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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

366,690 views • 1 year ago •via X (Twitter)

10 Comments

Vicente Moscardó Ribes's profile picture
Vicente Moscardó Ribes1 year ago

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's profile picture
Monique Santificer1 year ago

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's profile picture
Thommy Elfving1 year ago

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

Vicente Moscardó Ribes's profile picture
Vicente Moscardó Ribes1 year ago

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's profile picture
Arman Nouri1 year ago

Glad I’m not the only one that does this

CurtisDoesADig on the Youtube's profile picture
CurtisDoesADig on the Youtube1 year ago

Whoa! So cool!

Ori's profile picture
Ori1 year ago

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

~~Mati~~'s profile picture
~~Mati~~1 year ago

Super useful!

Vicente Moscardó Ribes's profile picture
Vicente Moscardó Ribes1 year ago

Thanks 😁

huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ's profile picture
huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ1 year ago

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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