I looked up how to make video game assets on a whim, totally never going to actually make one ever but your video was so good I watched the entire thing; very informative!!
Thankyou so much for clearing everything . Meant a lot . Will save so much money from buying unnecessary software .Highly Appreciated from the bottom of my heart ,
So do i have to necessarily bake every single assest in my game? Can i not just make a low/ high polly for lets say the assets that will always be preset such as player/weapons, and the rest of the meshes to have LOD's? I'm new to game development, and I don't get the point of having baked assets and LOD's
Technically speaking, you don't have to bake any assets in a game if you stick to exclusively low-poly art; however, if you aren't using a low poly art style, you will very quickly reach a point where the framerate drops substantially and the game runs too slow to be playable. The differences between what most people would consider a AAA highpoly today and it's low-poly base can be huge, and rendering those polygons is frequently a bottleneck in a realtime game engine; even if you only do this for your permanently visible assets. The purpose of the baking process is to take the detail from a high polygon mush to produce texture maps (such as normal maps) that (when used by a shader) will allow a low polygon mesh to appear as if it were the original high-polygon mesh, except with a DRASTICALLY reduced polycount. This is critical, because rendering takes time, and games have to render and execute each frame faster than humans can perceive or you will experience lag and latency. The huge advantage this process provides is that you can use baked texture maps to "fake" the high polygon appearance on a low polygon mesh, allowing you to have highly quality realtime renders at significantly less runtime cost. As a result, this process is used to create high quality assets that take far less time to render on the GPU and therefore, also allow you to spend more time rendering other things (allowing you to have more detail and more content in a scene.) If you're going for an artstyle that cannot be achieved with just lowpoly meshes with minimal polygons, you will probably need to bake everything, unless a mesh has absolutely no fine details at all (in which case it'll probably clash with your other, more permanent meshes, which you are baking); baking is pretty much standard practice. Hope that helps.
so for a fighting game say theres this one character that i want to replace the mesh of and so what do I do, do I attatch the new scuplted mesh (from zbrush) into blender then armature deform it with bone heat to the original skeleton or is there another way?
you would bake the sculpted details back onto the low poly mesh and then rig and deform the low poly model not the high poly zbrush model, baking can be done inside blender too
"Game assets include everything that can go into a game, including 3D models, sprites, sound effects, music, code snippets and modules, and even complete projects that can be used by a game engine."
you have "normals" issues. basically some of the faces of your model are faced the other way you wanted them, so they disappear from a certain point of view but they reappear if you look at them the opposite way. to solve this you have to select the faces that are not appearing and flip them
@@Lostazzol There is a way to view the materials to know if the normal is flipped right? I forgot what it's called but if it's purple means there is an error if I'm not mistaken.
I doubt you're still struggling, but if you are, you can fix the normals in blender's edit mode using the shortcut Ctrl+Shift+N, if that doesn't work there is a setting in viewmode I believe that allows you to see flipped normals. and you will have to use that mode to find and manually flip them.
i did not create game ready models for mobile games before but in essence it is the same, the difference is the fact that mobile games can handle less , so 3D models need to have fewer polygons and smaller textures.
What I want to do is get assets from cod and battlefield and use the armour in fallout you think this video will help with that? Just wondering cos iv been searching for sometime now
Let me teach you how to fly inspiration tuts: 1- buy a plane, 2- get in the plane, 3- know where you're going, 5- fly away my friend. PS. my version of (how-to) is 100 times better than yours.
I looked up how to make video game assets on a whim, totally never going to actually make one ever but your video was so good I watched the entire thing; very informative!!
"We can throw a model with hundreds and millions of polygons"
Nanite: Are you really sure !?
I thought the exact same thing lol how things have changed...
he said can't
Same thing came in my mind lol
InstaBlaster
this vid was 3 years ago, nanite just came out
tbh i love making game assets and shit in blender, just so nice to sit down and sketch something and then create it in 3d
Dude can u plz suggest me some books and resources through which I can learn making game assets and all the principles
I looked up "how to make simple game assets in blender" ...
Welcome
Very cool drawing! LIKE
thanks
Thankyou so much for clearing everything . Meant a lot . Will save so much money from buying unnecessary software .Highly Appreciated from the bottom of my heart ,
I,am eviorment artist realiy helpful video thanks you for uploading. more upload This is helpful videos
Why do we need both a high and low poly model if u said a high poly model cant be run in games anyway?
