Every Mesh i Make, Every Map i BAAAKE... DARLING cant you SEEE,... IM READY TO UV!!!!
@dylaninthemovies
6 ай бұрын
I think it's also worth mentioning for newer artists that not all props need a high poly bake, and that in those cases you can just make the low poly model directly and then unwrap and texture it. (For me certain types of furniture like a basic wooden table come to mind) This is especially true if the prop mostly has hard edges that won't benefit much from a normal map even if you do bake one. Also, skipping a high poly bake can look better than you would think if you take the time to generate an edge map/mask and use it to add wear to the material (makes the prop look more believable and less CG) of course, this does not apply to every prop (since some props are supposed to look new/not worn) One more thing to keep in mind is tht not every prop in a scene needs to look great on its own. Some props are just kind of boring, and that's ok - the scene as a whole is the most important thing. Thanks for making this video, seeing the whole process laid out like that is a good learning tool!
@AzraelArt
6 ай бұрын
i would say that depends on the artstyle of the game and the workflow used. theres various techniques and styles without baked normals. midpoly with weighted normals (with actual geometry to round the edges) or straight up handpainted for example. if you have baked normals on other props, a table with hard edges would benefit a lot from a normal map with a baked down bevel. otherwise you wont get a nice edge highlight
@dylaninthemovies
6 ай бұрын
@@AzraelArt I agree on paper, I just think that for some props on some productions it is a decent compromise to make - even if not having it on every prop adds some inconsistency to the art style, the player *may* feel like something is missing (if they even notice) - but they probably won't really put their finger on *what* is missing - they'll move on to whatever they are doing next and forget about it. Best to put your time into whatever will be most noticed by the player (unless perhaps you are doing portfolio work)
@AzraelArt
6 ай бұрын
@@dylaninthemovies on one hand, yes that could work, but i dont know any examples. on the other hand, if compromises like this are necessary, theres probably already something wrong, and the wrong artstyle was chosen to begin with.
@jlmussi
6 ай бұрын
Good stuff Riley! Love the cinematic look of this video.
@veptea5327
6 ай бұрын
Hello, I am a 28-year-old guy who is just getting into game graphic design in Korea. Watching your videos with the automatic translation function on KZitem gave me a lot of confidence. Thank you. And your video editing skills are very good. I think you have an excellent eye for choosing background music, too. From the moment I listened to your intro music, I became immersed in the video. Could you tell me the title of the intro music or a site where I can listen to the full version? I would like to play it when I work on it. Thank you so much again
@rileyb3d
5 ай бұрын
Hey, thanks for the kind words! The song is "Smile" from "Aves"
@davidgeuens5236
6 ай бұрын
I really love the editing of your videos, it makes all those seemingly arbitrary rules very easy to understand, especially for beginners, thanks for making these!
@rileyb3d
6 ай бұрын
Thanks for stopping by to comment! I hate arbitrary rules, so I'm glad some are making sense! Hopefully they can just become tools you understand and can choose to use or not.
@EmvyBeats
6 ай бұрын
Your blender texturing is crazy, i didn't even know it was possible to export materials like that. Sucks you still need another program for baking. I would love to stop paying for substance or marmoset subscriptions!
@rileyb3d
6 ай бұрын
Agreed! You can of course bake in Blender. The tool I brought up (Simple Bake) has some easy high to low texture bake options. I find it not to be worth the trouble though. It's missing some key bake functionality. The bottom line is you'll save enough time with Substance or Marmoset I still think it's worth the price. I'm right there with you though. As an indie artist, the less my software is tied to a monthly subscription, the better.
@Evangelos_Bl
6 ай бұрын
Thank you for all the efford it takes to make these tutorials
@rileyb3d
6 ай бұрын
Hey, thanks! I’m glad to have people watching, I appreciate the support!
@420bobby69
6 ай бұрын
Hey man! Just wanted to say thanks for sharing these videos. I really enjoy your teaching style.
@rileyb3d
6 ай бұрын
Thanks for saying that! Are you coming at this for Unreal, Blender, or something else? Just curious.
@420bobby69
6 ай бұрын
@@rileyb3d currently focused on Blender, I'd say I'm on the highish-side of intermediate. I have UE5 installed and have explored it a bit, I love games and find the filmmaking approach w/ LED volumes fascinating. I just still have a lot to learn in Blender, and don't know any C++ lol.
@rileyb3d
6 ай бұрын
Thanks for the insight! It’s helpful to know who I’m talking to in these videos.
@aquietmonk
5 ай бұрын
Shouldn't your triangle be a square? You forgot audio. 😃👍 Seriously though, I'm with the other comments, this is brilliant content. Thank you for making, editing and sharing this, much appreciated. Love and peace from the UK.
