Go Summarize

PLASTICITY is JUST for CAD! NOT GAMES. - How to optimize your CAD mesh for game engines

TAKE REFUGE 3D2023-06-22
Plasticity#Plasticity 3d#Cad#Blender#Retopo#Retopology#Game assets#Game art#3d art#Substance painter#Adobe substance#3d modelling#Numbs
9K views|1 years ago
💫 Short Summary

The video demonstrates using Plasticity for creating efficient game assets, focusing on low poly modeling and optimizing for game engines. It covers exporting models in Blender, addressing shading errors, UV mapping, and texture application in Substance Painter. The speaker emphasizes the importance of detailing assets and provides a workflow for preparing game assets with Plasticity for Unity. Overall, the tutorial showcases the process of creating textured objects for games, highlighting the need for attention to detail and optimization for different gaming platforms.

✨ Highlights
📊 Transcript
Plasticity for game assets.
Plasticity offers an efficient hard surface workflow compared to polygon modelers, with some cleanup needed for polygon software.
Importance of creating a low poly version of an object for game assets by knowing what you're making beforehand to reduce cleanup.
The process involves exporting the low poly model as an obj file.
Plasticity is a valuable tool for creating game assets efficiently.
Exporting and Importing Objects in Blender.
The tutorial covers the process of exporting a model in Blender, adjusting details and curves.
It discusses importing low and high poly objects and dealing with ngons for game engines and texturing software.
The importance of correct orientation in Blender is highlighted, along with the process of converting ngons to triangles for game engines.
Rotating objects is also covered in the tutorial.
Addressing shading errors when transferring models between texturing software and game engines.
Using wireframe mode and a triangulate modifier to address shading errors.
Adding a data transfer modifier and adjusting normals to achieve a mesh without shading errors.
Emphasizing the importance of optimizing polygon count for different gaming platforms like the Nintendo Switch.
Referencing 'Fantasy Tiers of the Kingdom' as an example of technical mastery in optimizing polygon count.
Exporting a model as an FBX file in Blender.
The narrator demonstrates the process of exporting selected objects and applying modifiers to maintain a non-destructive workflow.
UV mapping is highlighted as important, with options for manual unwrap or Smart UV project based on object complexity.
Consideration of shading errors and number of faces is emphasized when adjusting the model for export.
A detailed workflow for optimizing the model before exporting as an FBX file is showcased.
Tips for efficient UV editing and baking normals in Substance Painter.
Use default settings and island margin for UV editing, and UV Pack Master for packing UVs effectively.
Export models as FBX and select the appropriate render pipeline template in Substance Painter for baking normals and avoiding shading artifacts.
Adjust frontal distance to prevent high and low poly models from intersecting during the baking process.
Tutorial on adjusting settings for textures and colors on a barrel model.
Speaker experiments with different options, despite shading errors, to create a suitable background object for a low-poly environment.
More effort is needed to improve the object's quality, with different textural effects like dust, plastic, and cavity dirt applied.
Process highlights the importance of details and budget allocation for textures in game development.
Workflow of creating game assets using Plasticity and Unity.
Making models with basic details, adding fillets, exporting to Blender, decimating, and triangulating for game engine optimization.
Data transfer, normal mapping, and material application in Substance Painter before importing into Unity.
Importance of detailing assets and learning journey from online tutorials emphasized.
Quick and efficient method for preparing game assets with Plasticity for use in game engines like Unity highlighted.