i love how a students portfolio review turns into an informational video. I've had quite some experience already with optimizing assets but i always seem to learn something new everytime abe explains something. good stuff!
can you do a full baking tutorial? how to properly bake indented geo and extruded geo for game assets and also tell whats should be the poly count usually used in game studio? and btw thnx for this video. there is lot to learn thank you!
@@AbeLeal3D when you do would you mind explaining more about normal baking and like tangent/worldspace, and DirectX/OpenGL? I'll likely look into myself in the meantime but i would still like to hear how you would explain it.
Super helpful video! we need more videos like these for sure! I wish I had seen something like this back when I was a student. Would love to see the process for baking down those details like the welding into the low poly 🙏
Please make this a series this is so informative, recently I started a 3d program (which you advised me to take and leave my high paying job 😂😅) and during my hard surface course I got really confused cause the instructor made us add multiple loops around the details for subdivision which I was not used to, but after watching your video I realized that there is a difference between a model made for games where you don't subdivide so you don't need these extra loops to protect the details and another made for film where you would subdivide the model.
Hello so I am working on AAA games atm and we are using nanite, so even though we are using nanite u still need to optimize it specially if the props not is not that important, traditional still matters today, even in the nanite workflow
you remove faces from your nanite meshes? better check quad overdraw ;) nanite is fun you dont have waste whole day doing lowpoly retardness, too bad it TANKs fps
Professionaly using Unity but would love to move on Unreal. I was hoping to model everything in midpoly and enable nanite. It's kinda surprising to hear you still have to optimise. What is the exact reason of that? I'd really appreciate to hear someone from AAA industry.
@@alicanurcin So if all the assets are dense the file size will get so big and I know u already know what will happen if the size of the file is big specially for just one level what if its big world, how laggy would that be
hey man , great video, there's something that I waant to point out which a lot of tutorials misinterpret while explaning optimization that it's not all about the polygon count but its about the quad overdraw, and since lower polygon meshes create less overdraw its generally passed as more optimized. so some stuff that i'd like to point out are -increased surface area of flat faces as triangles to minimize surface shading cost and overdraw. (creating a big triangle on center of the flat cap, then triangulating the remaining area than to just poke it ) -triangulating the mid spans of cylindrical objects to reduce the polygons on non silhouette affecting areas. other than that great video overall, love that way how you did the explaination of the cage.
That's a very usefull topic! Thank you! Currently start working on a project that use gltf for realtime assets visualization and as far as I understand, they need same optimization as games assets. So I hope we get more content like this :)
Really good video , being a student myself it really helps me to know how things actually work in the industry . BTW the material on the object was way to shiny i couldn't see the wireframe properly . Keep uploding these videos man .
very interesting video , and very insightful to see your take on optimisation. I know its not the best to stream bakes but its the one thing that i would like to see ... at least the setup of the baking. Also curious of the process when you say to bake the bevels... id like to see !! thank you
Hey, I am 3D artist working on AR/VR assets, game ready assets and always facing this challenges regularly. You explained it amazingly, thank you for sharing it. I would love to see the baking results of this two low poly models also wants to know how to takel down the artifacts. Because it is very common issue when we bake something. Could you please make a video for that?
I'd really like to see the process of baking. I tried to bake normal maps with Blender but I haven't created a single good normal map with Blender yet (not sure if I just suck or if Blender is trolling me). How would you bake the details of that box or those japanese letters? (I thought normal maps can't pick up geometry that has only depth and no X and Y values to bake(?)) (I am thinking about getting Substance Painter 3D on Steam... will that fix my baking inability?) Btw sometimes it is quiet difficult and exhausting to figure out which edges you are selecting or just talking about because those light blue lines on that light grey model have no contrast.
Hola Abe! muy buen videoo! soy usuario de blender y me llamo la atencion como podes borrar los edge loops en maya, es super practico! muchas gracias por el contenido. Abrazo desde Argentina!
Creo que la mejor manera de usar nanite es usando un MidPoly workflow, incluso ayuda en tiempo para no hacer un low poly y high poly, seria bueno ver un video acerca de MidPoly Workflow para la comunidad
JuSt USe NaNiTE!111! I'm glad you touched on the topic early on. SO MUCH mis-information. If it was as magical as it seemed, every gaming studio would of moved on to it and low poly would of been somewhat completely dead.
great question, yes you can, and it might work but it wont give you as much control as doing it manually. I like using automated tools for things such as rocks, cliffs or things that are not as precise.
