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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 görüntüleme • 1 yıl önce •via X (Twitter)

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Vicente Moscardó Ribes profil fotoğrafı
Vicente Moscardó Ribes1 yıl önce

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 profil fotoğrafı
Monique Santificer1 yıl önce

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 profil fotoğrafı
Thommy Elfving1 yıl önce

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

Vicente Moscardó Ribes profil fotoğrafı
Vicente Moscardó Ribes1 yıl önce

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 profil fotoğrafı
Arman Nouri1 yıl önce

Glad I’m not the only one that does this

CurtisDoesADig on the Youtube profil fotoğrafı
CurtisDoesADig on the Youtube1 yıl önce

Whoa! So cool!

Ori profil fotoğrafı
Ori1 yıl önce

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

~~Mati~~ profil fotoğrafı
~~Mati~~1 yıl önce

Super useful!

Vicente Moscardó Ribes profil fotoğrafı
Vicente Moscardó Ribes1 yıl önce

Thanks 😁

huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ profil fotoğrafı
huadiᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ༝ᅠᅠ1 yıl önce

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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