Make A Level With Just A Few Textures (Blender + Unity Tutorial)

Make A Level With Just A Few Textures (Blender + Unity Tutorial)

Thomas Brush

2 года назад

66,611 Просмотров

Ссылки и html тэги не поддерживаются


Комментарии:

a3Dadventure
a3Dadventure - 24.09.2023 05:16

what would be the parameters to find and collect/create new "master textures" like this, that can be applied to many objects in the scene?

thanks again for sharing your workflow

Ответить
Not K¡nt@ N@om¡
Not K¡nt@ N@om¡ - 06.09.2023 02:39

This is so freaking amazing! Exactly the kind of style I want for one of my games too! And should allow me to make assets for another as well! So flipping awesome!!!

Ответить
David Taylor
David Taylor - 25.08.2023 20:10

This Video helped me so much THANK YOU Felipe!

Ответить
Bodhi M
Bodhi M - 25.08.2023 07:11

This is an awesome tut. for learning concepts AND workflow. I honestly love that you integrated so much of what others post as separate 30+minute videos into a short demonstration of work.

Ответить
Scott_itall
Scott_itall - 09.05.2023 08:17

Would love to see this with the Wave Function Collapse.

Ответить
Christian Bengtsson
Christian Bengtsson - 02.05.2023 17:11

Cool concept and nice workflow. But fire doesn't cast a shadow ;-)

Ответить
Orus
Orus - 23.04.2023 16:48

I've been doing 3D modeling for quite some time as a hobby, and more often than not I've done a custom texture for each of my models. I love the cartoony styling of the kind used in World of Warcraft and similar games and that has always been the vector of my learning curve - to create cool stylized models. I recently came across a special program that allows you to export models from WoW. Just thought I'd use it for self-study, analyze how they make models in a big company, etc. And what was my surprise that 90% of all models use this technique for texturing objects. It was a big surprise to me, as I used to think that nowadays most of the developers make super complex textures with Substance Painter/Designer, do complex baking AO maps, normals, roughness etc. (Of course to improve the effect of trim sheets can add additional normals and so on :D) But even pure albedo map can give such a cool result. So now I started to appreciate such textures a lot more because they have just incredible variability and creative process.

By the way, for blender is a good addon DeepBum, which allows you to make maps of heights and normals based only on the color map. Very useful if you have such a trim sheet but want to add more depth to your textures without sculpting and baking detail from high-poly models. And especially considering the current development of AI for generating pictures, many of them already have a tile image generation feature, which expands the potential for creativity even more.

Ответить
Thomas Haury
Thomas Haury - 01.04.2023 07:39

How do I add unity textures to blender?

Ответить
cockatielfamily
cockatielfamily - 25.03.2023 12:35

your a gem, thank you for your amazing words of wisdom

Ответить
NAnd
NAnd - 10.03.2023 01:28

why was the wall at 95 degree for so long in the beginning its driving me insane

Ответить
K Lynn
K Lynn - 06.03.2023 16:25

So in a scenario where you have a dungeon with like say 100+ tiles, would you still keep the tiles separate objects to avoid sharing UV map?

Ответить
Cloud 19
Cloud 19 - 21.02.2023 11:56

Where did you get the particle effects?

Ответить
DrPsychotic
DrPsychotic - 18.02.2023 12:27

nice fast paced tutorial, except you forget to mention how to do some things like importing the model from blender to unity which is what I came for so ill keep looking

Ответить
ReddPursuit
ReddPursuit - 10.02.2023 01:42

Holy moly that's some beautiful work, man. I'm inspired!

Ответить
DogOnAKeyboard
DogOnAKeyboard - 11.12.2022 00:07

Would this way of working also work well if there are normal, roughness, metal texture maps? I wonder specifically about normal maps if they would have abrupt edges or weird shading because of picking apart the map. Would people create their pieces, with the diffuse and other maps, then bake those building blocks to have their own normal maps if they wanted the edges to be beveled?

Ответить
James Kelly
James Kelly - 14.11.2022 20:07

I've been experimenting to figure out an art pipeline for another game engine. I discovered that Blender has box mapping which will let you map a material to a surface in a manner like Hammer Editor without having to manually mess with UV mapping.

Ответить
LUCID
LUCID - 10.11.2022 12:58

That's genius, thank you so much! I've learned alot in this Video.

Ответить
Dani Kogan
Dani Kogan - 09.11.2022 02:08

Amazing Video Felipe!!!
Such a chocolate voice!
Incredible info and amazing work <3

Ответить
Andrei Mikhov
Andrei Mikhov - 09.08.2022 22:22

Simple, interesting and educational. Thank you Thomas and Philippe!!! You are Indie-Gods for me.

Ответить