Moltenbolt
Moltenbolt
  • Видео 62
  • Просмотров 709 276
Make Low Poly Models Look AMAZING With This Simple Gradient Trick!
Learn how to use gradient textures in Blender to achieve stunning results while maintaining incredibly optimized texture sizes! Thanks to @Sr_Jueves3D on Twitter/X for sharing this method!
Vicente Moscardo Ribes (@Sr_Jueves3D)
Twitter/X: @Sr_Jueves3D
Artstation: www.artstation.com/vimori
Incredible Article on Gradient Texturing: itch.io/blog/797457/optimization-of-3d-texturing-for-mobile-games-definition-of-the-gradient-texturing-process-and-analysis-of-its-efficiency-and-performance-in-engine
Awesome Free Gradient Atlases:
Jamesdev (the one used in the video): milkandbanana.itch.io/gradient-color-pallete
@Imphenzia: imphenzia.com/assets (Click on Textures to find his amazing PixPal palette, it'...
Просмотров: 98 425

Видео

Reviewing The NEW Huion Kamvas 13 Gen 3 (Plus Critter Design) #huion #review
Просмотров 3,6 тыс.3 месяца назад
Thank you to Huion for sending me this tablet to test drive! You can get your own Kamvas 13 here: Huion Store Link: bit.ly/47cnlpn Huion (Amazon Canada) Store Link: amzn.to/47cFKCn Become a channel Member to get access to exclusive perks: ruclips.net/channel/UCpoApzS1DN MPCsv0enMiAjoin ✨Get 10% off a Blenderkit subscription and support the channel by using my affiliate link✨: www.blenderkit.com...
I Created a FREE SciFi Asset Pack and They're for YOU
Просмотров 6663 месяца назад
Get these FREE, CC0 assets at any of these places: Patreon: www.patreon.com/posts/its-here-first-111492002 Itch.io: moltenmaps.itch.io/molten-maps-scifi-pack Gumroad: moltenbolt.gumroad.com/l/moltenmaps-scifi Become a channel Member to get access to exclusive perks: ruclips.net/channel/UCpoApzS1DN MPCsv0enMiAjoin ✨Get 10% off a Blenderkit subscription and support the channel by using my affilia...
The Evil Necromancer's Lair Blender 3D Environment Timelapse
Просмотров 1,1 тыс.4 месяца назад
The Evil Necromancer's Lair Blender 3D Environment Timelapse
37 Blender Tips for Phenomenal Cosmic Power
Просмотров 7 тыс.5 месяцев назад
37 Blender Tips for Phenomenal Cosmic Power
FREE Substance Painter Alternative? Ucupaint! Blender Step-by-Step Tutorial
Просмотров 34 тыс.5 месяцев назад
FREE Substance Painter Alternative? Ucupaint! Blender Step-by-Step Tutorial
External Painting Software Live Link to Blender with Ucupaint
Просмотров 116 тыс.5 месяцев назад
External Painting Software Live Link to Blender with Ucupaint
Huion Inspiroy Giano REVIEW
Просмотров 2,1 тыс.7 месяцев назад
Huion Inspiroy Giano REVIEW
PERFECT Blender Edge Control with this 1 Trick
Просмотров 31 тыс.7 месяцев назад
PERFECT Blender Edge Control with this 1 Trick
Uncover Secrets to Cute Character Modeling in Blender!
Просмотров 1,3 тыс.8 месяцев назад
Uncover Secrets to Cute Character Modeling in Blender!
