Your MATERIALS Are DESTROYING Your Game!

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  • Опубликовано: 23 дек 2024

Комментарии • 25

  • @Tutterzoid
    @Tutterzoid 3 месяца назад +6

    For the Unity Game Engine, I advise that the Texture map or any image size be divisible by 8 to keep the image optimised in kilobytes

  • @thedustyone2010
    @thedustyone2010 10 месяцев назад +4

    0:32 That's one way to take a Selphie.
    I'll see myself out.

  • @reinstern9686
    @reinstern9686 Год назад +7

    I have a big texture with different colors and gradient varieties, then scale the UV maps and fit them into the color. Is very easy.

  • @Tutterzoid
    @Tutterzoid 3 месяца назад +2

    11/10 for this idea, that I have never seen anyone show in all the years I have used Blender

  • @PaniniDev
    @PaniniDev Год назад +2

    Thomas you’re becoming my favorite RUclipsr 🥹

  • @blaster_pro
    @blaster_pro 11 месяцев назад

    @ThomasPotter thanks for your videos... any ideas on how to use atlas textured models on substance painter without having to manually uv each one of them and colour again?

  • @TheIronMenace
    @TheIronMenace Год назад +3

    I like the shaved head

  • @Ribulose15diphosphat
    @Ribulose15diphosphat Год назад +2

    Shouldn't the Texture be a power of 2 ? Most Game Engines cannot handle a size of 10, and as far I know, Open GL needs an extention for this, and works slower then.

    • @slt4463
      @slt4463 Год назад

      I was thinking if this would actually work since its complicated math and all do you know if its better or if its worse ?

    • @Ribulose15diphosphat
      @Ribulose15diphosphat Год назад

      @@slt4463 If it works, it is usually slower. To compute the index of a pixel from UV-coordinates, the formula is (V mod V-size)*U-size+ (U mod U-size). Mod is division reminder, which is as slow as division, and * is multiplication which isn't fast either.
      If V-size and U-size are powers of 2, it becomes ((V and (V-size -1)) shift-left log2(U-size)) or (U and (U-size-1). Note, "V-size -1", "U-size - 1) and "log2(U-size)" are constants. If your texture is 256*256 it becomes ((V and 255) shift-left 8) or (U and 255).
      Note, U and V are usually fixed point number, so two extra shifts are needed (which can be optimized to one).

    • @Microtransagolor
      @Microtransagolor 11 месяцев назад

      very true, i know that wii textures won't work properly if they aren't a power of 2

    • @FlynTie
      @FlynTie 8 месяцев назад

      You can import non-power of 2 textures in most modern game engines these days but they don't get mipmapped nor can they be streamed. You can still enforce mimapping manually but i don't think streaming is possible. There are use cases where this is fine, for instance with UI textures or for the case this video highlights or for editor resources but general rule of thumb is to not do it for textures that reside in the game world.

  • @humanprobably
    @humanprobably Год назад

    Is it possible to have different levels of sheen, roughness, etc usinfg this method?

    • @ThomasPotter
      @ThomasPotter  Год назад

      Depends on the engine if you use multiple UV maps and if you just make multiple of the same colour with a different b&w level

  • @PaniniDev
    @PaniniDev Год назад

    This makes so much more sense OMG

  • @roxtor999
    @roxtor999 7 месяцев назад

    basically use basic 3D pixel art techniques

  • @TeamStarlane
    @TeamStarlane Год назад +1

    what happened to using an indexed image?! you can fit those 32 or 16 colors into a 4 or 5 bit (!) index. Just talk to your damn coder. Jeezus. Also anybody uv unwrapping a flatshaded character, has officially lost the control over their life. I'm parsing the materials directly from an .obj file and the colors are hex color notations. Or I get the color values from the .mtl file. A PS1 can do that.

    • @Achelon
      @Achelon 11 месяцев назад

      Interesting, so you would use the materials as before, export as .obj and then use a custom .obj import script to write an indexed image file? I wrote a custom .obj importer for Powerpoint VBA a while back (dont ask me why) and I agree that it is an easy format to read.. Is there an user-friendly way to automate this in Unity for non-programmer types?

    • @TeamStarlane
      @TeamStarlane 11 месяцев назад

      @@Achelon I'd recommend coming to our Sega Saturn homebrew community, we have code you can steal.

  • @jeanprofite4341
    @jeanprofite4341 Год назад +3

    Hi, i'm afraid if you don't stop doing videos with thumbnails like this your videos will not go far..
    Have a good day, and please try to make sure we can understand what the video will be about by just looking at the image or the title.

    • @awyeagames
      @awyeagames Год назад +8

      I actually clicked to watch this one BECAUSE of the intriguing thumbnail and title combo. Great video! The thumbnail was quite effective to capture my attention while I was scrolling through my feed.

    • @jeanprofite4341
      @jeanprofite4341 Год назад

      @@awyeagames I only clicked to write my comment

    • @ThomasPotter
      @ThomasPotter  Год назад +6

      Well it's quite boring having the How to do X video. Packaging it in a more intriguing idea is better. Look at my other recent videos getting to the most popular spots on my channel that it took other videos like years to get the same view counts

    • @awyeagames
      @awyeagames Год назад +1

      @@ThomasPotter keep at it, you are doing a great! Btw, I really like the pacing of your videos. It's entertaining, but the memes/edits you do don't distract from the main point of the video, neither are they so frequent that they become annoying. I think you've got a nice balance on your content.

    • @fastlearner292
      @fastlearner292 Год назад +1

      Dude it's not a big deal,