Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 2 Nanite&TexelDensity_frames.zip
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"text": " Hey everyone, so in this session I just wanted to go over some details about Nanite and then we'll move on to talking about text or density as well before we jump into our final game mesh. So I definitely would advise if you want to understand more about Nanite and Unreal 5 jump over to the Unreal documentation. I've actually got this open here for the Nanite page and this This is going to give you lots of information, it's well worth reading through this. So you'll see some examples, you can download example projects that are using Nanite and Unreal as well. And you can just understand a little bit more about what a Nanite mesh is and how it relates. I'm not going to cover it in loads of detail here, but essentially now it means that we can bring higher-res geometry into Unreal 5. And you can see a bunch of the information here. breaks down and it's got some comparisons of how Nanite actually works and some of the sort of debug views and things like that. Some tips and advice and how it handles the data. So here we can see actually the difference between just a regular low poly mesh, static mesh with 4k textures and then this is what the Nanite mesh would look like. So you can see there's a lot more topology There basically the silhouette is definitely it more kind of detailed and everything and the mesh in general is more detailed And then it breaks down in this section how the sizes work out and how this can be Effectively the Nanite mesh can end up being cheaper once you compress it So there's a bunch of really helpful information in here But essentially what it means for the props and for the modeling is that we can use a much higher Polygon amounts so we're going to go through that as we jump into the actual mesh itself But I wanted to also touch on textal density, so we'll just jump into that as well so for textal density, this is a basically a figure that we use when we're describing unwrapping and we When we are working with our models And we basically work towards a value a textal density or a texture resolution for our models So we're working for a game that can depend on different factors and I would definitely highly recommend Leonardo's textal density guide. This is one of the most useful resources that I have found the textal density in general It has loads of great information and it talks about what the theory of textal density is So just to briefly touch on this and definitely support him if you jump over to his gum road or art station You can download this guide in high resolution. It's well worth the the cost there So yeah, definitely would advise that but just as an overview a textal density in general is trying to achieve a Uniform Resolution on our textures across a scene. So if we're working on an environment We kind of want to avoid this type of result where we have different Resolutions because in real life, this isn't something that you would experience obviously So we're trying to keep this uniform and that definitely helps with immersion when you're working on a video game and then the way you decide on the resolution that you'd want to use is usually based on a size so we have say 1024 pixels per meter as an example and you can calculate that Based on the text all sizes and based on the size of your object So that's usually how you do it and you'll use a script or a plug-in in your various 3d programs So if you're using say max or Maya or blender or Modo or whatever You would use a script to calculate that based on the scale And then the the size that you choose whether or not it's say 1024 per meter or 512 per meter or so on so forth Comes down to how the assets going to be used and also What type of genre of game you're making so if you're making a third-person game the camera is a lot further out So you don't need to use as higher resolution and then if we're looking at say a strategy game where the camera is really zoomed out We can definitely get away with lower resolutions and then for something like a first-person shooter game You can zoom right in on the camera so you can see a lot more detail So a higher resolution is usually advisable So that's the basics of a of textal density. It can get more complicated. So here we can see examples of Depending on where the asset is used in the scene if it's closer to the player or further away and things like that So there's definitely a lot of really good information in this guide I would definitely suggest reading that the other one. I also found very helpful is This is a free guide if you go to beyond extent there's a guide here, which I would definitely recommend as well This one it just explains a lot about about what text density is and then how to use it in the same kind of way. And we can see different examples as well. One of the things I like about this is it relates it to how you would be viewing it as far as a screen is concerned and how do you actually choose the text density. So we're gonna talk about this as well in relation to the project that we're working on today. So one of the ways to calculate it, as I mentioned, is using a size based on the scale of the object. So you can actually choose the object size and get a value, a textual density value for that, right? And here you can see the same thing as well. If we're using Blender, we can use different textual density checkers for that. And then we can also have different workflows depending on what we're going through. So there's loads of information in this guide. I would definitely be worth reading through this and just having, getting some of this information. And you can see some other resources as well which were inspired by this article. So I wanted to just jump back to this area here where we're talking about ways to calculate text density. So it talks about two different ways. And one of them is to calculate by the size, as I mentioned, but the other way is to calculate by the screen size. So how big is the asset on the screen, right? And so for my particular project, I wasn't planning on having this as an actual game mesh in terms of it being in a video game, it's mostly just a personal project for working with sort of having screenshots and putting on your portfolio. So it's not gonna be in a video game and object you interact with and sort of go up to in a game, right? So that's not the intention of this particular project. The intention is that it would just be nice renders. So in that case, I'm basing my text