Loading video...
Video Failed to Load
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

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!) 🙌

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

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:

Glad I’m not the only one that does this

Whoa! So cool!

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

Super useful!

Thanks 😁

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!
