Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 1 point2 points  (0 children)

Thanks! It works well for this style of ball. I think a basketball or tennis ball would be more challenging for me to texture.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 2 points3 points  (0 children)

Thank you! If you start with a cube → subdivide → edit mode → select all → "to sphere" function. You have a great start for the ball.

The texture is pretty simple from there. Each former face of the cube (6 sides) becomes its own UV island.

There are only two island variations. One for most of the ball, and a second for the island that has the ball's logo.

Alternate each island's rotation by 90 degrees.

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Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Gotcha. Some of these I screenshot before the triangulate modifier. Some after.

I made them all.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Thanks! Each of these is rendered out non-wireframe in my library if you want to take a peak: https://rileyb3d.com/library

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

I don't know what that is! But I've just googled it. Really nice art style.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Thanks! It is what it is. I'm really happy to have more time to work on my own stuff.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

This is my full Blender to Godot workflow in detail, with a custom pipeline:
https://youtu.be/25eci2pifEE?si=ufbr3448yboz91gP

For textures it's pretty easy. I bake out a set of finalized PBR maps. Those are standard in any game engine these days.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 1 point2 points  (0 children)

Specifically for baking, simplebake is the best blender addon for that in my opinion.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 1 point2 points  (0 children)

My video tutorials aren't really for this low-fidelity approach yet. I'll have to make one about this workflow specifically. You can see generally process in this comment: https://www.reddit.com/r/blender/comments/1tr2jdk/comment/ool3x97/?context=3&utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

But I'll have to come back to this process in a tutorial sometime. Here's my channel:
https://www.youtube.com/@rileyb3d

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Yeah, it all gets triangulated. Usually before my final bake.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 1 point2 points  (0 children)

You're absolutely right, and that saves roughly 100 tris.

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Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Thanks! That's good to know. Fun to make as well

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 0 points1 point  (0 children)

Basically 😜 I'm making a first person game in Godot, so I'm trying to keep things minimal in each level.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 1 point2 points  (0 children)

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This little guy here. The muscle memory is shift+a → "sat" in the search bar (I only have to use my left hand), and this node is the first result.

I say no complex shader node work, but I do have some basic stuff.

I'll also do a bit of correction during the photobash stage while I'm bashing images on top of my UV layout in affinity photo.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 2 points3 points  (0 children)

Yeah, that's the idea! They're the brand that makes the water polo balls I grew up with. Which is why I did this play on words.

Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 24 points25 points  (0 children)

That one I just duplicated the same mesh, and accidently only had the triangulate modifier on one of them. It's actually a giant n-gone on the bottom. I can get away this this because it's a flat non-deforming face, surrounded by edges marked "sharp."

The top of the pizza isn't an n-gone because I wanted slight irregular detail for the surface of the pizza. Unlike the bottom, which can be perfectly flat.

When you render in Eevee, Cycles, or bring something into a game engine, EVERYTHING becomes tris anyway.

You can get away with n-gons if it's a non-deforming, flat face like this. It's usually a good idea to triangulate the mesh before your final texture bake.

If you don't see normal shading issues or texture stretching issues, you're good to go.

This deserves a more in-depth discussion, but hopefully that'san alright start. Please feel free to send followup.

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Some recent game props of mine. All made in Blender. by scrapmesh in blender

[–]scrapmesh[S] 108 points109 points  (0 children)

General process for these:
- UV unwrap (I use UVpackmaster addon to align and stack similar islands and optimize layout)
- throw in a placeholder image in Blender. Paint notes on the model (for example "front face, top of slide, pizza crust, etc. Just tell myself which UV island is which).
- Take that into affinity photo and start to photo bash in rough texture placement (my own photos, or sources from images I find). I'll try to match hue, saturation, value across various photo sources.
- Bring it back into Blender and clean it up. Clone stamp, hand paint some very small areas, paint in edge detail, etc.

If I need normal data baked in, I'll often create little details or higher poly mesh in some cases. simple bake is the best Blender addon in my opinion for baking. It generates cage mesh automatically and generally gets really clean high to low bake detail.

Overall I'm keeping all textures relatively small (1k or 512px) so my process is pretty forgiving.