 Hello everyone How are you guys? I like I can see some of the rows Empty in the front you can come in the front. I won't bite if you want so Yeah, thank you for joining in. I'm glad you want to learn a little bit more about the game art pipelines and How I do things so in this talk basically We will Do these things I just want to do it quickly so we can have some time for Q&A because we have a lot to cover So these will be like main steps. Basically, I will talk about a lot about myself and then and all the experience I have and then how I did things in blender and how I do it now as professionally and how I will do it in the future and And then what's on the beatbox that's basically will open the files we look inside how I made those and try out some things and I'll in end I will share some resources some workflows some tutorials if you guys want to be an artist We just want to learn about game art in general. So I have a lot of references and Tutorial links attached so Little bit this criminal nothing is completed So you can go to this tiny link and you will find this presentation in the link It's my link tree. You have my socials plus on top. You will find my presentation download link you download it and because I see we all have computers we might not need computers Because it's not that heavy and we are all artists. We just need imagination to we can imagine like things are happening And we have a lot. Yeah, everything is fine and going smooth. And yeah, so that is Basically and again, I will talk a lot a lot about myself. And if you think I'm a narcissist, maybe I am so yeah, so then Yeah So About me Yeah, so it's basically the same thing Sorry, I am working with the games from like more than seven years I've worked in architectural motion graphics ads like before that for like three four years and I Love games So I just started to and it happened I've worked on some nice but they're like a range of five demo fours of horizon and hunter somewhere There are so many more I could not fit everything on this But these are like I'm really really proud of and that empty box there are those are cancelled projects basically so so you can imagine all the project canceled and They might fit in there and yeah, so some of the companies I Worked in the past and you might notice something it's like what blender kid is doing here And it's like it's not triple a game company, but you know, see I said I've worked with great people Guys are great. So they are the reason I'm here. So they just like I have was in love with Blender, but they just doubled it like square to square. Yeah, so thank you to them as well so yes, my Very first awesome work. I just wanted to start with the same thing like what I was I just want you to know and I was not bad at modeling that time I was bad at Blender basically and you know Blender 2.7 Tell me how raise the hand how many people have used Blender 2.7 or before nice, you know the pain so Yeah, so I suffered a lot I I was working on some freelance projects and I thought like oh, it's free I don't have to buy license and I should use it and I said no It looked bad look at those normal issues hard edges. I didn't even know about hard edges I thought like this is how it should be sci-fi look with hard edges But yeah, so this was actually a revenue share project. I worked with some game studio on from poly count So they needed an artist. I was like I will help you So that's how I started learning and this is the very first thing I made and that was the very last thing I made in Blender 2.7. I cannot do it. I will go back to other theories of it and the biggest thing I felt in Blender was UI and It's hard to learn basically everyone just say but when the least 2.8 came then that excuse go out of the way then I just tried it again. I say like I was good at modeling, but Then I started learning I improved so these are the models I made this is the very first model I made in Blender 2.8 Then I made full game ready prop and this I sculpted also in Blender and model it also in there I wanted to texture, but I didn't want to give myself more pain to going into texture and you know baking processes So I did it in other softwares and then that tiny little Screenshot is actually a 360 ad video. My friend reached out to me He said like we need a medical video and you can go to present Watch it on YouTube over there and that was like full 360 ad I made in Blender But I did not compose it again. I don't want to give myself more pain. So this is enough I thought so 360 render I didn't and I composed it in other software and yeah So this I was really proud of that. I did something new in a new tool and Come to now then I did some professional projects and this is my portfolio This is not exactly what I did but similar. I did I cannot share the screenshot But that's what I made in Blender and that's like sci-fi gun So you see the my old gun and that's a new gun and stuff like that so you can compare And how we improve. So this is I think in 2020 or 2019. So like it's two years of journey and we are here and This is what I made the last it's my last personal work all the assets Are made like castle that bridge these logs Houses everything is made in Blender, but composed in under the engine right Yeah, so this was my last project and they were my portfolio and a lot about me. Yeah. Yeah, so yeah So this there are a bunch of assets against this is in Blender and mixed of things so because I use multiple tools I just wanted to try and tell the world and I can know I know all the tools so there's like mix of work and that The corridor anyone know the reference where from the corridor is Where's the hand if someone knows? Yes Yes, awesome. Yeah, so that's a big one theory and I thought like I will make something simple smaller and simple and that took two months to make and So even if it's a smaller it take a lot of time So you should consider and we when started something like there's a lot of learning going on. So yeah, this is my current portfolio and Yeah, I'm proud of So, yeah, so now