with density much more on screen size and how big it's gonna be in the screen. So for the final screenshots, I know that I'm going to render my beetle almost completely in the screen. So based on the size of the screen, I would determine what the text density would be. So if we're looking at, say, a 1080p screenshot, for example, which is what this is, 1920 by 1080, then we don't need to get any bigger than 2000 pixels across, right? So if we were to jump back to the beetle that means that from sort of the front here to the front here We're not gonna benefit from having anything sort of larger than a 2000 pixel texture, right? That's if we were using a Sort of 1080p screenshot here. So that's something that you would want to consider and then If you're working say to 4k resolution, that would just be double So we wouldn't want, you know, if it's 4,000 pixels by 2,000 pixels roughly, then we would want to make sure that we have enough text density across that screen. Obviously, if we're going to zoom in on the beetle, like if we were going to zoom right into really close and fill the whole screen with something like this, then that detail isn't going to hold up super well. So we'd need an even larger text density or to sort of break that up into more textures, right? So just for the sake of ease and making this as simple as possible, the way that I broke this down was I basically had a textual, a texture for each main kind of component elements. So we'll just sort of draw over that. So for the head, I had a texture for the head and then I had a texture for the body because these easily break up into different pieces. And then I would have a texture here for the legs as well. So that's basically the way that I broke it down as far as this particular asset is concerned. One of the benefits as well of breaking it down, say, in two different components, like the legs as a separate texture, means that we could have a duplicate texture if we wanted to add variation. So if we wanted, say, this particular leg to be different from this leg, we could duplicate the texture set and do that. In this case, I didn't need to, but you can definitely do that as well. So that's pretty beneficial if that's something that you wanted to do. So yeah, the other reason I didn't base this in terms of size is because the beetle is very small. So if I was to use a size based text or density for this particular object, like if this was in a game, then he would be pretty low resolution because let's say you had a person in here, then let's say we just add in like the size of an actual human here. So, and I remember as well that I scaled up this beetle a lot. I scaled him up by times eight. So this is the size of a person at the moment this beetle is really big, right? But if he was scaled back to his original size, then he's gonna be tiny in comparison to a person. So if you were playing in a first person shooter and you saw this beetle on the ground, you're not gonna need a really high resolution texture that so it's a little bit of a different situation though because in this case I'm obviously just working for this as a personal project and wanting to get nice screenshots I'm not worrying so much about the size of this object in a game. So I would approach it differently if I was working towards a game.",
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"text": " Hey everyone, so in this session I just wanted to go over some details about Nanite and then we'll move on to talking about text or density as well before we jump into our final game mesh. So I definitely would advise if you want to understand more about Nanite and Unreal 5 jump over to the Unreal documentation. I've actually got this open here for the Nanite page and this This is going to give you lots of information, it's well worth reading through this. So you'll see some examples, you can download example projects that are using Nanite and Unreal as well. And you can just understand a little bit more about what a Nanite mesh is and how it relates. I'm not going to cover it in loads of detail here, but essentially now it means that we can bring higher-res geometry into Unreal 5. And you can see a bunch of the information here. breaks down and it's got some comparisons of how Nanite actually works and some of the sort of debug views and things like that. Some tips and advice and how it handles the data. So here we can see actually the difference between just a regular low poly mesh, static mesh with 4k textures and then this is what the Nanite mesh would look like. So you can see there's a lot more topology There basically the silhouette is definitely it more kind of detailed and everything and the mesh in general is more detailed And then it breaks down in this section how the sizes work out and how this can be Effectively the Nanite mesh can end up being cheaper once you compress it So there's a bunch of really helpful information in here But essentially what it means for the props and for the modeling is that we can use a much higher Polygon amounts so we're going to go through that as we jump into the actual mesh itself But I wanted to also touch on textal density, so we'll just jump into that as well so for textal density, this is a basically a figure that we use when we're describing unwrapping and we When we are working with our models And we basically work towards a value a textal density or a texture resolution for our models So we're working for a game that can depend on different factors and I would definitely highly recommend Leonardo's textal density guide. This is one of the most useful resources that I have found the textal density in general It has loads of great information and it talks about what the theory of textal density is So just to briefly touch on this and definitely support him if you jump over to his gum road or art station You can download this guide in high resolution. It's well worth the the cost there So yeah, definitely would advise that but just as an overview a textal density in general is trying to achieve a Uniform Resolution on our textures across a scene. So if we're working on an environment We kind of want to avoid this type of result where we have different Resolutions because in real life, this isn't something that you would experience obviously So we're trying to keep this uniform and that definitely helps with immersion when you're working on a video game and then the way you decide on the resolution that you'd want to use is usually based on a size so we have say 1024 pixels per meter as an example and you can calculate that Based on