Awesome stuff! A side note with the larger assets, trimsheets are a great option too as long as it’s built to scale correctly with the texel density :D
Love these videos, thanks for sharing knowledge in a clear and concise way. Super helpful both for people learning and those who want to review their info.
@@TheDiNustyEmpire Hi! thanks for your reply! I would like to know exactly what you mention at the end of the video, how to use reduce texture count/ reuse textures and shaders more effectively :D
In Star Citizen they add a ton of detail by using decal trim sheets which are coming with its own normal/roughness/albedo map and are highly reusable over all assets. Second big impact to the look and feel of these models are weighted normals, which can be achieved by using auto smooth and the blender modifier. Nice explanations and nice video. Blender should support a texel density checker without buying third party plugins :/ I always have to eyeball this against a reference cube. Close enough ^^
I’ll def be talking about trim sheets as we get into options with scale becoming something you have to solve. There are free texel density checkers for blender. This one is my go to. mrven.gumroad.com/l/CEIOR
I never understood how I should interpret weighted normals (WN). I understand what they technically do, but I don't know how, or at what point I should use them. Do I apply them after a bake? Do I bake with WN applied? Are they transferred along the mesh when exported?
Thanks, man, I had a discussion on discord about this 3 weeks ago, so what about the texture resolution for small unique 0-1 assets compared to the larger one apart from tileable? I think genetic textures are hybrid textures? (Uniques + tileable)
for the size of the smallest asset and based on the 512 that i demoed, it would e 512 for the 0-1 prop. generic textures is a number of things which is why i wanted it to be a separate video. so in some ways your correct on the unique + tileable also :)
Awesome stuff! A side note with the larger assets, trimsheets are a great option too as long as it’s built to scale correctly with the texel density :D
using the cube to visualize Texel density genius , makes understanding it a lot easier.
Love these videos, thanks for sharing knowledge in a clear and concise way. Super helpful both for people learning and those who want to review their info.
I swear I link this to someone at LEAST once a month. Incredible video!
Amazing! Can't wait for the second part of this tutorial, really interesting stuff, it is very difficult to find this kind of information
What would you like to see in that video by the way
@@TheDiNustyEmpire Hi! thanks for your reply! I would like to know exactly what you mention at the end of the video, how to use reduce texture count/ reuse textures and shaders more effectively :D
Yep that would be great 🎉
I hope you will show that asset in a finished state, its UV Sets and Texture Sets optimized as you are describing, in the follow-on video.
Love the educational video like that !
Would love to an example of these kind of uv layouts you describe. For texel density, masking, etc. Great video.
Ya that makes sense. I’ll see what I can do. Do you have discord?
@@TheDiNustyEmpire I do have discord
In Star Citizen they add a ton of detail by using decal trim sheets which are coming with its own normal/roughness/albedo map and are highly reusable over all assets. Second big impact to the look and feel of these models are weighted normals, which can be achieved by using auto smooth and the blender modifier.
Nice explanations and nice video. Blender should support a texel density checker without buying third party plugins :/ I always have to eyeball this against a reference cube. Close enough ^^
I’ll def be talking about trim sheets as we get into options with scale becoming something you have to solve. There are free texel density checkers for blender. This one is my go to.
mrven.gumroad.com/l/CEIOR
I never understood how I should interpret weighted normals (WN). I understand what they technically do, but I don't know how, or at what point I should use them. Do I apply them after a bake? Do I bake with WN applied? Are they transferred along the mesh when exported?
Thanks, man, I had a discussion on discord about this 3 weeks ago, so what about the texture resolution for small unique 0-1 assets compared to the larger one apart from tileable? I think genetic textures are hybrid textures? (Uniques + tileable)
for the size of the smallest asset and based on the 512 that i demoed, it would e 512 for the 0-1 prop.
generic textures is a number of things which is why i wanted it to be a separate video. so in some ways your correct on the unique + tileable also :)
Beautiful!
Amazing info
Nice explanation, but would love to see real specific textures for different texel density not just the assets.
I believe that just makes it harder to understand the core concept but I can look into that for the next video
nice