Uncover Secrets to Cute Character Modeling in Blender! Part 3 Rendering
Просмотров 5028 месяцев назад
Uncover Secrets to Cute Character Modeling in Blender! Part 3 Rendering
Uncover Secrets to Cute Character Modeling in Blender! Part 2 Props
Просмотров 8239 месяцев назад
Uncover Secrets to Cute Character Modeling in Blender! Part 2 Props
Uncover Secrets to Cute Character Modeling in Blender! Part 1 Modeling
Просмотров 2,5 тыс.9 месяцев назад
Uncover Secrets to Cute Character Modeling in Blender! Part 1 Modeling
How to Make 2.5D Art in Blender with Grease Pencil
Просмотров 93 тыс.9 месяцев назад
How to Make 2.5D Art in Blender with Grease Pencil
Blender Environment Tutorial for RPG's - Blender Virtual Tabletop!
Просмотров 4,3 тыс.10 месяцев назад
Blender Environment Tutorial for RPG's - Blender Virtual Tabletop!
Blender’s Secret Weapon for Texture Painting - How to Use Quick Edit's Texture Projection
Просмотров 75 тыс.11 месяцев назад
Blender’s Secret Weapon for Texture Painting - How to Use Quick Edit's Texture Projection
I Hear You - Channel Update
Просмотров 1,5 тыс.11 месяцев назад
I Hear You - Channel Update
Ucupaint Step-by-step Guide for Procedural Stylized Materials in Blender
Просмотров 16 тыс.Год назад
Ucupaint Step-by-step Guide for Procedural Stylized Materials in Blender
How to Texture Paint Like a Pro in Blender: Easy Beginner's Guide with Ucupaint
Просмотров 113 тыс.Год назад
How to Texture Paint Like a Pro in Blender: Easy Beginner's Guide with Ucupaint
Robot Character Design Timelapse
Просмотров 1,2 тыс.Год назад
Robot Character Design Timelapse
Free Teachers for Beginner Artists [Part 3]
Просмотров 2,6 тыс.Год назад
Free Teachers for Beginner Artists [Part 3]
Free Resources for Beginner Artists [Part 2]
Просмотров 8 тыс.Год назад
Free Resources for Beginner Artists [Part 2]
Free Tools for Beginner Artists [Part 1]
Просмотров 10 тыс.Год назад
Free Tools for Beginner Artists [Part 1]
Unlock Your Artistic Potential: Drawing with the Shape Carving Method
Просмотров 8 тыс.Год назад
Unlock Your Artistic Potential: Drawing with the Shape Carving Method
Unveiling the Drawing Tools That Changed Everything
Просмотров 5 тыс.Год назад
Unveiling the Drawing Tools That Changed Everything
Unlocking the Secrets of Blender Grease Pencil Animation
Просмотров 43 тыс.Год назад
Unlocking the Secrets of Blender Grease Pencil Animation
Scifi Environment Thumbnails - Clip Studio Paint Timelapse
Просмотров 544Год назад
Scifi Environment Thumbnails - Clip Studio Paint Timelapse
Animating My PNGTuber Avatar - Blender Grease Pencil 2D Animation Timelapse
Просмотров 787Год назад
Animating My PNGTuber Avatar - Blender Grease Pencil 2D Animation Timelapse
BLENDER Grease Pencil Animated Short - Curby Episode 1: Vape Credit
Просмотров 1,6 тыс.Год назад
BLENDER Grease Pencil Animated Short - Curby Episode 1: Vape Credit