To bake the high poly info into the low poly.
So do i have to necessarily bake every single assest in my game? Can i not just make a low/ high polly for lets say the assets that will always be preset such as player/weapons, and the rest of the meshes to have LOD's? I'm new to game development, and I don't get the point of having baked assets and LOD's
Technically speaking, you don't have to bake any assets in a game if you stick to exclusively low-poly art; however, if you aren't using a low poly art style, you will very quickly reach a point where the framerate drops substantially and the game runs too slow to be playable. The differences between what most people would consider a AAA highpoly today and it's low-poly base can be huge, and rendering those polygons is frequently a bottleneck in a realtime game engine; even if you only do this for your permanently visible assets.
The purpose of the baking process is to take the detail from a high polygon mush to produce texture maps (such as normal maps) that (when used by a shader) will allow a low polygon mesh to appear as if it were the original high-polygon mesh, except with a DRASTICALLY reduced polycount. This is critical, because rendering takes time, and games have to render and execute each frame faster than humans can perceive or you will experience lag and latency. The huge advantage this process provides is that you can use baked texture maps to "fake" the high polygon appearance on a low polygon mesh, allowing you to have highly quality realtime renders at significantly less runtime cost. As a result, this process is used to create high quality assets that take far less time to render on the GPU and therefore, also allow you to spend more time rendering other things (allowing you to have more detail and more content in a scene.)
If you're going for an artstyle that cannot be achieved with just lowpoly meshes with minimal polygons, you will probably need to bake everything, unless a mesh has absolutely no fine details at all (in which case it'll probably clash with your other, more permanent meshes, which you are baking); baking is pretty much standard practice.
Hope that helps.
Austin Snider thank you very much for explaining all this in so much detail :)
That actually cleared up a lot of questions for me a lot just now!
so for a fighting game say theres this one character that i want to replace the mesh of and so what do I do, do I attatch the new scuplted mesh (from zbrush) into blender then armature deform it with bone heat to the original skeleton or is there another way?
you would bake the sculpted details back onto the low poly mesh and then rig and deform the low poly model not the high poly zbrush model, baking can be done inside blender too
@@joelpaulin9049 thank you very much!
confused is assets is a chacters tools? (weapons or useable items) or decorations?
"Game assets include everything that can go into a game, including 3D models, sprites, sound effects, music, code snippets and modules, and even complete projects that can be used by a game engine."
Not being an artist is what drove me away from Game dev. Its very, VERY intimidating.
how to do unwrap with vertex painting in 3ds max
Which is the name of last software?
looks like cryengine dude
@@kbjkb12 yeah it is cryengine..
Is the first 3d modeling program Maya ? If not which one? Please help guys
Blender 2.7
ITS UNREAL ENGINE 4
do you have any tutorials for game ready UV?
my previous videos from 3 Months ago where about creating Game ready 3D models.
bro plz tell me the fix that
When i import my blender 3d models{fbx} to ue4
some of their faces disappear
you have "normals" issues. basically some of the faces of your model are faced the other way you wanted them, so they disappear from a certain point of view but they reappear if you look at them the opposite way. to solve this you have to select the faces that are not appearing and flip them
@@Lostazzol There is a way to view the materials to know if the normal is flipped right? I forgot what it's called but if it's purple means there is an error if I'm not mistaken.
I doubt you're still struggling, but if you are, you can fix the normals in blender's edit mode using the shortcut Ctrl+Shift+N, if that doesn't work there is a setting in viewmode I believe that allows you to see flipped normals. and you will have to use that mode to find and manually flip them.
you sound like jordan peterson lmao
Game?
How about mobile game assets???
i did not create game ready models for mobile games before but in essence it is the same, the difference is the fact that mobile games can handle less , so 3D models need to have fewer polygons and smaller textures.
@@InspirationTuts Thanks
You sound like Max Verstappen
What I want to do is get assets from cod and battlefield and use the armour in fallout you think this video will help with that? Just wondering cos iv been searching for sometime now
😂
you sound like max verstappen
DUUDE IM TRYING TO LEARN HOW TO MAKE ASSETS FOR YT BUT ALL IG ET IS UNITY 23UHR3GRB
CAN SOMEONE HELP????
Let me teach you how to fly inspiration tuts: 1- buy a plane, 2- get in the plane, 3- know where you're going, 5- fly away my friend.
PS. my version of (how-to) is 100 times better than yours.