we come to part two Which is like it there will be a lot of theory and if you feel like sleepy and it's like I need a coffee break You can go and but don't go. I feel bad. I feel like you're leaving. I'm panic. I like why people are leaving That's all don't do that. Just hold your pee also Yeah, so Basically a path to environment goes from props these everything these cops the notebooks everything you have in your table is a prop Right and every this table every object in the world is a prop So it go from there and then you make larger props I will explain why and then there are huge assets Basically, they're not larger like gigantic, but they're also I said like my castle and the bridge They are like huge assets, but how we will make them according the pipeline I will explain and then when you club these three into environment alongside with terrain and some biome that becomes Environment right as seen you compose a scene So if you have completed the three steps, you can focus on Environment and you just club everything you learn. I will explain each of the step and yes prop so in props basically We all know modeling and texturing. It's not about that It's about doing things properly these these words do not mean to you But these are really really important and if you've been to ever stock yesterday and you've been to real-time challenges talk yesterday They have touched upon these things and I will explain why now in this also. Thank you guys I like I'm sorry. I forgot the name of the guys, but thank you guys if you're here for Making that talk you made my life easier. I had cut down so many sliders like it nice They have done it already. I will just cut it down so Yeah, they so polly swear needed so It's basically If it's a hero prop like that's my personal work So you feel like it's like the topology is like too many edges there, but that was my personal work I can do whatever with it. This one was Asset for a test. So this one is like fully open. They select three thousand poly poly count we have only so you have to you know You know put in this is the same as that. It's like this Gaudi lamp from Barcelona. It's really nice but you see this have so much detail in there and I had to do it within the poly count and That's the challenge. So you have to optimize it a lot and then only edges were needed if it's adding to the slout or the shape then only add the edges and they use cut and Don't put the loops all over them. So just Optimize this is the most important thing you have to optimize it and for the personal work You can be a little bit chilled out. Okay, so no it was stress I will start to get this will be serious because this is a serious I don't want to joke in between but okay, you can laugh. You can smile. Okay, don't make me nervous Okay, so next written normals and yeah, this another I will give reference to the talk. There's like making files smaller and Optimal or I think faster. Yeah, so in that talk they talked about like the normals like how it should be smooth I believe it should not be smooth. It should be weighted smooth Basically, what is waiting smooth is basically I every site have this link below So if you want to learn more you can go there and learn more about what that means But basically the these the pointy like lines you see those are our normals It's just tell the model how it will be shaded. So the bigger the face the more it inclined toward so that it give it a More smooth look that flat surface look flat and the bevels look more smooth You don't need three edges to make it look around so it in locally also give it really now round look if you have written normals then I Can actually show you side-by-side also. So here, I will show you quickly So if we have take a cube because I have to show you fight, right? So otherwise, we just keep talking just when you're tired of listening to me. Just I like I Will just open blender and do something So if if if you bevel this so we have some smoothing options here, right? it's like shade flat and shade smooth and Auto-smooth and So if you share smooth this this will look like this, which is not good. Okay, and this should be flat Right. So this basically, but what if we have bevel on this? and If you shade flat this edges will be visible and what if we make it smooth This is still looking a bit wonky, right? And what do you do we in rather? We have a simple motorcycle weight and normals you do this and what you say, all right? So you come here. That's first thing. I will show you Kind of here in the normals you have auto-smooth. This is the same thing like auto-smooth. You do it It turned it on it basically tell like at what angle of edge it should Smooth it or hard and keep the edge harder. So I was like, it's like believe 45. Maybe so I usually keep it 60 60 is a good number 50 to 60 in between you can keep my you can play with You can keep it more also and if you just want to make see it turn back to same smooth option So you don't know what's the difference between these two. So now one once I apply this now you feel the difference Right. So you see this is like more round now like but there are like only one edge So this is like you can keep it locally, but give it this bevel look using bit normal So if we are making default don't make it smooth make it weighted smooth So that's one that is is every model we work on this just go by default No model go without it. So even if you before baking before anything this has to be done the normals So that's how I say people don't think this Matters, but if you put subdivision on this like subdivision guy who use subdivision modeling They won't matter to them. It won't matter because subdivision modifies somehow fix this because there are more edge loops as Normal don't spread across. They just bound to that edge. So it just works. So like if we if I See one. So if you loop here Let me just turn it off. So So now right, I will remove this one. So this is smooth, right? So if I add a edge loop so you see it's Normal are confining themselves. So if you have more edges, they