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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля Vicente Moscardó Ribes
Vicente Moscardó Ribes1 год назад

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!) 🙌

Фото профиля Monique Santificer
Monique Santificer1 год назад

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

Фото профиля Thommy Elfving
Thommy Elfving1 год назад

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

Фото профиля Vicente Moscardó Ribes
Vicente Moscardó Ribes1 год назад

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:

Фото профиля Arman Nouri
Arman Nouri1 год назад

Glad I’m not the only one that does this

Фото профиля CurtisDoesADig on the Youtube
CurtisDoesADig on the Youtube1 год назад

Whoa! So cool!

Фото профиля Ori
Ori1 год назад

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

Фото профиля ~~Mati~~
~~Mati~~1 год назад

Super useful!

Фото профиля Vicente Moscardó Ribes
Vicente Moscardó Ribes1 год назад

Thanks 😁

Фото профиля huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ
huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ1 год назад

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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