@josephvanwyk2088
5 ай бұрын
Do you have a video on your folder structure in Unreal? For example, If you have 15 levels with 25 sub-levels, with props, scenery, etc + menus + whatever else. How would you structure your workflow? I doubt everything is just tossed into 1 file.
@michealbrown2547
5 ай бұрын
How do you bake or export the blender nodes that are coming after the BSDF? I was following tutorials for a toon look and couldn't get the color ramps/rgb nodes to bake out.
@MegaSimsie
6 ай бұрын
One brief look at the plasticity retopology tools there and i immediately have my wallet out 🤣 Outstanding info in this video.
@MegaSimsie
6 ай бұрын
Oh, and also signed up to Offworld Depo. Awesome!
@rileyb3d
6 ай бұрын
Seriously?? Thank you! I appreciate the support. Please let me know if there's anything else in particular you want me to cover. I think a more in-depth plasticity video could be justified. @@MegaSimsie
@LazyHead
6 ай бұрын
Bruh i just found your channel and what a great job you are doing bro thank you for that ❤
@TUKMAK
6 ай бұрын
You're wrong and I'm right!
@rileyb3d
6 ай бұрын
That’s the spirit
@peterallely5417
5 ай бұрын
Would you be willing to show us your workflow and tool preferences for retopo in blender?
@lavinmordani9277
6 ай бұрын
You're amazing for this. Thanks a lot for sharing!
@purplealiencaps
6 ай бұрын
great video !thankyou bro
@GgThompson
5 ай бұрын
From someone from the industrie this video is pure gold thanks mate !! ^^
@RE3MR
6 ай бұрын
Amazing. Few videos online take you through the steps like this. I would love to watch longer explanations of each of these steps so I am sold. I'll subscribe on your site & start digging into the training videos!
@rileyb3d
6 ай бұрын
Thanks for subscribing. I’d love to hear more about specific workflows or topics you’re looking to have covered.
@RE3MR
6 ай бұрын
@@rileyb3d Personally I love tutorials that take me from start to finish. Especially those where the tutor explains their reasoning behind the choices being made. Not just the 'how' but also the 'why' they make certain choices wether it's purely technical or a design choice. Many tutors tell you to do things but dont really go into why that's the way they chose to tackle an issue or approach. Hope that makes sense! Looking forward to digging into those tutorials later this week :)
@mrrager1409
6 ай бұрын
i was literally thinking yesterday i need to find videos that explain these workflows in depth.....thank you for reading my mind!
@rileyb3d
6 ай бұрын
Thanks for coming by and commenting! Any other workflow topics you wish would get covered?
@BoyceBailey
6 ай бұрын
0:03 The dirt on that screen is too real and pushing too many buttons. Make a 3D cloth sim and give it a wipe. PLEASE! and a well done too.
@rileyb3d
6 ай бұрын
I'm sorry it had a mental impact 😅
@EthanFilms
5 ай бұрын
Be sure when you go to bake maps in Substance to select either OpenGL or DirectX, depending on the target program youre using them in, for example, Unreal uses DirectX so importing OpenGL normal maps from Painter will show up incorrect. Although in Unreal there is the "flip green channel" which i BELIEVE works as a quick fix in an image's settings.
@rileyb3d
5 ай бұрын
Yeah, only difference between the two is an inverted green channel.
@atomickid
6 ай бұрын
Excellent vidéo, I would suggest for the next one to be aware of the mixing issues (the intro music was a bit loud, I couldn't decipher some of your words).
@rileyb3d
6 ай бұрын
Thanks for the feedback! Keeping an ear out for that on the next (editing it right now)
@xylvnking
6 ай бұрын
Solid video. I've been using substance for a while but hate adobe and want to rid myself of them since i'm using blender and aseprite for stylized stuff already. I have the simple bake addon but haven't done a full AAA prop with it and blender. PS the color map for the instance random is super smart, i am stealing it.
@josephbrandenburg4373
6 ай бұрын
Try 3D Coat textura instead of SP
@dzomlamasina1560
6 ай бұрын
You are one of sirious channels.
@nobodyfamous
2 ай бұрын
LOVE the intro!
@mavkoshv9149
6 ай бұрын
Great video! One question regarding lowpoly - Is it all set to shade smooth before baking in substance painter or is it autosmooth or something else?
@rileyb3d
6 ай бұрын
Great question. in most cases I shade smooth and that's enough. The high poly normals that've been baked in substance onto our low poly normals will help combat shading issues and bring it back to the high-poly shading baseline. Sometimes a lowpoly needs some extra help getting smooth shading without artifacts. In those cases we have tools at our disposal: - Sharp edges: This is a way to tell Blender which edges should be "sharp" - shade auto smooth (telling blender which edges are sharp based on their angle threshold) - "weighted normal" modifier changes the custom normals of a mesh, using various methods. These contribute to an object's "custom split normal data. Something you can find in the object data properties. I'd say in most cases I don't need these, but I guess it can help to know they're there. If you have a particular prop that's giving you trouble, check out the discord linked from OffworldDepot.com. That's the best place to send me files to troubleshoot.
