In this video, we will examine another type of geometry for export to Blender and discuss what to look for so you can easily unwrap your model for texturing.
I recommend that you start with face angle tolerance = edge angle tolerance face plane tolerance = edge plane tolerance This will give you SLIGHTLY better edge flow on a model like this
@georgegeluna6217 I was trying this the other day. I ran a bunch of parts through the Quad Remesher plugin and found that the results depend on the complexity of the geometry. The more complex the model, the more polygons it took to get a usable mesh. I couldn't get the polygon count down where I wanted it on the complex parts. Once I figure out the best settings, I plan to make a video on the results. Thanks for watching!
Once you get your UV mapping done, all you have to do is triangulate your mesh. That way, no matter what you're sending your model to, it will not matter.
Iif you triangulate your ngon mesh it may happen that some bevels will go crazy, i usually go in edit mode > select all > Ctrl Shif T (this command triangulate the mesh destructively and gives you a preciew of what the triangulste modifier will do) > ctrl Z to delete the triangulation (i just needed it to see what will happen in the future). if you have no bevels the object will be good 99% of the time even with ngons, if you have a 3 or 1 segments bevels be ready to do some type of manual triangulation in order to avoid sahding errors. In general ngons modelling is preferable for game assets with a lower tris count, it's a standard procedure to use ngons in modelling, uv mapping will be harder and sometimes manual triangulation gives you an headache.
But that's waaaay too man polys for a game model that shouldn't be more than a couple hundred. That's my issue with Plasticity. Still looking for a solution.
@peko1967 A couple hundred? Maybe if you're making an RTS or working on a mobile game. Either way, if your goal is a few hundred, just model it in Blender. A few hundred polygon models in Blender would only take about 15 minutes to make. I have not covered any game modeling yet on the channel. Most of what I am trying to show is if you want to 3D print your models. Thanks for watching.
5k polys is a good budget. In this case you bring this plasticity hi model into your poly modeling app, retopo this hi geo to make the LODs including the 5K LOD A, and then bake a normal map, and texture in substance or whatever etc. etc. But a couple hundred would be for lower budget stuff like a vr game, or LOD E or F of a AAA game. ( I'm a former professional game artist )
I recommend that you start with
face angle tolerance = edge angle tolerance
face plane tolerance = edge plane tolerance
This will give you SLIGHTLY better edge flow on a model like this
I wish there was a shelf for the tools like Maya
@AnthonyHayesAbyssartsStudio
I used to think that way, but if you learn the shortcuts or set up your own, I don't think you will miss the shelf.
thanks bro
My pleasure; thanks for watching.
9:35 Have you ever tried the Quad Remesher plugin to see how it affects the model after importing this to Blender? Many thnx!!
@georgegeluna6217
I was trying this the other day. I ran a bunch of parts through the Quad Remesher plugin and found that the results depend on the complexity of the geometry. The more complex the model, the more polygons it took to get a usable mesh. I couldn't get the polygon count down where I wanted it on the complex parts. Once I figure out the best settings, I plan to make a video on the results. Thanks for watching!
Thank you!!!
You're welcome! Good to hear it's helpful.
@@philprocariojr3563 very helpful!
very useful, was wondering if you can use ngons in substance painter or UE5, I have never used ngons before as I always model in quads
Once you get your UV mapping done, all you have to do is triangulate your mesh. That way, no matter what you're sending your model to, it will not matter.
got it ty~
Iif you triangulate your ngon mesh it may happen that some bevels will go crazy, i usually go in edit mode > select all > Ctrl Shif T (this command triangulate the mesh destructively and gives you a preciew of what the triangulste modifier will do) > ctrl Z to delete the triangulation (i just needed it to see what will happen in the future). if you have no bevels the object will be good 99% of the time even with ngons, if you have a 3 or 1 segments bevels be ready to do some type of manual triangulation in order to avoid sahding errors. In general ngons modelling is preferable for game assets with a lower tris count, it's a standard procedure to use ngons in modelling, uv mapping will be harder and sometimes manual triangulation gives you an headache.
Thanks, it's helpful !
Glad it helped!
But that's waaaay too man polys for a game model that shouldn't be more than a couple hundred. That's my issue with Plasticity. Still looking for a solution.
@peko1967
A couple hundred? Maybe if you're making an RTS or working on a mobile game. Either way, if your goal is a few hundred, just model it in Blender. A few hundred polygon models in Blender would only take about 15 minutes to make. I have not covered any game modeling yet on the channel. Most of what I am trying to show is if you want to 3D print your models. Thanks for watching.
5k polys is a good budget. In this case you bring this plasticity hi model into your poly modeling app, retopo this hi geo to make the LODs including the 5K LOD A, and then bake a normal map, and texture in substance or whatever etc. etc. But a couple hundred would be for lower budget stuff like a vr game, or LOD E or F of a AAA game. ( I'm a former professional game artist )
Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)
Yes, look for GrimMoroe