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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

141,740 次观看 • 3 天前 •via X (Twitter)

45 条评论

Jordan Cain 的头像
Jordan Cain3 天前

Now that's using your brain! Nice!

soup 的头像
soup3 天前

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!!!

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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 🤔

Aglæcwif 的头像
Aglæcwif3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes2 天前

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

Nammor 的头像
Nammor3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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!

M0dZ 的头像
M0dZ3 天前

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

Pere | Indie Game Marketing 的头像
Pere | Indie Game Marketing3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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

Sandee 🇳🇵 的头像
Sandee 🇳🇵3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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

Fionna / Jen Davis-Wilson 的头像
Fionna / Jen Davis-Wilson3 天前

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.

🪼 Soulan ✼🪼 的头像
🪼 Soulan ✼🪼3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

Yesss, or like those CRT TV distortions! 📺

🪼 Soulan ✼🪼 的头像
🪼 Soulan ✼🪼3 天前

Infinite gradient texture value ✨

Cyberquack 的头像
Cyberquack3 天前

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 !!!!!

Aglæcwif 的头像
Aglæcwif3 天前

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

care n · Wondful 的头像
care n · Wondful3 天前

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.

Yuna Tsubuki🔞 的头像
Yuna Tsubuki🔞3 天前

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

William O’Dell 的头像
William O’Dell3 天前

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

Marklanchvar32 的头像
Marklanchvar323 天前

Madness!!

TaiKni🎨 的头像
TaiKni🎨3 天前

the scaffolding of colors

Jacob Beers 的头像
Jacob Beers3 天前

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

cat 的头像
cat3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes2 天前

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

Ryley Forwood 的头像
Ryley Forwood2 天前

Really cool!

Felen From Space (⁠ ̄⁠ヘ⁠ ̄⁠;⁠) 的头像
Felen From Space (⁠ ̄⁠ヘ⁠ ̄⁠;⁠)2 天前

Saving ts 😋

ArtsyMoose 的头像
ArtsyMoose3 天前

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.

MadSageIndieDev 的头像
MadSageIndieDev3 天前

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

damien 的头像
damien3 天前

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

Memeow :P 的头像
Memeow :P3 天前

this looks sick as hell

Badjano Entertainment 🕹️ 的头像
Badjano Entertainment 🕹️3 天前

another day, another cool uv trick

meditext 的头像
meditext2 天前

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

Tamagochi Tg 的头像
Tamagochi Tg3 天前

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

Truce Or Feud 的头像
Truce Or Feud2 天前

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.

BitByterGames 的头像
BitByterGames3 天前

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

Fionna / Jen Davis-Wilson 的头像
Fionna / Jen Davis-Wilson3 天前

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

keppel ⚠️ 的头像
keppel ⚠️2 天前

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

Lain 的头像
Lain3 天前

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?

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes3 天前

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

Дядюшка Флюк 的头像
Дядюшка Флюк2 天前

У вас не осталось изображения с этой картой цветов?

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes2 天前

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!

Дядюшка Флюк 的头像
Дядюшка Флюк2 天前

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

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