Комментарии

  • @PandaMoniumHUN
    @PandaMoniumHUN День назад

    You don't even need textures for this, just write a fragment shader that interpolates between two colors depending on the fragment Y coordinate. You can pass the model minY and maxY coordinates as uniforms to the shaders to correctly normalize fragment Y between [0, 1].

    • @moltenbolt
      @moltenbolt День назад

      Ooh, nice! People have suggested this but no one has explained exactly how, thank you! 😁

  • @krishnasolanki9780
    @krishnasolanki9780 2 дня назад

    Bro how to download auto reload from the disk. I use drag and drop option but it don't show preference option like your. Plz guide me

    • @moltenbolt
      @moltenbolt День назад

      Auto Reload is actually now available as a Blender extension! You can get it from the extensions menu in preferences 😁

  • @Alchemistake
    @Alchemistake 2 дня назад

    way back when i was in school, i got a+ on graphics course: if you are using a basic gradient, if the pixel in viewport hits a non integer coordinate in uv e.g. 12.38 it will take average of 12th pixel on UV map and 13th pixel on UV map. so even with 64 pixel texture you are not losing that much data. be cause im pretty sure that inthe middle value will be same as higher size texture.

  • @mathghamain
    @mathghamain 3 дня назад

    Thanks for the tutorial.

    • @moltenbolt
      @moltenbolt 3 дня назад

      Thanks for watching! 😁

  • @chiguirolover
    @chiguirolover 4 дня назад

    it would be so awesome to have a single image with a lot of gradiented hues and have every model in the game have that as a texture

    • @moltenbolt
      @moltenbolt 4 дня назад

      Its totally doable too! 😁

  • @lv99redchocobo
    @lv99redchocobo 4 дня назад

    Would you happens to have any recommendations for Grease Pencil animation tutorials? I have created a character, i created a storyboard, I created an armature, I have everything in my head ready aaaaand, I can't find a tutorial to help me figure out how to do the actual animating part? As a youtube study type, I don't have anyone to go to for help and have not been able to find a vid bring something from grease pencil drawing, to armature, to animation, then to publication. I know you're the guy to ask @Moltenbolt <3

  • @advladart
    @advladart 4 дня назад

    just saw an 80 lvl post featuring this. Its rlly cool, I've been using the palette style texturing for a while now but didn't think to use gradients.

    • @moltenbolt
      @moltenbolt 4 дня назад

      Ya! 80 lvl covered the person I learned this from! 😁

  • @ObviouslyPoptart
    @ObviouslyPoptart 5 дней назад

    ive been doing this for a while since i started copying the artstyle of some objects i saw in a roblox game called road to grambys this trick is sometimes used in like those sloppy simplistic simulator games which is like the first instance of me seeing this trick used still really neat trick that alot more people need to know

    • @moltenbolt
      @moltenbolt 5 дней назад

      For sure! Based on the comments I've had since posting the video, it's not necessarily the most optimized method, but it's a lot of fun, and can spice up low poly models a bit 😁

  • @nitrox5915
    @nitrox5915 5 дней назад

    Make sure your textures per color are at least 4 pixels wide if you try to put them in a game that'll try to use mipmaps.

    • @moltenbolt
      @moltenbolt 5 дней назад

      Ooh, good tip! Thank you 😁

  • @TheFilipFonky
    @TheFilipFonky 6 дней назад

    How to handpaint like a BOSS: be good at photoshop daaaaaamn bro i didnt know that thanks

    • @moltenbolt
      @moltenbolt 5 дней назад

      It also helps to know how to paint some 😁

  • @benceblazsovics9123
    @benceblazsovics9123 6 дней назад

    another tip: press tab to turn on snapping for moving minis. if your grid is not with 1m^2 units, snapping units can be set aswell.

  • @AetherXIV
    @AetherXIV 6 дней назад

    excellent introduction for people's first character

    • @moltenbolt
      @moltenbolt 6 дней назад

      Thank you kindly! 😁

  • @Frank_Art
    @Frank_Art 7 дней назад

    the page you linked has the 2048 versopn, what program you use to make the 64x64?

    • @moltenbolt
      @moltenbolt 6 дней назад

      I used Affinity Photo, but any image editing software will work. Krita, Gimp, pretty much any of them 😁

  • @dermott575
    @dermott575 7 дней назад

    Everyones talking about using smaller textures for optimisation. Why is no one talking about not using textures at all, and making Gradients form UV coordinates, I do this all the time in UE.

    • @moltenbolt
      @moltenbolt 7 дней назад

      Many comments have mentioned this as a viable alternative, def gonna try it out 😁

    • @hydrocosmo
      @hydrocosmo 7 дней назад

      I actually went from this method to doing just that in conjunction with Ucupaint. It's basically the same as this except you have a ton of control over the gradients spread, change colors on the fly, etc. It just requires more knowledge of Blender's tools to pull off.

    • @moltenbolt
      @moltenbolt 7 дней назад

      @@hydrocosmo For sure. I flippin love Ucupaint. 😁

    • @dermott575
      @dermott575 6 дней назад

      Don't get me wrong, textures are super easy to use, its nice to see them in other packages when uving etc. But if we are speaking performance, math-based gradients are the way. You can always use textures as a template for uving, then in engine us math gradients.