just support each other. So they look kind of good So that's why on locally model written normals are really really important So yeah, so just always so if you're making it default, please plan to guys make it written normals not smooth And yeah, that's the SD. How many guys know about text less D? awesome awesome awesome and they're in the the real time talk they touched upon it and There's a like small Fun thing my brother is in engineering. Okay, so he do a lot of audits So whenever he come home, he said like I had a audit. That's why I got late So my mom started calling him audit So so if my mom called me something she will call me normal or text will density Because I talk about this so much. So this is the most important step before you even start texturing Hey, so what is text? Let's read Excel density basically defines how many pixels should be visible in a One meter or surface in throughout the world imagine there you have a small problem I didn't look that image you have a stairs there And you have a wall there those boxes defines the number of pixels that should be even throughout the world Otherwise, you will see some asset might have high resolution texture and some might have low resolution texture How do you calculate it? How you make it even using textal density and? Yeah, I have attached really nice add-on text density and You project I will talk about later on But textal density is rise. I don't I will show you now and there are some lengths Which you can go more detail and this first one is nice is a from Michael I think it's really nice and just blow your mind. There's too much information So basically if we say a textal density is 1k means 1 0 2 4 pixels per meter means 100 centimeter that means Every if there is a 2 meter surface it will tile twice if we have 1k texture If you have 2k texture if you have 2 meter surface every tile once so it's like it's making a unifying scaling your UV's like that So texture match properly. I will show you quickly how like I Was looking at Suzanne model yesterday so if you get to your day you install the add-on and so you will find it here textal density and For quickly what I will do I will go to I know because I will want to talk about a lot of add-ons So in a morning, so it will stay here so you can just pause and see all the items we gonna talk about and Pi minus super and machine tool which I use for modeling but others you can see but we'll talk about some of them today like UV packer aligned or loop tools or machine to whichever we come along we for but if you see this so now We know the size of it from the item right before we go We know the size of it. This is like almost 2 meter in all the direction like this 3 meter in one But 2 meter almost so Largely if you know the textal density and if imagine we have 1k per meter text This is almost 2 meter. That means at least we need 2k texture Right, but it is a 3d object. It will open up and cover more space That means we need larger than 2k map and we'll see how much we need So simply I will go to add-in mode and imagine this UVF So you will see that on the top you have this units which like you guys mostly centimeter we use you can use meter or You are crazy than you can use feet. Yes How you do that like I'll just to back down Okay, so Yeah, these look tiny Yeah, so if you see in the top, there's Units you can do it and then there's texture size So there are two ways you can imagine what texture size you're gonna use and then you can just calculate And if I say like, okay, we we said we need more than 2k so let's go with 2k for now and calculate. It says five Okay, but we need one 1k per meter. So so it's like 512 per meter right now It's like 512 per centimeter. So it will be five five point one eight means per centimeter So we multiply with a hundred stuff five twelve. So at least it's like it's five twelve So before we used to use five twelve, there are still so many companies use five twelve But one case good number now because we have hardware. We have we are getting 1490 maybe 50 next year But yeah, so don't get crazy like we still need to optimize alone So yeah, so this one is safe at all But we need so we'll just get it to 4k and it says 1k per meter right now. So now we know like it will fit in 4k But see what when I will do here, I have the 4k texture here I will click 1k per meter text density preset here Okay, you can calculate the set value from here and you can put it here like Calculate to set value it will come here and then you can set my TD. I guess I mean text density and you see what happened You saw what happened some of them became larger some of them become smaller This is another so all the I uv islands should be for the same scale and text density tools help with that that they are using similar texture space or texture or Similar pixels per their length of the things and make sure you have frozen your scale and rotation because this will mess It up as well. You will not see proper result. So now now it should be packed. I probably saw this You see it's going out. You want to be the one kid extra density is going out but What if I just pack I will for now use it. I will explain it. This is like simple You can go to the link on the presentation down today. It's easy to install. It's free and Just I will pack before I will just turn off the rotation You see it becomes smaller now. We'll calculate the text density. So it's Seven right But this brought us to really nice thing about gamer if you see it only fills the half of the texture Right. The top is empty So what we can do in general we can just use a rectangular texture I don't know how many of you guys use rectangular texture. So this is how we can save the memory We just cut it. We use it with scale the uv's before export like to up about we use half of it I will show you in the example. I made later on have used Rectangle texture, but you see this And and we can play with this text. Let's see also as we played with edge And so if it's further from the camera like very higher up or in the distance