The Secret to Creating Stunning Low-Poly Game Optimized Textures - Blender tutorial

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  • Опубликовано: 16 янв 2025

Комментарии • 75

  • @tendividedbysix4835
    @tendividedbysix4835 2 месяца назад +21

    Very nice! Warning to game devs, when you shrink the UV's to fit on the gradient, don't shrink it like allllll the way to absolute zero, make sure it still has 'some' width to the shape (even if it's really small) or else you can get some nasty looking glitchy effects in your game engine. Guess how I found out lol.

  • @skidiggydiggs4529
    @skidiggydiggs4529 2 месяца назад +11

    This is marvelous! I'd been using the method of mapping individual textures manually, and I gotta say your way will save a ton of time (and look significantly better). Thank you, Grant!

  • @VicenteRaiol
    @VicenteRaiol 2 месяца назад +5

    This is a great tip for game jams. I've used it in my last two and it saves a lot of time and space

  • @jovlem
    @jovlem 2 месяца назад +11

    To add even more "free" color variation, you can calculate the vertex position with a sign method to generate some noise.

    • @judejanith
      @judejanith 2 месяца назад

      How?

    • @jovlem
      @jovlem 2 месяца назад +3

      @@judejanith In Blender use a geometry node -> connect it to a seperate XYZ -> connect the Z socket to a math node and use sign. That value you can then use as mix factor to add another color for more randomness. To have more control, add a multiply node before the sign node.

    • @MajorKreissack88
      @MajorKreissack88 2 месяца назад

      ​@@jovlemBut outside of blender this is not really translatable, is it? Or at least not without "baking" the vertex color? I'm thinking for game developing, mainly

  • @astridtrisorio4894
    @astridtrisorio4894 2 месяца назад +2

    Awesome video as usual from Grant! Thanks :)

  • @robertmatolcsi746
    @robertmatolcsi746 2 месяца назад +1

    Oh man . This is GOLD. Thx a lot

  • @RichardGDBaker
    @RichardGDBaker 25 дней назад

    Fantastic Grant. Thank you AGAIN! I always learn something new from you regardless of what I 'think' I know. I will be trying this technique and seeing what I can do with it. Honestly something so simply as squishing the x axis to allow the image to fit within the confines of the Colours is something I just would not have realised as viable. Amazing. Thank you so much.

  • @Vertexbird
    @Vertexbird 2 месяца назад +4

    Great Tutorial. Thanks

  • @AgsmaJustAgsma
    @AgsmaJustAgsma 2 месяца назад +7

    I personally prefer using vertex coloring for my low poly 3D renders. As much I liked using a color atlas under a single material in the past, vertex shaders are lighter for game engines and as such the texture becomes pointless, therefore you get more optimization. But I gotta say, for flat shaded models, the gradient texture is without a doubt the most pleasing to look at.

  • @CaioTrinchinato
    @CaioTrinchinato 2 месяца назад +2

    This was amazing!

  •  2 месяца назад

    First time I saw this was in one of Imphenzia's old 10 minute challenges, but this was explained a bit more detailed, so thank you.

  • @Mizizi96
    @Mizizi96 Месяц назад

    I'm taking your Blender Cour se on Udemy and I'm loving it! Thanks for being so awesome!

    • @grabbitt
      @grabbitt  Месяц назад

      Awesome! Thank you!

  • @mrblonde7688
    @mrblonde7688 2 месяца назад

    This is amazing grant! although to be honest i'd be tapping into substance even though that my artistic skills are not the best im achieving really great results in substance and improving a lot in texturing with it!

  • @Groovingforwardatx
    @Groovingforwardatx Месяц назад

    Thank you so much for this!

  • @CaptainMangles
    @CaptainMangles 2 месяца назад

    Another great video Grant!

  • @IndulaMeegodaAssociates
    @IndulaMeegodaAssociates Месяц назад

    An Amazing Tutorial!!!

  • @keremyokuva5185
    @keremyokuva5185 2 месяца назад

    This is awesome! Thank you.

  • @siemensohm
    @siemensohm 2 месяца назад

    That's crazy. Thank you very much.

  • @MightBeRasor
    @MightBeRasor 2 месяца назад

    This is so amazing

  • @SolearGnG
    @SolearGnG 2 месяца назад

    Great video, Grant. I was always wondering how this is done. I would not get this figured on my own, I was following the seams-, islands, texture workflow, and for some reason I always thought the textures should be nicely laid out.. It seems in terms of low poly at least, this is not the case. Thanks for sharing!

  • @CoRon3x
    @CoRon3x 2 месяца назад

    For reimporting an edited image: there is an AddOn, I think it's called "Auto Reloader" (not 100% sure right now). It automatically reloads changed images. Very convenient. Just save your file and it instantly updates in Blender.

  • @gi70st
    @gi70st 2 месяца назад

    When you have a part selected, assign it to a vertex group so you can select it again.

  • @deezyfpv
    @deezyfpv 2 месяца назад

    Pro tips. Thank you.

  • @sharashhasnine-nm4hy
    @sharashhasnine-nm4hy 2 месяца назад

    Really Vary good tip's I am talking about the photoshop Gradient technic

  • @tonybrutal
    @tonybrutal 2 месяца назад +1

    Genius! I never thought of this. Thank you for that.

  • @micro9191
    @micro9191 2 месяца назад

    Thank you sir .

  • @MakingStuffWithEvan
    @MakingStuffWithEvan 2 месяца назад

    Killer video!