@AzraelArt
6 ай бұрын
@@rileyb3d shade smooth is not enough for game ready props. you need proper shading with properly set sharp edges and usually weighted normals or even custom face weights to get a clean normal bake. yes, the normal will compensate for gradients in your shading, but that leads to gradients on your normal map. and for game props you want the least amount of gradients on your normal map, because the textures will be compressed and those gradients will lead to artifacts
@rileyb3d
6 ай бұрын
Thank you! I used it as a remedy in most situations, but it's good to hear the perspective of it being more of a necessity. The note about gradients in the texture map sounds important. So in your experience are you hardening and weighting your normals on low poly before export for bake? Thanks for commenting. @@AzraelArt
@AzraelArt
6 ай бұрын
@@rileyb3d hi, no problem, i see small things like this a lot, since its not very well documented or common knowledge. even some 3d schools dont teach it properly from my experience. learned it myself the hard way, and i also have an amazing lead artist with years of experience i can ask about things. dont get me wrong, setting everything to smooth "technically" works for the most part, because the normal map is synced to the lowpoly. so for vfx assets etc it can be done that way. but game asset textures get shrunk and compressed all the time wich lead to artifacts with those gradients. and normal maps can only fix a limited amount of shading. if you look closely you can notice a few shading issues in your model. the cap for example needs a a sharp edge and a seam on the top edge - you can see how its not shaded like a flat surface, even with the normals applied so my usual workflow starts with setting hard edges at around ~90° (by hand or by selecting edges by angle), with auto smooth set to 180°. you could use auto smooth, but i like the precision of setting it manually and it also helps later on. then i add a weighted normal modifier, set to "keep sharp" "face influence". that way the base shading should be better, and we also have the possibility to set custom face weights if needed (with alt+n) then i set all sharp edges to seams. they need to be seams, because hard edges are edge splits in the end and create multiple unconnected meshes, and those need padding in the uv. and i add seams if needed (on cylinders and such), if islands are too long etc. (those seams should be set to sharp edges too, because the represent edge splits, but thats handled differently by people from my experience. it should not make too much of a difference tho, because the normal map should be a single color on non hard edges without a bevel) then unwrap, straighten uvs (curved islands like circles etc lead to antialiasing artifacts, especially on smaller texture sizes, so its usually better to cut them and straighten them to a strip) etc. and export with the same shading for baking
@rileyb3d
6 ай бұрын
Thanks for continuing to share. This sounds like some info that'd be good to document and share in a tutorial. Could I get in touch with you via discord or email? My discord is just @rileybrown. If you're willing, I'd love to pick your brain more. I can credit you in the video, of course.@@AzraelArt
@tahmid8918
6 ай бұрын
I'm in love with your videos
@Glowbox3D
5 ай бұрын
Nice. I'm always intrigued by people who texture with nodes in Blender. I mean, once I found Substance Painter, it was a massive game changer, in ability, speed, and ease of use. The ability to paint so easily on my object with heights, normals, roughness...stencils, smart masks, etc. Anyway. First time viewer. Subbed! Thanks for the tips.
@korey2996
6 ай бұрын
This was exactly what I needed, excellent video!
@rileyb3d
6 ай бұрын
That's great to hear. Thanks for coming by and commenting! Anything else in particular you're looking to learn?
@korey2996
6 ай бұрын
UV unwrapping as well but yeah those are just some suggestions that I would love to see on your channel
@dolboeb-tz4bw
3 ай бұрын
Suggestion for the next video lesson: 1. Creating props in plasticity 2. Adding micro details using sculpting in blender 3. Retopology in blender 4. Baking maps in blender (e.g. using Simple Bake plugin) or in substance painter 5. Texturing in substance painter 6. Creating a USD scene in blender 7. Render in Unreal Engine
@hoxfrey9093
6 ай бұрын
i wish i saw this video years ago when i stumbled in the dark for what a workflow was. great video.
@rileyb3d
6 ай бұрын
No worries, I think we all stumble in the dark at some point throughout the course of a project!
@MurcuryEntertainment
6 ай бұрын
I just recently transitioned over to a newer version of Rhinoceros by McNeel (a predominantly NURBS based CAD and 3D modelling software, with mesh support) that's now got SubD support. This was still really handy even though it doesn't specifically apply to the software I'm using.