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Would love you to cover content on modular building workflow and how to follow the appropriate texel density and UV map those and create environment.
Thanks sir abe
We need more optimisation tutorials❤❤❤
I always learn something new watching him
Ditto to that
i love how a students portfolio review turns into an informational video. I've had quite some experience already with optimizing assets but i always seem to learn something new everytime abe explains something. good stuff!
can you do a full baking tutorial? how to properly bake indented geo and extruded geo for game assets and also tell whats should be the poly count usually used in game studio? and btw thnx for this video. there is lot to learn thank you!
yes i will do it soon!
@@AbeLeal3D thank you ❤️
@@AbeLeal3D when you do would you mind explaining more about normal baking and like tangent/worldspace, and DirectX/OpenGL? I'll likely look into myself in the meantime but i would still like to hear how you would explain it.
Thank you Abe for your video ! I'm very happy you could use my model to teach and help a bunch of people.
GOOD TOPIC. A lot of 3D artists really struggle with understanding how to use polys effectively.
Would love to see more of this ❤
I'm glad they sent you the model
Super helpful video! we need more videos like these for sure! I wish I had seen something like this back when I was a student. Would love to see the process for baking down those details like the welding into the low poly 🙏
Glad it was helpful!
Please make this a series this is so informative, recently I started a 3d program (which you advised me to take and leave my high paying job 😂😅) and during my hard surface course I got really confused cause the instructor made us add multiple loops around the details for subdivision which I was not used to, but after watching your video I realized that there is a difference between a model made for games where you don't subdivide so you don't need these extra loops to protect the details and another made for film where you would subdivide the model.
This was such a useful video. Trying to keep things low poly whilst maintaining good quality feels technical
Read the title and immediately clicked. Super useful topic 🙏🙏
Thanks Abe!
Common W post for Abe! Thanks so much! Now hopefully we can bake the details id love to se how you do that part!
its has been heavily requested so i will definitely do it soon!
This was super helpful, thanks!
Hello so I am working on AAA games atm and we are using nanite, so even though we are using nanite u still need to optimize it specially if the props not is not that important, traditional still matters today, even in the nanite workflow
exactly!
you remove faces from your nanite meshes? better check quad overdraw ;) nanite is fun you dont have waste whole day doing lowpoly retardness, too bad it TANKs fps
Professionaly using Unity but would love to move on Unreal. I was hoping to model everything in midpoly and enable nanite. It's kinda surprising to hear you still have to optimise. What is the exact reason of that? I'd really appreciate to hear someone from AAA industry.
@@alicanurcin you don't have to optimize as lower poly count leads to worst overdraw. But nanite has high base prepass cost so expect lower fps.
@@alicanurcin So if all the assets are dense the file size will get so big and I know u already know what will happen if the size of the file is big specially for just one level what if its big world, how laggy would that be
hey man , great video, there's something that I waant to point out which a lot of tutorials misinterpret while explaning optimization that it's not all about the polygon count but its about the quad overdraw, and since lower polygon meshes create less overdraw its generally passed as more optimized.
so some stuff that i'd like to point out are
-increased surface area of flat faces as triangles to minimize surface shading cost and overdraw. (creating a big triangle on center of the flat cap, then triangulating the remaining area than to just poke it )
-triangulating the mid spans of cylindrical objects to reduce the polygons on non silhouette affecting areas.
other than that great video overall, love that way how you did the explaination of the cage.
Absolutely incredibly helpful
need this type of video.. so awesome
"Optimizing 3D Assets " never knew the name of this process before..but somehow I looking for this topic
Thank you so much for this tutorial!! I needed this!! ❤
That's a very usefull topic! Thank you! Currently start working on a project that use gltf for realtime assets visualization and as far as I understand, they need same optimization as games assets. So I hope we get more content like this :)
22:37 hey we can match the textile density by going uv toolkit> transform>tools>texel Density
Retopology is the most fun part😊
Please do more of these
it would be so much great if you also show us baking process of simplified low poly of yours.... thanks
I like these types of series it is really helpful ❤🙂.