    • @moltenbolt
      @moltenbolt 6 дней назад

      @@dermott575 This is why I love comments. I legitimately learn things all the time! 😁

  • @DeathSugar
    @DeathSugar 7 дней назад

    I wonder who tf makes 2k textures for lowpoly?

    • @moltenbolt
      @moltenbolt 7 дней назад

      Apparently some people do 🙃 others have mentioned it in the comments

  • @pingoo044
    @pingoo044 7 дней назад

    how did you hide the selected overlay at 3:20 to better see the model ?

    • @moltenbolt
      @moltenbolt 7 дней назад

      I think the hotkey is Ctrl+Alt+Z? Or Shift+Alt+Z. Im not at my pc right now but its one of those 🙃

  • @thegooberator
    @thegooberator 8 дней назад

    I think this is really cool and was surprised at how simple it is.

    • @moltenbolt
      @moltenbolt 7 дней назад

      It's a fun process for sure hehe 😁

  • @DimosasQuest
    @DimosasQuest 8 дней назад

    This is really cool. I was wondering something, is there a reason you are painting in your light into your texture instead of using a light?

    • @moltenbolt
      @moltenbolt 8 дней назад

      Thanks! And it's simply because I enjoy handpainting the textures 😁 it's good painting practice and at the end I have a neat little 3D model!

    • @DimosasQuest
      @DimosasQuest 7 дней назад

      @@moltenbolt 100% good reason to do so. I love doing this in my 2d art, so make sense to also do it in 3d if it is just for fun and practise.

  • @dannaglia
    @dannaglia 8 дней назад

    Great plugin, fantastic tutorial. Two quick questions: 1. I know I can bring in pbr images into a layer. but is it possible to use a procedural texture on a layer? I was able to get some combination using a mix shader node, but I'm hoping there's a more straight forward way to do that with the add-on. 2. is there any way to create clipping mask? (IE: draw one layer, and then have my second layer only draw within the bounds of layer one). Thanks!

    • @moltenbolt
      @moltenbolt 8 дней назад

      Thanks! To answer your questions: 1. In the Mask section at the bottom of the Ucupaint menu, click the + icon to open up a list of mask options. In that menu are 'generated' masks which are procedural. I cover this in detail in this video: ruclips.net/video/fHb3F0xwJ9c/видео.htmlsi=GY_5lmf9iyQXbw1A 2: yep. You can use any image as a mask by choosing the add new layer as mask option or by selecting an image from the mask menu. Hope that helps! 😁

    • @dannaglia
      @dannaglia 6 дней назад

      Thanks! 1. I was hoping to be able to send an existing pbr to a ucupaint layer from the asset browser. (In the same way you can use an image based texture). Perhaps a future update might have this functionality. 2. I was missing a step. "Open available image as mask", and then selecting the layer/painted area I wanted to clip to.

    • @moltenbolt
      @moltenbolt 6 дней назад

      @@dannaglia You can open downloaded PBR files with Ucupaint, either as single PBR images, or the entire texture set. Under the "New Image" options, there's "Open Images to Single Layer" and "Open Images from Material". Those should let you import and entire PBR texture set that you got from Polyhaven or CC0Textures, etc. I'm fairly sure it should work from the asset browser as well, since the decals work that way, but not 100% sure. 😁

  • @kardelennisausta
    @kardelennisausta 8 дней назад

    can you help me pls; I installed the add-on you wanted, but when I want to select the image editor, it does not appear.

    • @moltenbolt
      @moltenbolt 8 дней назад

      I think in the most recent versions that it works automatically, without needing to manually select the image editor. If it doesn't, try checking the github page for an updated version, maybe that will help.

    • @kardelennisausta
      @kardelennisausta 8 дней назад

      @@moltenbolt thank u I will try it

  • @ericlizama8552
    @ericlizama8552 8 дней назад

    Another optimization for Kane Emanuar’s Nintendo 64 romhack…

  • @cowboi459
    @cowboi459 9 дней назад

    Nice subject!

