, I made a tutorial, about how to make auto-good topology, that's generated for you . . it's latest video on my channel, but you seem like a better teacher, or so . . might wanna give it a look, and see if you can use it, also one never needs to use a high-poly sculpt, to make nice human characters, works on slower computers . . . anyway, it's a bit long, maybe you could compress it down, also use it to make a dragon, and a horse, really fast, just different loop cuts, after that, it's just cleaning up, adding more detail loop cuts and, booom . . instant good topology, for most creatures or, such . . .
@grabbitt
@grabbitt 3 года назад
I'll take a look at some point🙂👍
@_N0el_
@_N0el_ 3 года назад
Ello im the first viewer
@_N0el_
@_N0el_ 3 года назад
I cant see other peoples comments
@KaiBuskirk
@KaiBuskirk 3 года назад
Drag down to refresh
@_N0el_
@_N0el_ 3 года назад
@@KaiBuskirk worked :D
@KaiBuskirk
@KaiBuskirk 3 года назад
@@_N0el_ I had the Same Issue! #GrantAbbitt advocate!
@HarnaiDigital
@HarnaiDigital 3 года назад
Why Am I late? So sorry for being Late.
@shahrear7699
@shahrear7699 3 года назад
1st view😍
@TheFissionchips
@TheFissionchips 3 года назад
Sorry, after weeks of silence, I have to say something. A Blunderbuss is a short range 'elephant' gun, equivalent to a big 'sawn off' shotgun. The scope looks RIDICULOUS and should not be there. Use some logic in your models, dude.
@grabbitt
@grabbitt 3 года назад
It's a long range scatter gun for special forces. Pretty sure I saw the British army using a similar thing in recently conflict
@_MohammedAziz
@_MohammedAziz 3 года назад
First
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