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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

367,062 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Vicente Moscardó Ribes
Vicente Moscardó Ribesvor 1 Jahr

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!) 🙌

Profilbild von Monique Santificer
Monique Santificervor 1 Jahr

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

Profilbild von Thommy Elfving
Thommy Elfvingvor 1 Jahr

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

Profilbild von Vicente Moscardó Ribes
Vicente Moscardó Ribesvor 1 Jahr

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:

Profilbild von Arman Nouri
Arman Nourivor 1 Jahr

Glad I’m not the only one that does this

Profilbild von CurtisDoesADig on the Youtube
CurtisDoesADig on the Youtubevor 1 Jahr

Whoa! So cool!

Profilbild von Ori
Orivor 1 Jahr

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

Profilbild von ~~Mati~~
~~Mati~~vor 1 Jahr

Super useful!

Profilbild von Vicente Moscardó Ribes
Vicente Moscardó Ribesvor 1 Jahr

Thanks 😁

Profilbild von huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ
huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠvor 1 Jahr

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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