There's no way a grown man that successfully graduated high school took 10 years to do something that can be learned in like 3 days tops. Like yeah, it will take more than 3 days to master texturing, especially if it's non gradient based. But 10 years.... 10 years of a man being petrified to look up a tutorial when we literally have any information we want at our finger tips. Go back before the Internet existed and this would be beyond anyone's wildest imagination. But you waste 10 years of privilege and opportunity because learning harwd and scawy. The human race is doomed.
thanks man. i find this technique to be great for scenery. i can focus my time on texturing and shaders for specific objects, but this is great for the bulk of stuff!!!
Affinity Photo. It's probably the best image editing software that can fully replace Photoshop and no subscriptions, buy one time only! I highly recommend it as an artist.
When you open the *World Properties* tab (0:22), you will see a *Color* option and a little yellow circle near that. Press on that yellow circle and choose *Sky Texture*. Then set it to *Preetham* - the one I used in this video. P.S. I'm using Eevee render engine.
Two separate things. To clarify, texturing sets the base color (aka albedo), the shader determines how light interacts with that color to produce the final render "look". A typical toon shader would turn that smooth gradient shown here into distinct bands based on lighting - like dark-brown (shadows), med-brown (midtones), light-brown (highlights). Using a shared texture+material for all the objects already saves you on project size (fewer, smaller textures to ship & load), so the choice of shader is really up to what look you're going for. Having fewer shaders/materials overall will improve performance, again since there are fewer to load, but what those shaders/materials are is entirely up to you (and what your device/target supports).
By default, Blender uses 'Linear' interpolation for the 'Image Texture' rendering. Change it to 'Closest' and your texture will show up every pixel like in Minecraft. Basically, it's the result of how Blender renders the Texture.
I used 'Skybox Texture' and EEVEE render engine. Go to 'Shading' tab at the top and change Nodes from 'Object' to 'World'. Add 'Sky Texture' node and set it to 'Preetham'. Set Turbidity to 2.100. That's the setting s I've used in the video.
@@patek2385 BG color will change if you use Sky Texture as I said. Make sure to plug 'Sky Texture' node 'Color' output to 'World Output' node 'Surface' input.
Dude... This is one of the best tutorials I ever found. Keep the good work!
Thank you seven thousand times. I've been avoiding texturing for 10 years :p You're the first video that actually taught me to "be not afraid"
There's no way a grown man that successfully graduated high school took 10 years to do something that can be learned in like 3 days tops. Like yeah, it will take more than 3 days to master texturing, especially if it's non gradient based. But 10 years.... 10 years of a man being petrified to look up a tutorial when we literally have any information we want at our finger tips.
Go back before the Internet existed and this would be beyond anyone's wildest imagination. But you waste 10 years of privilege and opportunity because learning harwd and scawy. The human race is doomed.
6:42 the mushroom is looking good!
Thank you very much! Simply perfect. They are people like you, who make the internet the best place to seek knowledge.
I suddenly learned how to use UV maps...THANK YOU for making it so easy to understand!
I liked the way you integrated the moss at the end. Well done!
thanks man. i find this technique to be great for scenery. i can focus my time on texturing and shaders for specific objects, but this is great for the bulk of stuff!!!
Thank you for the well paced and clearly explained video. Helped me to understand the process much better.
Thank for this guide. Very easy and clear explanation of this theme!
this tutorial is amazing, thank you very much
Great tutorial man 👍 Clear, concise, and very useful 🙌 Thank you for sharing ✌️
very useful technique ..... thank you bro
Thats amazing, will use this method for sure, thanks for sharing! ❤
Fantastic idea, simple and impressive!
Idk 3D modeling but imma watch it to procrastinate on my current stuff
Really Splendid Work. 💛
Simple Straightforward and Useful Tutorial Thanks 🍁🍂🌲💙
Very nice tutorial!
Simply awesome 🙏🏻
Great explanation..........Could you pls explain how to harden and soften specific edges for game model?
Thanks for the tips, excellent video and super-clear!
Really great, thanks!
Love it, thank you!
Great tutorial thank you!
Loved this, thank you!
I'm very new to 3D, so thank you so much. I was wondering how some games did this and couldn't really figure out how to replicate them.
You can scale easy to one point in UV wrapping using scale button "S" then push num "0" and thats it
Then you won't have a gradient if UV Island is scaled down to 0. What's your point here?
@@LMHPOLY ah, ok, I thought the purpose was to use color palete as UV texture. But here is about using gradient palette as UV. My bad.
QUE LINDO!!!
Love that.
which image editing program were u using?
Affinity Photo. It's probably the best image editing software that can fully replace Photoshop and no subscriptions, buy one time only! I highly recommend it as an artist.
Very nice.
Great ideia!
awesome!
hey, can I use these assets for my mobile game ? ofcourse I will credit you on my game!
how did you use sky texture. i cant find any options for that plzz help.
When you open the *World Properties* tab (0:22), you will see a *Color* option and a little yellow circle near that. Press on that yellow circle and choose *Sky Texture*. Then set it to *Preetham* - the one I used in this video.
P.S. I'm using Eevee render engine.
@@LMHPOLY thank you
Would you mind adding a transcription please?
Is this a better option as opposed to using something like a toon shader? In terms of project size or is there no difference?
Two separate things. To clarify, texturing sets the base color (aka albedo), the shader determines how light interacts with that color to produce the final render "look". A typical toon shader would turn that smooth gradient shown here into distinct bands based on lighting - like dark-brown (shadows), med-brown (midtones), light-brown (highlights). Using a shared texture+material for all the objects already saves you on project size (fewer, smaller textures to ship & load), so the choice of shader is really up to what look you're going for.
Having fewer shaders/materials overall will improve performance, again since there are fewer to load, but what those shaders/materials are is entirely up to you (and what your device/target supports).
thanks!!!
how to add that sky texture?
beauty
nice!
brother can you please make a tutorial oh gradient texturing for landscapes
Good job! How come the end result is not pixelated with such a low texture size (especially the ground asset) ?
By default, Blender uses 'Linear' interpolation for the 'Image Texture' rendering. Change it to 'Closest' and your texture will show up every pixel like in Minecraft.
Basically, it's the result of how Blender renders the Texture.
@@LMHPOLY Okay I was expecting that but the result seemed too clean! Thanks for replying.
@@LMHPOLY does unity support linear interpolation for textures?
@@Sober-MindedYT Yes, if you put this exact texture to Unity, it will look the same like in Blender.
I love your accent
Спасибо!
How did you make that sky background for blender? Just the gradient?
I used 'Skybox Texture' and EEVEE render engine. Go to 'Shading' tab at the top and change Nodes from 'Object' to 'World'. Add 'Sky Texture' node and set it to 'Preetham'. Set Turbidity to 2.100. That's the setting s I've used in the video.
@@LMHPOLY What about the color?
@@patek2385 BG color will change if you use Sky Texture as I said. Make sure to plug 'Sky Texture' node 'Color' output to 'World Output' node 'Surface' input.
@@LMHPOLY Last question, how did you make those sharp shadows? Somehow I have only soft shadows in evee but sharp in cycles.
@@LMHPOLY My sky color only changes to blue when Im in cycles, its gray in evee.
It looks nice but I would be careful with painting shadow on a texture :)
v good .... +1
я первый
I'm second :(
How can i make a rope? For a game ready asset? Idk how to curve it or make the textures for it..
This is fantastic, thank you very much!