Really good video , being a student myself it really helps me to know how things actually work in the industry .
BTW the material on the object was way to shiny i couldn't see the wireframe properly .
Keep uploding these videos man .
Best 3D Teacher ❤
i love this series please continue it
😄😄😄😄😄😄😄😄
As Always Fantastic Video
Great stuff! More on topology please 👍
I was waiting for this tutorial, finally 😅
This is awesome!
amazing! does blender have a similar feature to collapse in maya?
Thank you for sharing your experience. It's a very usefull video.
very interesting video , and very insightful to see your take on optimisation. I know its not the best to stream bakes but its the one thing that i would like to see ... at least the setup of the baking. Also curious of the process when you say to bake the bevels... id like to see !! thank you
Glad it was helpful! and yes ii can see a way to share the bakes
Abe, You are amazing
yes sir, Make more videos like this.
Hey, I am 3D artist working on AR/VR assets, game ready assets and always facing this challenges regularly. You explained it amazingly, thank you for sharing it. I would love to see the baking results of this two low poly models also wants to know how to takel down the artifacts. Because it is very common issue when we bake something. Could you please make a video for that?
Just Amazing
Great video as always Abe, What course do you teach more stuffs like this ?
hey thanks! i have a course specifically about retopology www.abeleal3d.com/courses/TOPO
Abe, could you record a short video on why you prefer maya to blender?
i have been using Maya for 13 years so i am faster in it than in blender, but i use blender quite a bit as well
Just Amazing.
I'd really like to see the process of baking.
I tried to bake normal maps with Blender but I haven't created a single good normal map with Blender yet (not sure if I just suck or if Blender is trolling me).
How would you bake the details of that box or those japanese letters? (I thought normal maps can't pick up geometry that has only depth and no X and Y values to bake(?))
(I am thinking about getting Substance Painter 3D on Steam... will that fix my baking inability?)
Btw sometimes it is quiet difficult and exhausting to figure out which edges you are selecting or just talking about because those light blue lines on that light grey model have no contrast.
Send your question in our discord community help room, will be easier to assist - discord.com/invite/Fcd5BjD7wN
*MASTERCLASS*
Hola Abe! muy buen videoo! soy usuario de blender y me llamo la atencion como podes borrar los edge loops en maya, es super practico! muchas gracias por el contenido. Abrazo desde Argentina!
great video
Creo que la mejor manera de usar nanite es usando un MidPoly workflow, incluso ayuda en tiempo para no hacer un low poly y high poly, seria bueno ver un video acerca de MidPoly Workflow para la comunidad
abe, please change that white material for next tutos cause is very hard to see what edges are u deleting.
@@alejandrojaramillo2523 will do
@@AbeLeal3D thanks master :)
JuSt USe NaNiTE!111!
I'm glad you touched on the topic early on.
SO MUCH mis-information. If it was as magical as it seemed, every gaming studio would of moved on to it and low poly would of been somewhat completely dead.
Fresh Haircut
😎
Bro's life is being saved for eternity☠️😭
This is my job but I do it all in Blender for the most part* 🥂
Would the original highpoly be suitable for a movie quality asset?
yes but even then if you can optimize it can help with render times
Why is the low poly missing a major part of the silhouette?
cause i havent finished it haha, the video was getting a little too long so i stopped at that point but i will finish it for the next stage of baking
What is your gpu my friend??
3080ti
Hey abe, instead of doing it manually can't we use tools like Insta LOD or Simpligon to reduce the tri count of our model ?
great question, yes you can, and it might work but it wont give you as much control as doing it manually. I like using automated tools for things such as rocks, cliffs or things that are not as precise.
Are you announcing the winners today?
@@ZephrusPrime on Friday during the Livestream!
a este le traía ganas de ver como lo resolvias :V
Hy just as a beginner I would like to ask, if making a tank for a game how many polys should it be?
it depends a lot on the platform for the game
Can you please bake the normals of both and show us the results,even if you share it on Instagram
Send your request in our discord community help room, will be easier to assist - discord.com/invite/Fcd5BjD7wN
what the fuck was blud smoking when he made this 3d model for a game cuz i need some of that
next time pllz change the material