  • @Illasera
    @Illasera 9 дней назад

    This is bad science and mostly without profiling; Arguments here do not take into account the way drivers, textures and shaders work. the difference mostly will be in VRAM but the guy's method of small scale texture might still be slow. And that is because once you use a texture; you bought the farm; there will be overhead that will take a big chunk of your performance; from that point , 64x64 vs 2048x2048 becomes less important. (If you are using a 64x64 texture; you may as well make a shader that gets a dataset (encoded in a texture, that dictate base color and gradiation values) and calculate it EVERY TIME; could be faster than getting a 64x64 texture and you can insert your entire game's textures into a single texture that reads values on how to generate the pixels gradiation). *The only thing i am unsure of; is how to make it work with UV coords. Now; going forward; the right direction will be to combine multiple small textures into a bigger atlas texture, but remember; atlas textures requires offsetting (Searching for the proper texture coords) that also costs performance. *Once more; it becomes quality vs VRAM vs speed.

    • @moltenbolt
      @moltenbolt 9 дней назад

      Very comprehensive, thank you! 😁

  • @biobak
    @biobak 9 дней назад

    I model for the N64 where every single bit of texture memory saved is important. To keep file sizes as low as possible, my gradients are literally TWO pixels. One for each extremity of the gradient. I've modeled shoes, complete with soles, a rim and even a shine on the top, with ~25 tris and a single 16*4 texture. bilinear filtering is fantastic for gradients

    • @moltenbolt
      @moltenbolt 9 дней назад

      Yeah Im gonna try it with just the two extremes, lots of people have suggested just 2 pixels hehe

    • @RealSDM2
      @RealSDM2 2 дня назад

      hi biobak!

  • @thomaskaldahl196
    @thomaskaldahl196 9 дней назад

    btw did u know u can select all faces with a similar area using Shift + G helps with the selection u were doing at 3:08

    • @moltenbolt
      @moltenbolt 9 дней назад

      Ohhh sweet! Nice tip, thank you 😁

  • @sayuriartsy5108
    @sayuriartsy5108 10 дней назад

    Wouldn't it be even smaller if it was expressed as vertex attribute paint?

    • @moltenbolt
      @moltenbolt 9 дней назад

      Vertex colors have been recommended a bunch to me as an alternative, I'm gonna check them out for sure 😁

  • @imberny
    @imberny 10 дней назад

    Such a good tutorial (minus the nyehs, don't miss those). After my 3rd rewatch I figured I should leave a comment.

    • @moltenbolt
      @moltenbolt 10 дней назад

      For sure. I stopped after that video and the Voltorb tutorial. Early days for me while I was figuring out my format - and hard for me to watch now hahah. But the tutorials are more concise and less distracting without them 😁

  • @wedgebeard
    @wedgebeard 10 дней назад

    Holy crap, is there a way to "thumbs up" this video even harder, 'cause daaaaaamn, this video is solid gold. +1 for Android Arts, I've been keeping tabs on Arne's site for years, and it's such an awesome place.

    • @moltenbolt
      @moltenbolt 10 дней назад

      Hahah thank you 😁 ya Android Arts is always super inspirational!

  • @rayfer.
    @rayfer. 10 дней назад

    How much of an impact will this make on performance if the textures aren´t gradients?

    • @moltenbolt
      @moltenbolt 10 дней назад

      I imagine that the image size is the most important aspect in optimizing performance. I don't think the pixel content would change much at all.

  • @kenoben007
    @kenoben007 10 дней назад

    Feliz jueves

  • @lex_darlog_fun
    @lex_darlog_fun 11 дней назад

    A small hint from a technical artist: using this approach, you should either import textures as uncompressed OR make all the ramps 4 pixels wide (due to the way compression works).

    • @moltenbolt
      @moltenbolt 11 дней назад

      Ohh thank you! I will implement that in the future hehe 😁 Cheers!

