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To optimize separated textures for game engines, it’s recommended to convert them into a texture atlas where each gradient column is reduced to one pixel in width, with model UVs scaled to zero on the vertical axis for precise alignment. #Blender #3DArt #LowPoly #DigitalArt

367,206 次观看 • 1 年前 •via X (Twitter)

10 条评论

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

Leaving this here for those interested in the 3D Gradient Texturing method! (I didn’t expect so much attention on this post, thank you for the support!) 🙌

Monique Santificer 的头像
Monique Santificer1 年前

I used to use this method for animated lights, Like the ones you'd see at a carnival or movie theatre sign. Just combined with a scrolling uv script

Thommy Elfving 的头像
Thommy Elfving1 年前

How do you trigger this change from inside a game engine usually?

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

I am sure a custom script or plugin could be made to handle it. In my case, I do it manually, or I begin creating the atlas from the very beginning if I already know how many props I’m going to make. If you want more information, I wrote a blog about it:

Arman Nouri 的头像
Arman Nouri1 年前

Glad I’m not the only one that does this

CurtisDoesADig on the Youtube 的头像
CurtisDoesADig on the Youtube1 年前

Whoa! So cool!

Ori 的头像
Ori1 年前

My eyes screaming from seeing the uv layout like that , but great job

~~Mati~~ 的头像
~~Mati~~1 年前

Super useful!

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

Thanks 😁

huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ 的头像
huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ1 年前

Absolutely fantastic! 😀 We've been using similar techniques to optimize our recent project, but haven't had the chance to organize everything systematically yet. Thanks a ton for sharing!

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