@Roeper437
5 ай бұрын
Holy moly sweat pineaple... FINALLY, world's first short comprehensive pipeline on a Blender, hp-lp, Substance, Blender render. I want to nominate you for a Nobel prize
@patrikbaboumian
6 ай бұрын
Great video! Thank you!
@Copa20777
5 ай бұрын
Just found this channel today, this is amazing.. subscribed for more content
@martinfieber
4 ай бұрын
What an amazing and well paced video! Really love that you mentioned different approaches and were very considered about what is right/wrong and not thinking in absolutes. Really good. Thank you!
@repingers9777
6 ай бұрын
Retopology is a nightmare with stock blender what was that green stuff happening when you where doing retopo? What tools should i get for that for blender.
@rileyb3d
6 ай бұрын
I enjoy retopology in Maya, but I don't suggest getting a license just for that. The part I was doing retopo in Blender was just vanilla blender without plugins. I was using a combination of modifiers like shrinkwrap and subdivision. The mesh was green because I had a different display material on it. If you want to get serious with retopology in Blender, I suggest retopoflow as the best current option. Unfortunately we need addons to accomplish user friendly retopo in Blender.
@repingers9777
6 ай бұрын
@@rileyb3d ok ill look into addon's and stuff, i especially have issues where the shrink-wrapped layer ontop is always clipping or underneath no matter what setting and offset i try its just a nightmare... I am using an older blender version its probably about time i just use the new version lol
@IJojo
5 ай бұрын
I've been using substance for a couple of years now and I had no idea you could bake high poly to low poly meshes within it. 😓 Thank you🙏
@dylaninthemovies
6 ай бұрын
I would really like to see a full video all about your texturing approach in blender. I personally feel like substance painter is a weirdly clunky and unpleasant to use piece of software, and I would love to know more about viable alternatives, especially when it comes to procedural (and node based)
@VektorHaus
5 ай бұрын
5:09 as soon as I saw that, I thought to myself “I’m definitely using floating geometry here if it’s not being animated”
@arreshubham
6 ай бұрын
Thanks man! You should do live stream every weekend if possible
@luclenders
6 ай бұрын
Nice video! Thanks :) Do you have any tips on instancing in unreal? do you create blueprints of ever objects you want to instance?
@outtoplay
4 ай бұрын
Excellent presentation! Appreciate the effort and skill. 🍺
@thendroidz
5 ай бұрын
great video, good explanation showing exempels in details, deserve more views
@b4rtmod
6 ай бұрын
Amazing content my Friend!!! Keep up the good work!
@Skeffles
5 ай бұрын
Amazing to see how the low and high poly props are so different but become each other.
@motijuan
6 ай бұрын
you have such a great voice
@rileyb3d
6 ай бұрын
Thanks! It’s the only one I’ve got 😆
@LiquidMark
5 ай бұрын
this video was absolutely amazing!
@FatalMatter-sz6gs
6 ай бұрын
3:36 Just create a subdivided cube with the same dimensions as the high poly mesh and shrinkwrap it
@rileyb3d
6 ай бұрын
Good thinking!
@CgPlane123
5 ай бұрын
Basic overview about sub d is great...
@developingtank
6 ай бұрын
Okay, your shit rocks. Very happy that I was suggested your channel today. I'm looking forward to going through everything you've posted.
@rileyb3d
6 ай бұрын
Happy to be suggested! Thanks for checking out my stuff. Please don't hesitate if you've got suggestions for future topics to cover here.
@BeverageOfSorts
5 ай бұрын
Zoo wee mama
@silverghost3063
6 ай бұрын
I don't think that model deformation is a big reason as to why 3D models use quad topology, personally. Most video games to my knowledge don't create props with the idea of them being deformed in-game. Typically quad topology is most preferable because you can make changes and adjustments to it easily compared to a tri-topolgy or quad-topology workflow.
@mahkhardy8588
5 ай бұрын
Yep, and that's why I want the blend file not the FBX, especially if it was triangulated. If I get a triangulated object with no other choice I am forced to recreate it in quads, for the sole purpose of iterations.
@captainofnumenor8221
6 ай бұрын
Great video and super informative
@Lucas72928
5 ай бұрын
That IBM PC looks SO good!
@senior4153
5 ай бұрын
your professionalism with details and creativity for a tutorial video is beyond the limits. Awesome approach.
@SurockGames
6 ай бұрын
Loved this video! Some suggestions, I like to use vertex colour for randomizing textures, because it is less memory then additional texture, but sometimes mask textures are good too, and damn, things you can do combining these different techniques are amazing. I guess there is no the best for every time solution, it's pure art :) You also didn't mention trim sheets, great technic too!
@rileyb3d
6 ай бұрын
Hey, thanks for commenting! Great tip, I'll make it a point to showcase vertex color in an upcoming video.
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