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Hi, where can i get your mirror script?
Ответитьlove you man you save me
Ответитьi once sculpted 111 brcks and for moment I thought this isn't for me only to realise that I could have learned Designer in that time and save so much memory and time. i had to watch this again ebcause I need to texture this big wooden crane and I cannot fit uvs in the 0 to 1 uv space without loosing the texture resolution, I thnk masking technique is really good for large scale assets, I am finally gonna learn this technique, thanks fo making the video.
Ответитьanyone knows if that rotation/mirror tool code was ever shared?
ОтветитьHere is the mel script. Its just this one line
polyMirrorCut 1 1 0.001
What’s the code for the mirror tool?
ОтветитьWow... the more I learn about 3D Art, the more I realize I could never break into the game industry. I start to think I might be ready for a junior position at least, and then there's always a mountain of things I don't know. Specifically making textures, trim sheets, and most of the texturing process past UV mapping is extremely difficult for me, despite trying to learn it multiple times. I wish I had what it takes
ОтветитьThis was soo good!
ОтветитьOMG so useful thank you
ОтветитьWhat a talk!!!
Ответитьwas trying to access Timo's artstation that's referenced at the end of video, but all of his artworks seem gone, anyone knows what happened?
ОтветитьCan always combine meshes - can even be done just before the game/level kick off. I do this in unity a lot or rely on SRP which is kind of okay but will eat bandwidth
Ответитьmaking modular roof pieces is killing me
ОтветитьGood info, one tip though: watch out for verbal ticks, you said “go ahead” about six times in the first two minutes alone, and you punctuate nearly every action with “go ahead” and it’s really distracting after a while 😂
Ответитьit feels criminal to be able to watch this for free
Ответитьi have learned a lot! thank you for this suberb tutorial!
ОтветитьTHE BEST OF THE BEST YOU CAN GET FOR ENV STARTER INFO IN THE MARKET, LOVE THIS.
ОтветитьGodsent! Thanks for the valuable information!
ОтветитьAlrighty!🙃
ОтветитьHow would you add normal edge wear to the tilable textured modular pieces?
ОтветитьThank you
Ответитьthanks for this as this was an amazing refresher and probably helped fixed some of my issues with modular parts. Also I would like the mirror tool as it is so much more quicker than the normal way.
ОтветитьWhat do you mean by is the wall 2 variant or 1 variant, irt naming it with a number 37? I am unclear.
ОтветитьGreat eye opener!
ОтветитьThe grid technique is so simple yet SO USEFUL. You'll have reference now on how your texture will fit even if it's on BLOCKOUT stage. I'LL DO THIS FROM NOW ON.
ОтветитьThis was super helpful. Great presentation and insights
Ответитьas a uni student studying this stuff and trying to perfect my craft, stuff like this is absolutely priceless!
is that mirror tool available anywhere as it would save so much time and i need it haha thanks!
can you share that mirror option code if you can its good ,do we need to bevel the corner or we are making high version of wall so we can use baking later for smooth edges . lots of confusion.
ОтветитьCan you share the mirror script? Looks like a very powerful tool
Ответитьloved the video thanks
ОтветитьSorry, dont understand your accent, man.
ОтветитьHi you mentioned you would be happy to share the mirror script, yes please:)
ОтветитьTo help with your export have a look at Maya's game exporter, it's in the File menu, it will allow you to leave your assets in its location and it will zero them all for you upon export. Thank you for this amazing break down.
ОтветитьHow do some games look like the models have baked bevels / normals on almost everything? How do they do that & stay optimized? can that be done with trim sheets? or is that some kind of in engine beveling trick like blenders bevel node
ОтветитьMeters for the win! Thanks, very informative video
ОтветитьThank you so much for this!
ОтветитьSo many universally good tips and tricks that are even valuable for a Blender user like me. I'll come back to this video a lot of times, that's for sure!
ОтветитьHow do you make materials as a material artist or do you just take pictures of real environments? Also do people use kits for materials too?
ОтветитьGod you solve me so many questions about kits.Really Thanks for this!
ОтветитьMan,,,,,, I've been waiting for a video like this for years. I wish I saw this back in 2018.
Ответитьgreat tutorial but the sound can be improved 🤔
ОтветитьAMAZING TUTORIAL.. I'm working on a project right now that is totally in line with how I have to alter my workflow. Thank you for summarize the process. These methods absolutely will allow me to make better products for my clients!
ОтветитьEarly on I see it mentioned that kit based workflows are restricted by Game Object and Draw call limits. Usually games that decide to go with a kit based workflow should optimize their engines for moving static assets into just huge single vertex and index buffers and then the static scenery can be passed through GPU culling etc and never touched on the CPU again. For static scenery there shouldn't be a game object / draw call limit unless the engine is not designed for the workflow.
This does increase the cost to unlocking and then moving static geometry, but that should be rare.
Masterclass dude...I appreciate the free knowledge drop...👍
Ответитьhow in the world do you use a fast food mic for your presentation? 😭 But amazing presentation never the less
ОтветитьSo well put together, thanks to Jon for his perfect delivery and big ups for sharing this here!
ОтветитьI have a question, hopefully someone can answer. The interior faces are kept between modular pieces as this helps prevent against light leaking and negates the need for double-sided shading. But doesn't this waste space on your lightmap UVs? How would you get around those unnecessary bakes? I would imagine with modular assets, those add up quickly.
ОтветитьHello Jon! Thank you very much for the seminar, I would like more information about mixing geometry with a surface using Dithertemporalaa, namely how to properly prepare the geometry to implement this effect.
ОтветитьSuch a well made breakdown. Answers some specific questions you seldom find addressed elsewhere. Thanks much!
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