How to Optimize Mesh in Blender for GAME ENGINES
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- čas přidán 7. 04. 2024
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Can you provide the games titles where we can see your assets ?
very cool thank you for this video
"Те кто говорят, что нельзя использовать нгоны... просто незнают как ими нужно пользоваться" - превращать в трисы.... ГЕНИАЛЬНО
This was actually very useful
So... 😏 Is it generally a good idea to clear all the sharp edges before exporting? AND what comes first? Triangulating or unwrapping?
New vision. Great. I really love that new philosophy
As usual really good and useful information from you Ryu (Josh is probably creating a 5 minutes design video with a cube right now). It would be cool to see a re topo game assett heavily influenced by sub d, where reducing the subdivision level in the low poly drastically change the main high poly shape of the object.
lol, and reg the subd, well just make sure that you can still bake onto the LP, that is basically the guideline there
good job ponte
Before ChatGPT-3 was severely degraded, I tried to make a plugin that would select every other row. I managed to get it to work with 3 steps as opposed to what I wanted (selection of a row with perpendicular lines and have it select those as checker deselect). I guess if you try with the paid version, it would work.
quite technical, especially at the last part, I think I need to watch all the meshmachine3 tutorials first.
I don't get the part where UVs are not affected by the one segment bevel. Should UVs be made after the mesh has gone through triangulation retopology?
No. Get this and learn how to do it properly. www.blenderbros.com/the-blender-bros-hard-surface-game-asset-course-2-0
He's back!
I wasn't aware I was gone.
Great video, but you miss one part - exporting mesh to game engine :(
Just Export fbx and import to for example unreal or Unity or maybe godot(then use gltf) and drag into the file system and then import
@@semydev... Wait until you do , lighting issues , lod issues , baking complications ... This is bad practice ...
@@1989johno so… how to? I’ve done it like this for many years
@1989johno Yeah, I don't understand how that's bad practice. It's been done this way for decades.
Would really be good to see your approach to modelling following a 2d concept
plenty of vids where i do that
Star =M3+2
I think there is a bit of misunderstanding here
Quads are the kings of 3d modeling but that doesn't mean that you should have your game-ready models in quads
That means you should always have a quad-meshed version of your model in case if you ever want to go back and edit it.
I mean everybody knows how easy it is to work with quads and make selections
But when you talk about game game-ready assets that you want to import into the game engine?
Yeah you are right
So I think it's better to not mix these two facts together
Love your content