Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 5 Packing_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 5 Packing_frames_transcription.json
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"text": " So before moving on to packing our UV islands and actually starting to do our baking, I wanted to just briefly touch on how I would optimize the UVs and make sure that we're ready to pack and set the text density and that kind of side of things. So the first thing I'm going to do here is I'm going to come over into the UV window and you can see that when I've UV'd all of these objects will turn off the UV sync here as well. So just let me disable that. Okay, so we've got all of our pieces here. They're all kind of unwrapped and everything ready to go. One of the things I will generally do is try to, when I UV stuff, I'll try to offset it from the origin of the UV shell there so that when I come to unwrapping these They're not overlapping each one of these is kind of push somewhere Randomly in UV space. So that's one note. I would make as far as deciding on the textual density It's definitely helpful for bringing in a cube to sort of test the textual density And I'll usually use the textual density checker So if I was working with a 2k texture here, and I wanted a textal density of say 1024 per meter With a 2k texture, I would click this 1024 button and that's what a resolution We're gonna get but obviously with our example as I mentioned previously We're not going to be working to a size based textal density We're gonna be mostly working on a screen space and so in the original screenshots I basically decided to break this into three texture sets So I'm just gonna decide on an arbitrary value really that I use generally for for the textual density And so one of the ways I decided that is I set the cube up to 2048 per Per meter which gives me like I know this is gonna be a nice high resolution But I can use and I try to find a value for these guys Which was going to basically match pretty closely to that so the value I determined for these when I was working with this was around about 50 in the pixels per centimeter and I just click set my textal density here and that will just scale all of my UVs and then what I would do is visually kind of compare once this is finished generating the textal density for these I can come in here and just visually check what resolution I've got compared to this object here and having the text in here as well, if you sort of start to zoom through the model as well, we can enable the clip start here, just do that. So you can sort of see that in here, we can see that the resolution is pretty good, like on the letters and on the logos and everything, it doesn't look too low resolution. So that's what we're kind of aiming for, a decent textual density that kind of does that. So for the legs, I had a 2K texture and I managed to fit all of the stuff into that. Like for every single piece of the leg, I mean, not just for the FEMA, for all of the other pieces, I managed to fit that in one 2K texture. And then for the head and for the body, I did a 4K texture for each piece there. So just to keep it nice and high res, and I could definitely, if that was for a game, I could drop those resolutions down for sure. But in this case, for the portfolio, It's fine to use slightly higher resolution textures. Okay, so that's kind of how I decide on the text density and then I now just have to work on my packing. So the UV packing, I usually use the UV pack master. And this is a really nice add-on. It's definitely worth the cost of purchasing this one. So this will, you can do packing in Blender in general, just by packing in your UV. So you just come to UV here and you just select pack islands. This is the blender like default packing. So you can pack your UV islands using that, but it isn't gonna do a particularly great job. Like it's definitely not too bad. So if you were packing without an add-on, I generally would probably just pack by hand. You're gonna get a slightly better option there. But I tend to use UV pack master. This is really great. You just basically hit pack and it's gonna pack the UV islands in there. There's loads of control in here as well. You can get it to do rotation and flipping. You can keep the scale fixed as well and things like that. And then if you use the heuristic search, this will just continue to pack until it finds the most optimal solution, which is really nice. So you just come in here and just run this until it packs the best option there. So that's really great. It will also pack into UDIMs and other things as well. So there's a lot of control within this UV pack master that you can use. And you can just see how we've kind of got that all set up there. This is just me packing the FEMA. Obviously I would be working with the other pieces here as well, but you can see how I would bring all my UV shells in there. If I've got stuff that's symmetryed or symmetrical, then I can enable the option for locking the overlap. So this one will basically make sure that if you've overlapped your UVs for things like symmetry, that it's gonna stay in the place that it's placed. It's not going to try and repack them. So that's useful for symmetry and things like that. So that's the basics. I pretty much just use this and run the UV pack master and it's going to pack everything into the UV shell. So for packing it generally doesn't take very long. The most of the process for the low poly Lower detailed mesh and the UVs and everything is actually just optimizing and unwrapping once you've done that process The packing is fairly straightforward. So That would be the process I would follow and then now if we go back to our example here And we look at our Final measures you can start to see that we can actually see these pieces So when we look at the final beetle as well, we're going to see this is our unwrapped and modeled topology So once we enable and turn this sky on this will be the up-to-date geometry. So that's what we're kind of aiming for We're trying to get to a place where These guys are being unwrapped in UV'd so Let's now kind of move ahead to actually how we would bake the data for these particular things to start texturing",
