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Hardsurface Modeling Techniques for Games
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- Опубликовано: 27 окт 2023
- In this presentation, I would like to show my techniques in modeling the airplanes assets for the game Wings Of Heroes, providing examples of each step of the process til the final model textured. I will show very cool techniques to achieve high quality models as you will see in the aircrafts I have been doing for this project.
Agenda:
- High Quality Lowpoly Model techniques
using Blenderonly
- techniques Substance Painter-like
- What details should you save for Painter?
- Reference research
Lowpoly techniques
- Fast prototype with booleans/cleanup
- Uv techniques / Addons
- Topology techniques
The audience will learn about making high quality lowpoly models game ready with no highpoly needed.
"Hardsurface Modeling Techniques for Games" by Pedro Augusto --
Learn more about Blender Conference 2023 at conference.ble...
#BCON23 #b3d
BR na Blender Conference! Que orgulho!!!
The best blender lecture I have seen In a lot time!!!!!!!!!!!
Really great work!
it really made me smile to see how proud of himself he is 33:40 and how it seems like he really enjoys doing that !
Very informative! Learned a lot! Much thanks to Pedro!
This BCON is on fire! 🔥 So much interesting stuff. I've been making a bunch of airplane models myself lately, as part of a side project, and it's great to see some of the techniques I've been using in Blender are used at a professional level like this.
Good presentation
Nice lecture
I think i'm gonna have to learn the paint stuff properly, i knew that you could do all this but i didn't know how, looking at the slides it seems a lot simpler than i thought.
The step about texture painting the details hadn't cross my mind, then again, I'm not advanced. The only issue about it that I can think of is that you can't add or automate the addition of imperfections to those details since they're not actual geometry.
You'd have, like he was doing, hand paint those in with a different layer.
He should probably look into the Fluent Materializer addon (or smth similar). That's pretty much Blender's Lite version of Substance Painter
thanks Igor 3K.
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This technique is traditional and fast but not the future. If you watch the ship building process in Star Citizen and how they are able to achieve high quality assets minimum overhead. In a nutshell they avoid bespoke textures in place of shared libraries of decals, tiling textures, and parallax occlusion mapping (realistic looking height/normal maps). The ships are models using bevels with face weighted normals to allow tiling textures without UV maps. The process in all allows efficient ships that can scale from a snub to galaxy class huge.
How does face weighted normals and bevels allow tiling without UVs if I may ask?
@@chasingdaydreams2788 maybe they mean edge decal normals? its pretty standard in environment design in games. And lets be honest here, star citizen ships are environments.
Does someone know if there is a tutorial what he is doing at 18:40 ?
Sure dude, he is texture painting bump map. Ryan King have a detailed video on it (How to Texture Paint Bump Maps in Blender)
Awesome workflow , great approach to create highpoly and textures with Blender . Parabens Pedro, mandou bem demais !🤘👏
Those old renders looks to good. The isssue is in the near future we will have problem with finding references, beouse it would be to hard to distinguish original references from renders.
I've thought about this same issue. Working in architecture I have clients showing me pristine renders that they find online as references and then are disappointed when real world building equipment gets added to the space.
Which Blender remesher does he refer to at 10:14 ?
What CAD software is he refering to at 10:30?
Fusion 360
@@justinnewall5704 I don’t think it is, he says it’s like fusion 360 but free, does anyone know what it is?
@@justinnewall5704 it says: "it's like fusion 360, but it's a free software"
Sendercorp we bring peace to, the universe.
you need to understand that players don't care how many details your models or textures have. that does not affect fun in gameplay whatsoever. in fact, it is bad because it only forces you to buy expensive hardware. it slows down performance. it consumes more power. generates more heat. with no benefits to the game whatsoever except a moment of "oh looks nice". is it worth it? I think not.
"perfection is achieved not when there is nothing left to add but when there is nothing left to take away" - antoine de saint-exupéry
You're dead wrong. Graphics do matter, and most people will agree with me on this. Performance is important, but so are the visuals. If you struggle to find money to keep your PC upgraded and ready for modern games, 3d is probably not the right field for you
If that were true then Minecraft wouldn't be the most popular game. John Romero disagrees as well, look up his interview on game development.
The facts don't support your statements. High density graphics are like beautiful women - the looks get boring fast.@@adriank8792
Weird take.
If people didnt care ... then why AAA games sell the most? Why dont we use 1998 visuals?
Life goes on, the standards of today become that of yesterday, kids in 3 generations wont care about our toys or our media, we will be the boomers then screaming at clouds.
And you think that if hardware wouldnt improve it would be cheaper? Bro, you see food get cheaper? Labor is labor, cost of producing anything always go up.
Quoting a guy who didnt create visual art in his life dosnt help your case.
@@googleslocikWhile I agree with most of what you said, Saint-Exupéry is quite a famous artist... You should look him up.
i'm sorry but I don't agree. I sometimes play games only for the visuals.