    • @lex_darlog_fun
      @lex_darlog_fun 11 дней назад

      @@moltenbolt If you build for mobile, different compression algorithms use blocks of various sizes. But most of them use 4x4 blocks. I, personally, prefer just uncompressed textures, because: a) they have literally the best quality possible with zero artifacts, b) they cost almost nothing anyways. With those, you could technically get away with each ramp being just one pixel. But to get proper filtering at oblique angles without crunching anisotropic filtering too much, you might want to make ramps thicker than 1 pixel anyways. I ended up making 1D-texture atlases (not just ramps, there are a plenty of use cases for those) 4px wide anyways. Not a huge cost for saving yourself from a ton of headaches. And keep in mind that garbage software like photoshop LOOOOVES to add an extra blurred semi-transparent pixel border when resizing. So if you do it there, you better off resizing the ramp to the output resolution first (as a separate image) and THEN copying it to the atlas. Otherwise, you might get blurry pixels on the borders between ramps, which are basically wasted for nothing. And, as a final note, if you want to have a ramp which is a blend of other two, you can plan your atlas in such a way that these "keypoint" two would be next to each other. And then, by placing your UVs on a line between those pixels, you can get such blending for free, just by utilizing texture filtering.

  • @Domarius64
    @Domarius64 12 дней назад

    It's because the bilinear texture filtering that the GPU does for you, does most of the gradient work at a low resolution, you should be able to go very very small... until of course neighbouring pixels from other colours start to bleed in.

    • @moltenbolt
      @moltenbolt 12 дней назад

      That seems to be the consensus, that I gotta be careful about color bleed. Some folks said it could potentially even be just 2 or 4 pixels because of the interpolation. Kinda neat!

  • @Lowwaels
    @Lowwaels 12 дней назад

    body you killed time thanks from game dav

  • @rmjrmj4
    @rmjrmj4 12 дней назад

    I know the prices may very so no point in bringing that up, but if I didn't have a Tablet already this really sounds like a good deal. "Deuces!" P.S, I also love your little guy you made, seems like a cool MON, would also love to see the evolution big stack get completed one day too.

    • @moltenbolt
      @moltenbolt 12 дней назад

      Might make the big fella for practice at some point hehe 😁

  • @lorderectus1849
    @lorderectus1849 12 дней назад

    Let me see you do that with .x export and import using unreal engine!

  • @eqz666
    @eqz666 12 дней назад

    I am an Art Director at a VR company, and since Meta Quest architecture is not very powerful (as it is basically just an Android phone forced to display 4 K resolution twice!), I used this technique a lot. The game is called Toy Trains, and 90% of assets use one 2 K texture with a matrix of these gradients crammed into a corner. The rest of the space was used for more detailed textures ;) (And still, 40% of this texture stayed blank because this technique was so efficient)

    • @moltenbolt
      @moltenbolt 12 дней назад

      Woah, that's awesome to know! Yeah, I like the technique a lot. It's kinda fun 😁

  • @kmanL3G3N3D
    @kmanL3G3N3D 13 дней назад

    Does it work on subd models?

    • @moltenbolt
      @moltenbolt 13 дней назад

      It should work on anything with UVs, ya 😁

  • @fadepanther6224
    @fadepanther6224 13 дней назад

    So, I guessed the 64 was on the right, however it was a mixture of things that led me to say that. If you had come out of the gate and said "Here's two models" then left them there for a moment, I wouldn't have guess there was a difference between them off the bat. (how you framed your question and the... sharpness of the 64's texture is what had me guess it but that's... just about it. It was all hunch.) This is great for low poly models, mostly for game engines. Which, is 70% of the reason you'd make them low res in the first place. Lower cost to the GPU and CPU means the game will run faster and smoother. Assuming that there aren't other factors destroying their resources. However, there should be something to note about using this for some higher poly models too. You might not be able to get away with 64x64 res, but you could lessen the size of the texture, or more importantly, give your model a different feel to them. The bevel highlight trick should be of high note as you can use the same trick on something like a buckle of a belt, or some other harder surfaces. Mixing textures can help too, but be careful not to go too crazy. Even if you aren't building something for a game engine, you want to make sure your project doesn't crash just by switching to render view. This was well worth the wait, and a wonderful end of the year tutorial, just wish I had the mental state to have gotten to it when it came out. To any new Dunces out there, keep looking to the horizon and to your feet as you move forward. If that makes sense. XD