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"text": " So before moving on to packing our UV islands and actually starting to do our baking, I wanted to just briefly touch on how I would optimize the UVs and make sure that we're ready to pack and set the text density and that kind of side of things. So the first thing I'm going to do here is I'm going to come over into the UV window and you can see that when I've UV'd all of these objects will turn off the UV sync here as well. So just let me disable that. Okay, so we've got all of our pieces here. They're all kind of unwrapped and everything ready to go. One of the things I will generally do is try to, when I UV stuff, I'll try to offset it from the origin of the UV shell there so that when I come to unwrapping these They're not overlapping each one of these is kind of push somewhere Randomly in UV space. So that's one note. I would make as far as deciding on the textual density It's definitely helpful for bringing in a cube to sort of test the textual density And I'll usually use the textual density checker So if I was working with a 2k texture here, and I wanted a textal density of say 1024 per meter With a 2k texture, I would click this 1024 button and that's what a resolution We're gonna get but obviously with our example as I mentioned previously We're not going to be working to a size based textal density We're gonna be mostly working on a screen space and so in the original screenshots I basically decided to break this into three texture sets So I'm just gonna decide on an arbitrary value really that I use generally for for the textual density And so one of the ways I decided that is I set the cube up to 2048 per Per meter which gives me like I know this is gonna be a nice high resolution But I can use and I try to find a value for these guys Which was going to basically match pretty closely to that so the value I determined for these when I was working with this was around about 50 in the pixels per centimeter and I just click set my textal density here and that will just scale all of my UVs and then what I would do is visually kind of compare once this is finished generating the textal density for these I can come in here and just visually check what resolution I've got compared to this object here and having the text in here as well, if you sort of start to zoom through the model as well, we can enable the clip start here, just do that. So you can sort of see that in here, we can see that the resolution is pretty good, like on the letters and on the logos and everything, it doesn't look too low resolution. So that's what we're kind of aiming for, a decent textual density that kind of does that. So for the legs, I had a 2K texture and I managed to fit all of the stuff into that. Like for every single piece of the leg, I mean, not just for the FEMA, for all of the other pieces, I managed to fit that in one 2K texture. And then for the head and for the body, I did a 4K texture for each piece there. So just to keep it nice and high res, and I could definitely, if that was for a game, I could drop those resolutions down for sure. But in this case, for the portfolio, It's fine to use slightly higher resolution textures. Okay, so that's kind of how I decide on the text density and then I now just have to work on my packing. So the UV packing, I usually use the UV pack master. And this is a really nice add-on. It's definitely worth the cost of purchasing this one. So this will, you can do packing in Blender in general, just by packing in your UV. So you just come to UV here and you just select pack islands. This is the blender like default packing. So you can pack your UV islands using that, but it isn't gonna do a particularly great job. Like it's definitely not too bad. So if you were packing without an add-on, I generally would probably just pack by hand. You're gonna get a slightly better option there. But I tend to use UV pack master. This is really great. You just basically hit pack and it's gonna pack the UV islands in there. There's loads of control in here as well. You can get it to do rotation and flipping. You can keep the scale fixed as well and things like that. And then if you use the heuristic search, this will just continue to pack until it finds the most optimal solution, which is really nice. So you just come in here and just run this until it packs the best option there. So that's really great. It will also pack into UDIMs and other things as well. So there's a lot of control within this UV pack master that you can use. And you can just see how we've kind of got that all set up there. This is just me packing the FEMA. Obviously I would be working with the other pieces here as well, but you can see how I would bring all my UV shells in there. If I've got stuff that's symmetryed or symmetrical, then I can enable the option for locking the overlap. So this one will basically make sure that if you've overlapped your UVs for things like symmetry, that it's gonna stay in the place that it's placed. It's not going to try and repack them. So that's useful for symmetry and things like that. So that's the basics. I pretty much just use this and run the UV pack master and it's going to pack everything into the UV shell. So for packing it generally doesn't take very long. The most of the process for the low poly Lower detailed mesh and the UVs and everything is actually just optimizing and unwrapping once you've done that process The packing is fairly straightforward. So That would be the process I would follow and then now if we go back to our example here And we look at our Final measures you can start to see that we can actually see these pieces So when we look at the final beetle as well, we're going to see this is our unwrapped and modeled topology So once we enable and turn this sky on this will be the up-to-date geometry. So that's what we're kind of aiming for We're trying to get to a place where These guys are being unwrapped in UV'd so Let's now kind of move ahead to actually how we would bake the data for these particular things to start texturing"
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