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Mid-poly Game Art 

PzThree
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A quick chat about creating Mid-poly 3d models. Looking for Blender 3d resources? Check out my website for links to assets, addons, discord, and more.
www.pzthree.com/

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22 июн 2024

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Комментарии : 14   
@edwrd4178
@edwrd4178 19 дней назад
You make the best 3d modelling and game art tutorials on RU-vid. Thank you for all these videos.
@Just-CDR
@Just-CDR 19 дней назад
Nice to have some more in-depth videos about game art :)
@mahkhardy8588
@mahkhardy8588 19 дней назад
Cool seeing your explanations in a game setting then hopping into Blender, kinda clicks, nice, thanks.
@andallicansayis
@andallicansayis 17 дней назад
amazing! can i be your blender buddy?
@YakOfArt
@YakOfArt 19 дней назад
This video is a GEM! So glad I found it. Subbed!
@kickskii
@kickskii 19 дней назад
Thanks for the insight
@joseterran
@joseterran 19 дней назад
this is so good
@theromanian8194
@theromanian8194 19 дней назад
Nice Sire
@chipjaybo6663
@chipjaybo6663 19 дней назад
I just naturally defaulted to this workflow. I got a couple addons early on, and it felt natual
@shellwermir
@shellwermir 19 дней назад
more about game art, please.
@serwizzart
@serwizzart 19 дней назад
Nice video. Currently learning about Trimmsheets and its amazing. Could you tell me when you would use a UV Atlas? I have only heard about it once and the second time was in your last video, what is it used for and why would you want to use it? Thanks in advance!
@SkeleTonHammer
@SkeleTonHammer 19 дней назад
Typically you would atlas a UV because one great way to optimize game assets is to have as many assets as possible all using one texture map and thus one material. For example, let's say you have several models: a ketchup, mustard, relish, salt, pepper, plate, fork. You could give them each their own material, but these objects are small and could all occupy space on one big texture. In the game engine, this means only one texture being sampled and often batching them together, fewer draw calls, and so on. Things like this allow major speedups. It's not always possible to atlas things though. Large objects demand their own space if only to maintain texel density as desired. For decals, especially small decals, you should always atlas them for the same exact reasons.
@apemant
@apemant 19 дней назад
There's also texture arrays, where you have an array of equally sized textures in the shader, and then for each vertex you need to store an index, which is the index of the texture that the face is using. Probably some pros and cons to consider there.
@kagan8579
@kagan8579 5 дней назад
@@SkeleTonHammer Can you pls give me a good article, or video .. about uv atlas? Im hearing this first time
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