  • @Shadaez
    @Shadaez 13 дней назад

    maeking seams does nothing in project from view

    • @moltenbolt
      @moltenbolt 13 дней назад

      Yep I had a brain fart lmao

  • @GenericInternetter
    @GenericInternetter 13 дней назад

    4:28 incorrect. 2048x2048 = 4194304 pixels (2^22) 64x64 = 4096 (2^12) 2^22 / 2^12 = 2^10 = 1024 one texture is 1024 times the number of pixels than the other, which should translate to around the same change in file size. this is exactly why i prefer much smaller textures.

  • @Artur_Iozzi
    @Artur_Iozzi 13 дней назад

    Why use textures at all if all you're adding is colors? Just use vertex colors instead!

    • @moltenbolt
      @moltenbolt 13 дней назад

      Many comments have suggested this, I'll def try it out 😁

  • @Kinosei30
    @Kinosei30 13 дней назад

    I knew this method by the name of "Lazy Unwrapping". I think it's very fitting, but it's very good regardless :)

    • @moltenbolt
      @moltenbolt 13 дней назад

      Hehe for sure, I like the method, its kinda fun 😁

  • @DeadRabbitCanDance
    @DeadRabbitCanDance 14 дней назад

    Very clear and I like the result. Tell me how it is more convenient for me to make a low-poly model in voxel style, so that the step between the vertices is as if on a cubic grid, but where I want it would be possible to cut off the face of the cube but still leave the vertices at the points tied to the selected grid dimension. I would also like to assign colors to individual faces, is it somehow convenient to do this in blender? Thanks

    • @moltenbolt
      @moltenbolt 13 дней назад

      You could model a voxel style by using cubes snapped to a grid. And yes you can definitely assign a color to individual faces using either the atlas method or vertex colors 😁

  • @8bvg300
    @8bvg300 14 дней назад

    You know you could do this with zero textures at all

    • @moltenbolt
      @moltenbolt 13 дней назад

      Some 120+ of the comments have mentioned this, so, yeah 😁

  • @yopachi
    @yopachi 14 дней назад

    2025: Algorithm: anything and everything about gradients I got your back, buddy.

  • @anoukk_
    @anoukk_ 14 дней назад

    It seems like you could just make 1 pixel wide gradients instead of down sampling the way you did with the texture in the video. It causes a lot of the gradients to bleed into each other. But I'm sure it was just for demonstration purposes. When you reduce the gradients down to 1 pixel wide you also have a lot more play in how long and thus detailed you can make the gradients.

  • @VortexAlive
    @VortexAlive 14 дней назад

    Large textures are why games today have massive file sizes. Thank you for sharing this technique!

    • @moltenbolt
      @moltenbolt 14 дней назад

      My pleasure, thanks for watching😁

  • @JoeSim8s
    @JoeSim8s 14 дней назад

    Amazing stuff! Thank you!

    • @moltenbolt
      @moltenbolt 14 дней назад

      Thank you for watching! 😁

  • @austinhuntley5169
    @austinhuntley5169 14 дней назад

    I worked on a couple stylized 3d kids cartoons and we used this technique. Often times assets needed to be made very quickly and for simple assets we'd use the concept in our texture sometimes as the color swatch. we'd overlay a BW Grad with a seperate unwrap. It's more generic. Since it wasn't for realtime and creating multiple uv's for other parts wasn't an issue. You could always bake it as well. Edge maps/Highlights/Glows/Grunge and detail Tile and more. It's still a good workflow for a consistent look without touching Photoshop. A big benefit is the resolution of your final assets texture is way more detialed than if you baked it to a texture. There's a lot of better techniques now to help this type of workflow.

    • @moltenbolt
      @moltenbolt 14 дней назад

      I'm excited to learn them! Thanks 😁