Texturing for Unreal 5 without UVs for Multi-Billion Poly Environment in 3D Coat - Part 1

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  • čas přidán 12. 06. 2021
  • Instagram: / tenitskyart​
    You can ask me questions on the discord server here - / discord
    Artstation: www.artstation.com/tenitsky
    3D Coat 2021 used
    Reference photo pack used - www.fotoref.com/products/anci...

Komentáře • 19

  • @artofox
    @artofox Před 3 lety +1

    Oh this is awesome, Im so interested in mastering this :)

  • @jeromeian9848
    @jeromeian9848 Před 3 lety +1

    love 3dcoat love u

    • @AntonTenitsky
      @AntonTenitsky  Před 3 lety +1

      Thank you Jerome, simple comments like this help the channel going

  • @aeonbreak4728
    @aeonbreak4728 Před 3 lety +2

    awesome! can you also do this for the id masks and texture in mixer without having UVs?

    • @AntonTenitsky
      @AntonTenitsky  Před 3 lety

      Well you create materials in mixer and then use them in Unreal as i understand. So should be fine

    • @aeonbreak4728
      @aeonbreak4728 Před 3 lety

      actually i wanted the final obj to work on blender. Apparently mixer needs the obj to have UVs which i hate doing for concept. so i find it weird that unreal allows for texturing like that. i guess ill try to export for unreal to blender then!

    • @cgooch_
      @cgooch_ Před 2 lety

      Any growth on this process for either of you? I want to execute concept art but have little interest in efficient modeling and unwrapping. I want to sculpt, poly paint, send to unreal, light the scene and then send it all to photoshop.
      Curious how much technical space can be circumvented.

  • @sergeisarichev3651
    @sergeisarichev3651 Před 3 lety

    looks awesome man, when's part 2? :)

    • @AntonTenitsky
      @AntonTenitsky  Před 3 lety

      it'll be out in few days :)

    • @sergeisarichev3651
      @sergeisarichev3651 Před 3 lety

      @@AntonTenitsky my current work around that is a bit more time consuming but gives more freedom later is retopo and UV in zbrush atleast then i have UVs, but skipping that step would be awesome

    • @sergeisarichev3651
      @sergeisarichev3651 Před 3 lety

      @@AntonTenitsky hope you're alive man :P

  • @user-ri9nt1hq6f
    @user-ri9nt1hq6f Před 3 lety

    请一定要更新完哦,会3dcoat,正好需要和虚幻5搭配的流程!

  • @gabocavallaro
    @gabocavallaro Před 2 lety

    Thank you very much for this tutorial, technique is amazing!! one little question ive seen that due to nanite reduce the triangles of mesh in distance texture could experiment a notable popping effect, also showed at the end of in this tuto..czcams.com/video/ln2TOz_TDpA/video.html how do you avoid that? It´s really not showing in your video exaple, is cos you are just using a really really dense mesh? Thanks in advance

    • @AntonTenitsky
      @AntonTenitsky  Před 2 lety +1

      to be honest, i don't know :) i haven't had issue with my scenes

  • @RunTheTape
    @RunTheTape Před 2 lety +1

    Take a look at this about using the vertexcolor info directly: czcams.com/video/WafALLVTp0k/video.html

    • @AntonTenitsky
      @AntonTenitsky  Před 2 lety +1

      Yeah, but the idea was to have rgb masks and ability to swap materials. So my method is more advanced :) but thank you for the link

    • @RunTheTape
      @RunTheTape Před 2 lety +2

      @@AntonTenitsky yeah but using triplanar global mapping will not let you animate (position/,rotation,etc) part of your meshes. There are other solutions, like a local triplanar mapping algo. But those don’t come cheap (heavy on the gpu).
      Anyway, baking the maps into vertexcolor might be the future for uvless workflows.

    • @AntonTenitsky
      @AntonTenitsky  Před 2 lety

      @@RunTheTape yeah, you are correct. I was planning to bake to vertices for the next project :) that video has useful material set up in unreal