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With 3d gradient texturing you dont need heavy texture maps to get rich details By stretching the UVs across a tiny color gradient, geometry does all the heavy lifting It works similarly to a trim sheet, but built entirely for mobile optimization #Misfitz #blender #mobilegames
45 条评论

Now that's using your brain! Nice!

i'm really curious, how do you get little details like the checkered lines to change color? are they part of the geometry? looks so clean!!!

Yesss they are quads, part of the geometry! It was quite timeconsuming because I placed them by hand, but now that I think about it, I could have used Blender's Curve modifier 🤔

@IRONICHANDLE This is how Runescape gets away with having details using vertex coloring, very cool work!

@IRONICHANDLE Yeah! vertex colors are another really nice optimization technique!

What's the process for UV unwrapping on a process like this ? Camera based ?

In a way, the modeling fase already needs to take UV splits into account, so texturing and UV unwrapping end up becoming part of the same process!

200IQ move, sadly most people don't unwrap their UVs like these

You are the best Vicente!! We want to see more videos of your workflow 😁🫡

Thanks a lot!!! more stuff coming soon!🙌

is there a resource online where i can study this process? i am new to this🙇♂️

I did my final degree project on this topic back in the day. I'll leave the blog here in case you're interested!:

I love this technique! Here's an example I did a few years ago with very strict tri/texture budget. Use the texels for the important things (signs with text) and the colors were smooshed into a tiny corner of gradients.

I love the spin uvs version, kinda looks like caustics or wood grain noise

Yesss, or like those CRT TV distortions! 📺

Infinite gradient texture value ✨

oh shit ! I just now got how you use gradients ! I was so confused since I tend to make my islands just a point I put on the color I want, but you can just keep some lenght to play with gradients !!!!!

This is one of the most creative uses of UVs I've ever seen for real, so cool.

Stretching one tiny gradient across the UVs and letting the geometry carry the detail is an elegant trade, the boot reads especially rich for how little texture it needs.

Ok this is sick as hell as I always want to give my characters more color.

This is soo cool to watch you play around with those values and see how it changes them!

Madness!!

the scaffolding of colors

Man that is a cool technique. I could play a game that is just dragging UVs across gradients lol

i was like "holy shit this is so cool" to "woah WOAH WOAH WHAT THE HELL" when it became a spiral 😭😭

The magic of proportional editing in Blender's UV Editor ^^

Really cool!

Saving ts 😋

Is there like a go to gradient texture to use for this? I don’t have a vector software and I can’t ever find a color file with high quality lol.

That's so smart. I can't believe I've never thought of this...

???1?11?111?1?2?2?2???? woah

this looks sick as hell

another day, another cool uv trick

Interesting tech I might use this for some customizable props if I ever make a game

The gradient doing the heavy lifting while the geometry sits there looking smug-classic.

I thought made up this technique long ago because of how nice it turned out. Later on, I learned that you can get the same effect by abusing color channels. Once you learn how to do that, you learn that you've been losing out.

Saw that in one of Imphenzia`s videos, I do my texturing like that ever since.

Another example: I found a random image with the color vibes I wanted, and stretched my UVs all over this. It would have been more efficient to use gradient strips but I liked the concept too much

it feels nice and reassuring to see this cuz im always so overly conscious on how i should tackle textures but seeing this makes it nice for me to not worry too much about tackling texturing properly

It isn't optimization for mobile. What if you want more colors? Why don't you use colors of vertices for 2k tris per mesh?

It's a technique used a lot in mobile game studios!! You can pack multiple gradients into a single atlas and texture all your props and environment assets with one texture. Vertex color is a similar but different technique, but it doesn't give you as much control as this approach

(And you usually leave some extra space in the atlas for future gradients. It's all about planning it well)

У вас не осталось изображения с этой картой цветов?

You can make your own in Photopea, GIMP, or Krita! I use the Eyedropper Tool to sample the main colors from the concept art, then organize them into rows and create gradients with layermasks and the Gradient Tool But search for "gradient palette texture" on Google to test one!

А, то есть, конкретно эту вы сделали сами для себя? Хорошо, буду иметь ввиду)