the text all sizes and based on the size of your object So that's usually how you do it and you'll use a script or a plug-in in your various 3d programs So if you're using say max or Maya or blender or Modo or whatever You would use a script to calculate that based on the scale And then the the size that you choose whether or not it's say 1024 per meter or 512 per meter or so on so forth Comes down to how the assets going to be used and also What type of genre of game you're making so if you're making a third-person game the camera is a lot further out So you don't need to use as higher resolution and then if we're looking at say a strategy game where the camera is really zoomed out We can definitely get away with lower resolutions and then for something like a first-person shooter game You can zoom right in on the camera so you can see a lot more detail So a higher resolution is usually advisable So that's the basics of a of textal density. It can get more complicated. So here we can see examples of Depending on where the asset is used in the scene if it's closer to the player or further away and things like that So there's definitely a lot of really good information in this guide I would definitely suggest reading that the other one. I also found very helpful is This is a free guide if you go to beyond extent there's a guide here, which I would definitely recommend as well This one it just explains a lot about about what text density is and then how to use it in the same kind of way. And we can see different examples as well. One of the things I like about this is it relates it to how you would be viewing it as far as a screen is concerned and how do you actually choose the text density. So we're gonna talk about this as well in relation to the project that we're working on today. So one of the ways to calculate it, as I mentioned, is using a size based on the scale of the object. So you can actually choose the object size and get a value, a textual density value for that, right? And here you can see the same thing as well. If we're using Blender, we can use different textual density checkers for that. And then we can also have different workflows depending on what we're going through. So there's loads of information in this guide. I would definitely be worth reading through this and just having, getting some of this information. And you can see some other resources as well which were inspired by this article. So I wanted to just jump back to this area here where we're talking about ways to calculate text density. So it talks about two different ways. And one of them is to calculate by the size, as I mentioned, but the other way is to calculate by the screen size. So how big is the asset on the screen, right? And so for my particular project, I wasn't planning on having this as an actual game mesh in terms of it being in a video game, it's mostly just a personal project for working with sort of having screenshots and putting on your portfolio. So it's not gonna be in a video game and object you interact with and sort of go up to in a game, right? So that's not the intention of this particular project. The intention is that it would just be nice renders. So in that case, I'm basing my text with density much more on screen size and how big it's gonna be in the screen. So for the final screenshots, I know that I'm going to render my beetle almost completely in the screen. So based on the size of the screen, I would determine what the text density would be. So if we're looking at, say, a 1080p screenshot, for example, which is what this is, 1920 by 1080, then we don't need to get any bigger than 2000 pixels across, right? So if we were to jump back to the beetle that means that from sort of the front here to the front here We're not gonna benefit from having anything sort of larger than a 2000 pixel texture, right? That's if we were using a Sort of 1080p screenshot here. So that's something that you would want to consider and then If you're working say to 4k resolution, that would just be double So we wouldn't want, you know, if it's 4,000 pixels by 2,000 pixels roughly, then we would want to make sure that we have enough text density across that screen. Obviously, if we're going to zoom in on the beetle, like if we were going to zoom right into really close and fill the whole screen with something like this, then that detail isn't going to hold up super well. So we'd need an even larger text density or to sort of break that up into more textures, right? So just for the sake of ease and making this as simple as possible, the way that I broke this down was I basically had a textual, a texture for each main kind of component elements. So we'll just sort of draw over that. So for the head, I had a texture for the head and then I had a texture for the body because these easily break up into different pieces. And then I would have a texture here for the legs as well. So that's basically the way that I broke it down as far as this particular asset is concerned. One of the benefits as well of breaking it down, say, in two different components, like the legs as a separate texture, means that we could have a duplicate texture if we wanted to add variation. So if we wanted, say, this particular leg to be different from this leg, we could duplicate the texture set and do that. In this case, I didn't need to, but you can definitely do that as well. So that's pretty beneficial if that's something that you wanted to do. So yeah, the other reason I didn't base this in terms of size is because the beetle is very small. So if I was to use a size based text or density for this particular object, like if this was in a game, then he would be pretty low resolution because let's say you had a person in here, then let's say we just add in like the size of an actual human here. So, and I remember as well that I scaled up this beetle a lot. I scaled him up by times eight. So this is the size of a person at the moment this beetle is really big, right? But if he was scaled back to his original size, then he's gonna be tiny in comparison to a person. So if you were playing in a first person shooter and you saw this beetle on the ground, you're not gonna need a really high resolution texture that so it's a little bit of a different situation though because in this case I'm obviously just working for this as a personal project and wanting to get nice screenshots I'm not worrying so much about the size of this object in a game. So I would approach it differently if I was working towards a game."
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