You can have it lower, but if it's like hero asset be close use the one we have defined or maybe more So if if we have like four kids, like you know, we never used for care in the game So the two kids make so for that you have to optimize you have to reuse maybe Cut it to half mirror the other side to save the space so we can use 2k textures at least so the 4k is too big for the memory and is Difficult to load so use smaller textures And go back to those real-time challenges talk to see all the struggles we have right then yeah So this is for the text density I hope this makes that but you can go through these talks more and they will explain it more and It's just basically help us Find out what texture we need to export in the game In a way, it's not just keeping it similar, but we can learn how much texture we need like we did for the Suzanne Yes, that bring to the second in the packing there are two most important things is if you have hard edge And you need a seam over there, and I will show you a little bit. Why is that and edge padding is also important? So because there are two phenomena says one is called mipping in games Which is again like aloes for geometry is like texture. Just keep getting smaller by the distance And it helps running it smoothly. So as you come close, it will be higher resolution We've loaded and if you go further the smaller will be loaded So mipping when you have them close and if you have two different color islands, they will bleed into each other Right. So when you make it more It will kind of blur out. So it will just move. So if I go back to here So imagine these these are too close here So imagine if I make it red eyes and if it lower out it Do you if you will see in forehead some redness in the game in there? I didn't find any way to show the mipping and blender, but this is there So I will show you example and the question and same for the hard edge You will get artifacts. I know people say like why we need to harder, but if we go next you'll see There if you can see in there you see some dotted lines on the edge of the Asset that is because of the same thing So you need to have hard edge. You need to put seam on that hard edge So we don't get that type of hard artifacts. So you have a smooth big and here in the mipping You see this when they big AO you see these lines visible That's because they are too close and the AO the when the when AO is big it's black On the outside and you can fix it somehow when you you can dilate it So dilation is another way. So it's not black. Don't keep it black in the back Give a few pixel of padding on the texture when you bake it and make it white So they don't bleed because all is white. So it doesn't matter if it bleed But when you have different type of color or things like even Like different type of colors or surface information than this Schedule of this but this should be this can be fixed by just dilation and on top you see Without meeting you will get this simmering like similar like if you have similar Scale of texture in the distance you will get this anti-alising simmering happening It look weird in the viewport and but when you do the mipping it smooth out because texture just blur out It just look like it's just turned smooth. So this is like two big reason is again This is just really tiny. But these are really big They really look bad in the game In the scene and we don't want other things to look bad because of our thing Yes, so that brings us to large prop. This is the asset I made long back. So And this was actually our test. So I kept it because I felt so proud if I did something crazy with it So if you have larger asset as we see this was that so then like two meters three meter wide and we just want to use two K texture It won't fit then we have to use tileable textures or trim textures or maybe overlapping the UVs and you know mirroring it Stuff like that. So for that And for this I made this asset it it was like four meter high And I had only five 12 by one K textures So which is really really small for this size of asset and you can get it done in using unique UVs Which is we will get around 300 of texture density. We will check and but with this framework flow, I got double So that's like the one One thing I did In the let me just check Yeah So I will show you the file, but before I will just quickly go through the what I did in there So and yesterday guys talked about the block out how important it is So block art is very very important to know the scale. So I've defined the block out It's the it tells you the scale how big it is and then I created the trains All the different elements of this well We're gonna use and then like one is raw one is metal rod then this wood plank or tiles and then is This pole or them and then you you did so she we still have a lot of space in there And then I quickly textured it like block texture what I call it to see if it working That somehow was working and I said I was happy to move forward Then I select polishing the shape doing high poly and then applying to the same mesh and then In the next it's the same texture Before but you see with the big how much different it look right and then it's like block out More detailed block out and with the big and with the texture and this is the like final texture It is I'm till the third image. It's the same texture. We made first. It's just with the baking it Look a little different But that is the like final because what I did I add some undulation some shape variation later on To make it look good And yeah, so this is a basic drink. I will quickly show you the file So if I show you the Texture so this is the texture how texture looks like Okay, so in the normal you can read it better. So you see at the bottom I added sand because I had space I had to I still have a lot of space in there I can put something I wanted to but Like leaves grass you can put some things in there and you can add it And this is like top of the in below on the top There's a top of the tiles and the tiles and the different different details