Hardsurface Modeling Techniques for Games

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  • čas přidán 27. 10. 2023
  • In this presentation, I would like to show my techniques in modeling the airplanes assets for the game Wings Of Heroes, providing examples of each step of the process til the final model textured. I will show very cool techniques to achieve high quality models as you will see in the aircrafts I have been doing for this project.
    Agenda:
    - High Quality Lowpoly Model techniques
    using Blenderonly
    - techniques Substance Painter-like
    - What details should you save for Painter?
    - Reference research
    Lowpoly techniques
    - Fast prototype with booleans/cleanup
    - Uv techniques / Addons
    - Topology techniques
    The audience will learn about making high quality lowpoly models game ready with no highpoly needed.
    "Hardsurface Modeling Techniques for Games" by Pedro Augusto --
    Learn more about Blender Conference 2023 at conference.blender.org/2023/
    #BCON23 #b3d
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Komentáře • 34

  • @arejustpolygons8890
    @arejustpolygons8890 Před měsícem +1

    The best blender lecture I have seen In a lot time!!!!!!!!!!!

  • @GuidoWorship
    @GuidoWorship Před 7 měsíci +3

    BR na Blender Conference! Que orgulho!!!

  • @BamBttv
    @BamBttv Před 7 měsíci +7

    it really made me smile to see how proud of himself he is 33:40 and how it seems like he really enjoys doing that !

  • @samihimas
    @samihimas Před 5 měsíci +2

    Really great work!

  • @WarriorOfModernDeath
    @WarriorOfModernDeath Před 8 měsíci +1

    Very informative! Learned a lot! Much thanks to Pedro!

  • @LauraMakesStuff
    @LauraMakesStuff Před 8 měsíci

    This BCON is on fire! 🔥 So much interesting stuff. I've been making a bunch of airplane models myself lately, as part of a side project, and it's great to see some of the techniques I've been using in Blender are used at a professional level like this.

  • @arejustpolygons8890
    @arejustpolygons8890 Před měsícem

    Nice lecture

  • @Igoreshkin
    @Igoreshkin Před 7 měsíci

    Good presentation

  • @spejarn
    @spejarn Před 7 měsíci

    I think i'm gonna have to learn the paint stuff properly, i knew that you could do all this but i didn't know how, looking at the slides it seems a lot simpler than i thought.

  • @21Liberdade
    @21Liberdade Před měsícem

    The step about texture painting the details hadn't cross my mind, then again, I'm not advanced. The only issue about it that I can think of is that you can't add or automate the addition of imperfections to those details since they're not actual geometry.
    You'd have, like he was doing, hand paint those in with a different layer.
    He should probably look into the Fluent Materializer addon (or smth similar). That's pretty much Blender's Lite version of Substance Painter

  • @cruzz1474
    @cruzz1474 Před 8 měsíci +2

    thanks Igor 3K.

    • @ritpop
      @ritpop Před 8 měsíci +1

      kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk

  • @cyrkielnetwork
    @cyrkielnetwork Před 8 měsíci +1

    Those old renders looks to good. The isssue is in the near future we will have problem with finding references, beouse it would be to hard to distinguish original references from renders.

    • @GZWA
      @GZWA Před 8 měsíci +2

      I've thought about this same issue. Working in architecture I have clients showing me pristine renders that they find online as references and then are disappointed when real world building equipment gets added to the space.

  • @cupcaketyrantdar2483
    @cupcaketyrantdar2483 Před 5 měsíci

    Which Blender remesher does he refer to at 10:14 ?

  • @ivomirrikerpro3805
    @ivomirrikerpro3805 Před 8 měsíci +5

    This technique is traditional and fast but not the future. If you watch the ship building process in Star Citizen and how they are able to achieve high quality assets minimum overhead. In a nutshell they avoid bespoke textures in place of shared libraries of decals, tiling textures, and parallax occlusion mapping (realistic looking height/normal maps). The ships are models using bevels with face weighted normals to allow tiling textures without UV maps. The process in all allows efficient ships that can scale from a snub to galaxy class huge.

    • @chasingdaydreams2788
      @chasingdaydreams2788 Před 7 měsíci +1

      How does face weighted normals and bevels allow tiling without UVs if I may ask?

    • @AssassinDUDE666
      @AssassinDUDE666 Před 7 měsíci +1

      @@chasingdaydreams2788 maybe they mean edge decal normals? its pretty standard in environment design in games. And lets be honest here, star citizen ships are environments.

  • @jovlem
    @jovlem Před 8 měsíci +2

    Does someone know if there is a tutorial what he is doing at 18:40 ?

    • @RichieVichie
      @RichieVichie Před 8 měsíci +1

      Sure dude, he is texture painting bump map. Ryan King have a detailed video on it (How to Texture Paint Bump Maps in Blender)

  • @biano3d
    @biano3d Před 8 měsíci

    Awesome workflow , great approach to create highpoly and textures with Blender . Parabens Pedro, mandou bem demais !🤘👏

  • @Crisoberillo81
    @Crisoberillo81 Před 8 měsíci +1

    What CAD software is he refering to at 10:30?

    • @justinnewall5704
      @justinnewall5704 Před 8 měsíci +2

      Fusion 360

    • @fireme2008
      @fireme2008 Před 8 měsíci

      @@justinnewall5704 I don’t think it is, he says it’s like fusion 360 but free, does anyone know what it is?

    • @Crisoberillo81
      @Crisoberillo81 Před 7 měsíci

      @@justinnewall5704 it says: "it's like fusion 360, but it's a free software"

  • @sendercorp
    @sendercorp Před 8 měsíci +1

    Sendercorp we bring peace to, the universe.

  • @user-dx1no8ht2c
    @user-dx1no8ht2c Před 8 měsíci +2

    you need to understand that players don't care how many details your models or textures have. that does not affect fun in gameplay whatsoever. in fact, it is bad because it only forces you to buy expensive hardware. it slows down performance. it consumes more power. generates more heat. with no benefits to the game whatsoever except a moment of "oh looks nice". is it worth it? I think not.
    "perfection is achieved not when there is nothing left to add but when there is nothing left to take away" - antoine de saint-exupéry

    • @adriank8792
      @adriank8792 Před 8 měsíci +14

      You're dead wrong. Graphics do matter, and most people will agree with me on this. Performance is important, but so are the visuals. If you struggle to find money to keep your PC upgraded and ready for modern games, 3d is probably not the right field for you

    • @user-dx1no8ht2c
      @user-dx1no8ht2c Před 8 měsíci

      If that were true then Minecraft wouldn't be the most popular game. John Romero disagrees as well, look up his interview on game development.
      The facts don't support your statements. High density graphics are like beautiful women - the looks get boring fast.@@adriank8792

    • @googleslocik
      @googleslocik Před 8 měsíci +3

      Weird take.
      If people didnt care ... then why AAA games sell the most? Why dont we use 1998 visuals?
      Life goes on, the standards of today become that of yesterday, kids in 3 generations wont care about our toys or our media, we will be the boomers then screaming at clouds.
      And you think that if hardware wouldnt improve it would be cheaper? Bro, you see food get cheaper? Labor is labor, cost of producing anything always go up.
      Quoting a guy who didnt create visual art in his life dosnt help your case.

    • @daveloomis
      @daveloomis Před 8 měsíci

      ​@@googleslocikWhile I agree with most of what you said, Saint-Exupéry is quite a famous artist... You should look him up.

    • @nosirve9458
      @nosirve9458 Před 8 měsíci +2

      i'm sorry but I don't agree. I sometimes play games only for the visuals.