Комментарии:
is there a way to set a uniform texel density without the ZEN UV addon?
Ответитьsuppose i want to export this to UE5, Do I have to bake each texture set individually in this case? and what about the space it wastes in UV map after we adjust the Texel Density?
ОтветитьWhy are you unwrapping before applying the bevel?
ОтветитьDuring this process, is it important to consider the scale of an asset? Does the scale of an object affect the resolution of the textures?
Would it be good, for example, to work with real scales within the scene? or the scale of the objects does not have to do with the whole process of the density of texels? thanks :)
Question about game assets: If you're factoring in the context of a whole asset pack, where some materials might be shared by many assets (eg a chrome band or an emissive surface), wouldn't it be more optimized if you split out the parts of the object to assign reusable materials to them?
Ответитьawesome
ОтветитьI don't get why I would scale down all these UV Shells to get consistent Texel Density and Waste all that Texture space on all those different texture sets.
ОтветитьI don't have his degree of knowledge but I think if he deploys the mesh properly the N-Gons would not be a problem in Marmoset.
Thanks, if you can tell me I have the Mamoset license.
And thanks for your videos talent and knowhow
Thank you for this awesome tutorial. i kept getting stuck with texturing and this is the light I needed.
ОтветитьI am new to Blender and this two addons are really great, Your tutorial was a real life saver, Thank you so much !!!
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Beware that mirror and baking don't play well together!
ОтветитьHow do you unwrap UV without marking seams?
ОтветитьHello, I have a question, so after setting TD to all the islands, do save the image textures one by one? and then when u import the model the into blender as FBX, do you need to reload the textures one by one to its correspondent mesh part of the door? a video explaining those would be helpful please.
ОтветитьPerfect as always
ОтветитьIs it necessary to keep the UV's of the hidden faces of a mesh with an applied solidify modifier, going from blender to substance?
ОтветитьWhat addons are you using in this tutotial?
ОтветитьTruly wonderful tutorial. A number of concepts here I only half understood, and so I've been experimenting with this type of thing for a LONG TIME, mostly with half-assed results. Also, didn't know about those two add-ons. Half my problem is trying to do things in Vanilla Blender one just can't do. Thanks.
ОтветитьGreat tutorial, really enjoyed it. I hope to find vanilla tutorials with the same quality.
ОтветитьTip for a game: take a shot of whiskey or rum every time artifacts appear. It's fun trust me. 4/5 of my friends recommend this. (Don't ask what happened to the fifth friend.)
ОтветитьNice. Thanks.
ОтветитьThis should be shown at the next developer summit as an example how much pain in the ass the Blender UV Editor is, compared to other solution. The unwrap solver produces unbelievable stupid solution. You have to spend so much time, to achieve certain quality, even on simple low poly models. I love Blender and use it over 10 years, but this should be addressed in 3.x,x. There are Add-ons of course, which ease the pain, but still stuck in this editor.
Ответитьnot having watched 5 seconds of this, thank you so much
ОтветитьNice explanation. I'm not an expert in this field, but I think it's ok to have two or three materials per object as game asset, especially if that object is a bit more complicated. But obviously if we can use just one, that would be the most optimized version. This method is fine for fully dynamic lights in the map. But if someone wants to use lighting baking under the UE4, well in that case overlapping UVs will cause trouble with light maps.
ОтветитьCould you use multi udim, for game assets?
ОтветитьSuper useful!!! Thank you!!
ОтветитьHello Josh, great tutorial as usual. Quick question, isn’t more efficient when doing the texture sets, to assign the already created checker pattern and just make it as a copy and change the name, instead of having to add and image texture in every piece every time?
ОтветитьHow do you make it so that you get squared textures when giving a new material?
Ответитьthanks
ОтветитьIs there a way to see and set Texel Density without any add-ons?
ОтветитьYou make complicated things easy. Thank you very much! :-)
ОтветитьIs there a way you know of to unfold without automatically packing? Or being able to pack without changing scale? Haven't found a way without add-ons...
ОтветитьAlways super useful info from this channel! Thanks so much for always taking the time!
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