And this is the same packed map that crazy map The guys said in the last Yesterday in the call, but you can go in here and you can look at it. This is a you It's packed. Okay, which is good Again, this is like to save the memory. So all the different every rather than loading five textures. We are loading Three we can change this Textures as per our needs imagine you don't need metallic like I work with the trees a lot We don't have metallic in the trees. So we use that for subsurface that blue channel So we put Subsurface so I will open so this is I just put a little bit ivy on top so it looked good I'm not hiding anything. It's just to make it look more good So you see here, uh, this is This is a finally if I show you the topology here. It's really No, okay. See look at this Okay, and and the fun part of this is you can achieve more things Imagine you want to make a swing out of it. You can use the same model And like imagine these poles are here. I will duplicate and this can be we can remove it for now But I was thinking I will create a wall with the Stone wall and with metal bars on top. This is like modeling work. I don't want to go through I just don't explain you the concept and You can create different things and it will stay like for here. You can make a straighter version of it. You take it Okay, this is the triangle because of the So if I duplicate this if we use the option like correct face attribute it's like preserve UVs in Maya and others and so you can And if I move it and you can make it a wall So this will tile Right. So it's horizontally tiling so you can make a wall and imagine I want to put some metal rod. I know it's uh There is like only one issue because this I made only one side here. You will see seen That's the only drawback of using time. So some places you will see but you can hide it very Very creatively like I hid in here At some places still visible like I hid underneath these planks But if you come here, you will still see there is some seams And you can make this unique also like if the side cap make unique and you can hide it also But for now, this is it and what we can do and we have this and imagine We have metal rod. We have metal strip What we can do we can make the rods or whatever the shape maybe the the arrow shape In there and we can map it to that particular trim and then we can use the same texture So now basically the possibility of this that you can create all the other which have this similar information They have a thinking like all the garden all the medieval type of looking garden like you can make a swing With the proper model you can map it to the wood where you want metal and rope where you need rope and everything it will work and it will look as good as this and And as I have ivy in here and as I had space I can map some greens in there and I kind of put ivy on top of that also Just mapping the things to the right areas is important and then you can reuse this and multiple places Like imagine we had 10 assets we can achieve with the same texture, which is awesome It's because it want to save one memory. It's going to save one thing and everyone Love you. Wow. How did you do that from the same thing? So yeah, so this is uh, basically, uh, the thing So we'll just quickly I will show you The textile density part So imagine we have this I'll go to you editing I moved it on the side. I think yeah, so here. So if I Check the textile density. Okay. This is not here Maybe I'll open it here. Give me a second So this is why I use a machine tool. It's like at controllers. You have export append everything is in here So you don't have to go to file menu and suffer So and So no, no, no, we are not suffering. We are loving it So here and if you get textile density and if I had like one k texture, you see it's 26 but it is tiling on the other side like if I pack this one in this texture I'll say Okay back And now if we go back to excellent, let's say I check It's almost half of it. So that's how we got double the textile density We are able to reuse it and we are able to make larger things So that pole can be tiled because it's tiling on one way. You can make it as tall or you want for this Uh, well, okay. Let me undo it. So it don't look ugly. So if I go here Take your time. No worries So here if I select this and we already have uh, corrective No, it's a little bit wonky so uv's can fly off and We can keep it connected and I'll move it up We'll see it It is tiling and what I did I I didn't grade it in there because I Didn't need it. I just wanted something did it but you don't need to but you see you can make it taller It's still tile in there So it will still look good. So it doesn't matter how long basically the asset is if it gets wider Then you might get some inconsistency, but as long as it's taller and have the same width and proportions It's totally fine. And you can reuse it on You can literally make a hut out of it It will work simply And yeah, so this is a important workflow and that I got to know from the textile density because I did the first pass I just wanted to test I quickly done is that's like one hour job Like modeling it and taking to the texture because Subsurface right with drag and drop stuff and it just worked and then I was confidently I just model did the high poly based on that low poly and just baked it See it and then it just work and once you understand the textile the power of textile density You can just blindly say like this will work because you have calculated it in your mind Yeah, this things can work But if we would have been fit in there then I have to think something else unique definitely was not possible and I didn't want you to think about that Option in in my side. So this is really really and I Should have spent more time creating If you had time, I will will create the swing basically or that wall with metal bars or gate with the same texture Okay And huge assets. Basically it's like the larger assets in there. Basically. This is the another Azure made basically this one Trims might not be useful here