  • @rychron
    @rychron 2 месяца назад

    Very nice!

  • @alexleonardkrea
    @alexleonardkrea 2 месяца назад

    That's a very cool trick

  • @Louis_Miles
    @Louis_Miles 2 месяца назад +1

    That's great! But couldn't you just use vertex colors for this instead of a texture?

    • @grabbitt
      @grabbitt  2 месяца назад +1

      Yes I don't think it's as good but I could be wrong

    • @notpumkin
      @notpumkin 2 месяца назад +2

      For flat colors yeah, for gradients probably not.
      You have less control over how the colors blend as it depends on your vertex density.

  • @Chronomatrix
    @Chronomatrix 2 месяца назад +3

    Really good tip!

  • @StaceyMcKensie
    @StaceyMcKensie 2 месяца назад +2

    Simple but very effective . I love these old school "8-bit" like techniques .thank you ❤

  • @sinaasadiyan
    @sinaasadiyan 2 месяца назад

    great video

  • @bigidea5619
    @bigidea5619 2 месяца назад

    Love this! Will you make more udemy courses?

  • @joshuaedley5191
    @joshuaedley5191 2 месяца назад

    Very interesting

  • @gelerli
    @gelerli 2 месяца назад

    genius!

  • @kingofgranges
    @kingofgranges 2 месяца назад

    Great trick there, as always. Thanks!
    This got me wondering, can separate materials reference the same "palette" texture in Unity, and most importantly, can Unity take advantage of this by loading the texture in memory only once ?

    • @grabbitt
      @grabbitt  2 месяца назад +1

      Yes it does!

  • @boy_ka84
    @boy_ka84 2 месяца назад +3

    Dear teacher, I do not have photoshop but just installed krita recently. Can I use that to make the pallete and transfer it to blender instead???

    • @YoungerBlood21
      @YoungerBlood21 2 месяца назад +1

      You can create a Palate in any 2d software and just makes sure to export them as PNG/JPG. Then follow the steps in the video.

    • @grabbitt
      @grabbitt  2 месяца назад +1

      yes

    • @micro9191
      @micro9191 2 месяца назад

      You need just hex code for it or an image from anywhere

    • @donaldcourtemanche2395
      @donaldcourtemanche2395 Месяц назад

      ​@@grabbitt Can't you just take a row of colors and scale on the Y axis and add a gradient,( B and white ) over it on a new layer with multiply mode? For creating the color texture, maybe faster? I didn't try it myself but just a thought

  • @TheCrazyCrabMan
    @TheCrazyCrabMan 2 месяца назад

    Great tutorial. Is there as way to give different objects different BDSF values because (as expected), when you change one value, every other value changes for the other meshes that use that texture.

    • @grabbitt
      @grabbitt  2 месяца назад +1

      Yes use different maps for different values. But it is a bit awkward. Or just have 2 materials in engine

  • @mupmuptv
    @mupmuptv 2 месяца назад

    I’m using the same technique for my game as well, but instead of create pallet using photoshop. I use python to generate it

  • @nikz000
    @nikz000 2 месяца назад

    Can we have the texture atlas please?

    • @grabbitt
      @grabbitt  2 месяца назад

      Ill try and get that sorted when I remember

  • @haurg7418
    @haurg7418 2 месяца назад

    About the atlas, i have been trying to make one with seamless textures i get a weird blur at the edges of each textures(only at export) like a pixel or so, i have been trying "padding" also tried different programs without any success, do you have any "pro secret" or should i just opt for arrays? 😁

    • @grabbitt
      @grabbitt  2 месяца назад

      I just make my texture a bit higher res too be sure

    • @notpumkin
      @notpumkin 2 месяца назад

      If using in unity, set the texture filtering for the atlas to point so it doesn't get smoothed.

    • @haurg7418
      @haurg7418 2 месяца назад

      ​@@notpumkin Blender, the problem is that the programs(tried PS too) "smooth" each packed texture all around it by like a pixel, at export/save maybe there Is a setting to prevent that in the export itself?
      I have tried padding but It really doesn't work for seamless textures...

    • @haurg7418
      @haurg7418 2 месяца назад

      ​​​@@grabbittI don't think i get it, you mean each individual "packed texture" ? I have packed like from 1k to 4k doesn't matter the resolution, the blurring still happens at export/save

  • @cd2028
    @cd2028 2 месяца назад

    Any good tutorials how to use this workflow in godot?

    • @grabbitt
      @grabbitt  2 месяца назад +1

      It should be relatively straight forward but I'll look into it

  • @Mincher
    @Mincher 2 месяца назад

    Why not use gradient textures in blender then bake out the texture when you're done?

    • @grabbitt
      @grabbitt  2 месяца назад

      uv's would take up more space

  • @sarcasme-_-6549
    @sarcasme-_-6549 2 месяца назад +1

    but the UV's tho.....

    • @grabbitt
      @grabbitt  2 месяца назад

      Well yes that's the point

    • @Heliostat
      @Heliostat 2 месяца назад

      I had to force myself to ignore the visceral reaction with the UVs.. this is a great example of working pragmatically and knowing your target output. love it! ❤

  • @Charan_Vendra
    @Charan_Vendra 2 месяца назад

    I have a better idea… why not use a white-grey gradient and use a color mix node?

    • @grabbitt
      @grabbitt  2 месяца назад

      For a game engine?

  • @OpticSlasher
    @OpticSlasher 2 месяца назад

    The secret to creating stunning low poly game optimized textures is watching a Grant Abbitt tutorial of course.