because they're like wide also you will have different type of shapes and anything So what will be useful here like different different texture sets or materials and you blend them together And there are different ways to blend in them. The very first one is vertex color You get vertex color for free in there And you can utilize it and all the other you export in game come with vertex color Right and you can utilize it in some way like how is We have usually rgb and you can do in blender also Rgb and this three can have three layers on top Basically one base layer you can have then you can put one with r like wherever the red color vertex color is white The material will be visible and whereas black won't be and then you can multiply or blend it with noises To make it look good not just gradient going through that thing And same material blending the same you can use it with the vertex color or you can use it with the masks masks are Simply you can use very low resolution images And if you don't want to use water you can use a very low resolution images like 120 or 64 depending on the asserts and just give some color based on the UVs and then use those masks to apply the other thing like You can put damage on there become dirt on there or let the cavity thing is mostly Not possible in the streams or tileable thing that you can achieve using masks or vertex color And if you you will see in that image There is some dirt on top of it and some place you see damage a summer part of the model as some is some is the Thing I will open the file. I'll show you So just close your eyes squint your eyes because it might have normal applied so I don't want to blind you guys with this blue light Yes So I applied normal because it's better to see the details in there But I wanted to talk about this Okay, let me just check if we have box under which I really wanted to No, let me install So it's the link is also what it did not install nice. Thank you very much I know it says it might not work with this one. Maybe old one. It might work So what did do it project? I don't want to create the setup it what it does It create empties with a scale and then it project the UVs on there. So that means you can Use the same UVs throughout the asset. So imagine I want to create another wall in here So here we have some UV project here, right? So So you see the texture is projecting Okay, and and if I want a longer version of head You can use preserved UVs, but that is based on the asset What I want is to keep the same texture density throughout all the walls So I can quickly create a variation of this wall. Maybe I want, uh, maybe this one I will make a longer one So and you will see that I'm but you know, so what I will do I will Select the hierarchy and duplicate the whole thing. I will show you what other things are So what that does it just create these empty You will find it here in here collection is empty with the different directions You can use uh six eight twelve You can go crazy and it just set it up automatically and create the projected and say which direction and then you can scale this The main guy here You can scale it up and oh, sorry You can scale it up and down and then UVs will scale with it Right and then you define one texturizing and all the asset come in here like all the Huge large which can use Tileable textures will have the similar And it will not just don't work on only on the model it work on the texture We are not talking too much about texture But your texture should be also based on the same texture density Imagine we have like one k per meter for example So you see how many bricks come in like in that those buildings like they're like brick is like 20 centimeter Wide then one meter might have five bricks and then make two meter texture might have 10 bricks So now you have 2k texture which covers two meter of surface in the real world So when you map it using the texturizing on the asset, you know, it's correct Okay, so the both ends should be Correct Then otherwise you will feel like why it is not matching So the texture guys have to create it properly Usually we have texture guys different in the team who create textures they create this in mind And we you wait keeping that texture density in mind It defined before even start of the project It has to be defined because everyone will create the similar textures and similar scale of the thing So what I will do I will quickly Do the same thing I can just extend it imagine I want extended and then what I did this is this bunch of manual work There's a like this edge. I went with the knife tool imagine here. I I went for the knife tool. I made a cut and the bricks like this And yeah, you can I loved it actually really much with a lot of coffee. Yeah, so yeah, so you cut it Hey here, sorry and here Okay, so you cut it like all this look ugly, but it's okay. Yeah, you can just select it and when you will extrude it It will just match right because we have The projection applied I can leave this one also and we can match things So it's by cutting and other things either these bricks also have the same Don't look the same or we moved it right? So what we should have done when we moved it we should have moved it Exact units like one meter two meter like that We just moved it like crazy. It's like it's gonna work No, because the texture is projecting with the scale in the world. It should move in the units also So we would have moved one meter. It would match though right now this we can just quickly do that Actually This one and we check how far it is X and we can make it Okay, this too. Oh, it's meter actually Let's see No Right, so now all the ice 20 No That's weird. So no, so this I'll try making we can keep it for now Okay, let's no wait time But the brick match so all the bricks will match what we can do in this what I did So just to show like but some bricks are out and some bricks in so I create that model This one have some modifier and this which is fun. I use a lot of modifiers to What do we call it? Like I forgot the word so which Yeah, literally, uh, we call it what we call it So it's like you can read those things. You don't need to apply the modifiers You can keep it and you make changes and the model just help you do things So I can move the brick here and I want to break and I can move the edge And it extruding it adding bevel and when I'm Want to export I can select this empty and export it it export all the children with it I use there's another plugin called blender to unreal, which is real good. I forgot to Install in here. This is a new lot. I didn't have my personal computer. I have everything I didn't want to show you that as well because it's crazy like a lot a lot I don't use like I can't see anything So yeah, so this is basically the tile above and you can use the uv projection to Visualize how it will be and then you send it to the game engine and it will work flawlessly Just keep in mind the text literacy and see the text literacy helps us define How big this bricks will look because this is stone wall stones wall were usually big so we defined that in there and This will work and they're like you will see there is this thing So what comes when you have bigger assets like imagine? we have like 10 meter Large wall and you have two meter of texture it's gonna tile five times on that and you're surely going to see repetition Right, that's when our happy little blending comes in. So you blend different textures with Different vertical to hide that repetition and what I did I did two things I use the vertex blend and I use these decals So you place in between some broken decals the decals is a whole another thing to talk about But you can go on and check it's basically just a normal map Please note that it's just visually give you detail that something is broken like it's broken So this this I have made on the surface one and I have On the corner. So like see here Let me add so you feel In the game and the gunner this corner is broken, but this is not actually broken. This is locally Like L shape model with a bevel and I put that thing So as you see this should look hard because this is under the floor You don't need to worry and that other thing you see there's some damage Right, so that really really helps to sell the thing like yeah, this has some details It's like fake fake it until you make it. So that things Yeah, so this is uh, uh, this is uh, most important again The textual density will play a key role in here and there's a lot of I know the model world And yeah, so you can create an uh, most beautiful thing. I was Combining all these yes So if if I just show quickly show you the Here so I have three textures basically used one is plaster which is like covered all the bricks One is damaged bricks which are like more to add information. One is a normal newly made brick type of thing Not that much information. So wherever I had the side thing. I made it fully plaster Because I did not have I didn't want to make another one like rubble thing like more unduly like concrete broken concrete type of thing So I use this thing So I use the same texture to cover up some of the bricks to make it look Like they they have some plaster on there in there and some of them like broken But I use the same texture to the full opacity on the sides So it Worked like there is some sand or rubber like that and I use some decals also Decal on top I placed it so it look it have noise in there Yes You can do both, uh, if I will share some of the resources for that also Yeah, so this is like because I know, um, you can do it in there. We have done it in the engine We have done it in the 3d software also. We have some tools Previously have worked which just you know back and forth the two things you you can assign it there And you can bring it back and you can transfer the vertex color, but keeping it at one place make more sense and in engine you can see it There in the engine and if you're working in blender You're making things in blender then do it that if you're working exporting it to game engine. I will suggest do it there Because you can see it there More, uh, prominently how it gonna look in game Yeah, this was painted in the engine. That's why I'm choking like that's why like this All the decals placement and all this big placement I have done in blender, but what does blending I did in the engine because that was my software Uh, what to showcase this so yeah, so it's all up to you. What are you gonna do? So with this and yeah, so then we come to the environments environments are basically We just club all what we learned previously into one Environment just is a big space and with this this is ugly if you go to our station And you see our man This is not up to what I can do or what I have done Because I took a very big offer task creating all the assets creating all the asset by myself or big cost of everything Doing lighting shaders and everything take time and this challenge runs for three months It's for our student challenge And if you still if you're interested how I did that you can go to my youtube And there's all the video recorded there like two hours of video just me making things. Okay. I did not finish it Yeah Because I I was almost on time I I submitted it and there's like the clock just shut down. It was like I was it was not uploading and then I just And I forgot to record also in the rush and so the last video is not there And let me know if you need it and people ask for I will maybe record it again So that and I will show you quickly how I use modifier to Make the broken version of it and how I use the fast use the the same tools to fasten the thing So what I did? Basically, I had I hope I had screen like let's check on our station if I have Okay, so This this is the other side of it And you see there are like a lot of props right and you feel This was a tower and after this is a house and that will be the smith house This will be a market and then I just giving myself more work and more pain which I won't be able to finish There was no one to tell me like a dude calm down. Just make that one corner and be happy I said no, I will make a whole village resettlement. I will make it I will make a whole game. I will make a dragon fly from there and kill them skyrim So so but no So that is not true always. It's too much work. Okay. Don't do it so So even if you want to do it compose a scene compose a beautiful scene watch bob Ross video Use the resources put it then make happy little trees. Just have fun. Okay. Don't make everything from scratch That's just too much. That's what I do now. I use the resources and I just make scenes And I want to come back to it. But it's Too much of a work and I know it is a work and then I just don't work on it So what you see there are like wooden boards props They're like more than 50 things in there and these houses are used from sketchfab They're like from one german museum open-air museum. These houses are there So I use it what I did. I use geometry in order to put cards on top of it the hay cards It's it will look good. So that's what I did. I was like, how is mine? So no, I mentioned that it's there I just put card on there. So it looked good in game like look fluffy And Yeah, so the lot of room. So what I did I used the same UV project on all the props. So I did I did quickly low poly model could put some information I projected the UVs and just put the wood texture on there And it's just that's how I was able to see you will see the same texture. This is the same texture from the well So the metal is there and the wood is there and I mapped all the different things on the different props This has the same texture from my web So Which I had and also like I lost this project The the man I went to the folder. It was empty. I don't know where it went So now I wanted to show you the files, but it's not there anymore So all the assets are using the same one texture for from the well So all the assets are made using that and using projection textures There's another plugin called trims which can you can use if you're working with trims and there is one called Grab doc The both are free and you will if you're working specifically with the trims then you can do and there is one talk from On gdc world like from sunset overdrive They have this trims workflow. So just trim workflow on sunset overdrive. That's just awesome and You just go to gdc world or maybe I will update the presentation and update the link You can download it tomorrow and you can see But yes, we'll come back and don't look at this. Don't look at this. Okay Look at the bridge. Look at how awesome the castle is So the bridge How I made it is usually I made two pieces one for this end one in middle Which will repeat and then end the same duplicated on the other end And then what I did a bullion a noise sphere to make it broken Basically, it's just one modified and there's used the same to create four different pieces for the castle And I can just duplicate it in the game and create N number so that the castle is different that cause if you see there on the mountain There's castle and there's far away. There's one tower over there. So it's basically I was having skiering feeling like relate with the fire dragons are coming And but no actually the castle supposed to be burned like dragons don't want kings to be they want to be the kings And that first that that supposed to be a cave before I thought the dragon lives there But I said no no no calm down. So I just made it a castle So this is my very first attempt to create a huge area And there are two reasons because first I had a computer I had a laptop before I could not do it And but this time I have worked with levels and stuff. I wanted to try my level art skills also So that again through the question do that specifically don't create everything if you want to do level design or level art do that use resources So we'll just quickly show if you have time We almost Then right? Oh, yeah, so let me just finish this quickly if you have time then we can do it So we already saw all the files. Okay, I'm not Sorry, I cannot share the files, right? But the presentation is there and all the Links to it is there. So this is the way I will share the same props. It's everywhere You see all the objects and you can put touch to it like imagine you have a cup you imagine this from the medieval How will you will make it you can do that and you can Use it you can Watch these videos Simon first is a paid tutorial, but it's super awesome And he also have this blended shader in blender. You can download it. You can use it and he made it for terrains But you can use it anywhere you can blend multiple materials together in blender using vertical so that he have it on his gum Road, you can grab it and these are this is the article those are videos on our station Just watch it. It's like super awesome. So informative and dharma So when you want to create dharma and you Can have it's basically the corner. You might have seen so many isometric scenes in there, right? so this is basically the dharma you create this tiny piece and Grow a little bit more from props you styleable textures or stuff like that and here like blending Let's just create this bridge with props or that small market and there are some Resources to no more they might not be blender specific. They might be done with other 3d software But you can you know transfer the information so smoothly And yeah, so for the inspiration you can do concept art paintings or some photograph you click and instead of beautiful That's what I'm doing. Oh, that's awesome. That's awesome. I want to create that I want to make these houses But you can get crazy and there are some resources for that some community to join the experienced one and Dynasty super awesome for a moment at you can join them and just watch these are unreal specific if you anyone use unity I'm sorry. I haven't any link for unity. I don't use it It's mostly Andrea and judice world if you want to be a game artist you to see the one place you have to watch Just keep watching it. Just binge watch it like Netflix. Okay And like other things Thank you