Love your videos man, and this series in particular! I am learning something new with each video. If you going to look at character models from Doom Eternal, I will be very interested in looking at the Icon of Sin. This enemy has so much model destruction going on during the fight, from loosing its armor, to getting shot down to exposed bones. Really curious how they handle it, whether it is one model with layers, or if they just instantly swap the model in game and mask the swap with VFX. Thanks for the amazing content!
you definitely hit the nail on the head with this asset analysis series
Thank you, your videos are always very insightful!
I'd love to see how they do the enemies with mechanical limbs. It'd would be really interesting to see how they blend organic and hardsurface meshes.
The use of substance painter for normals was interesting, i had to make normals for a model but i baked it and then had to do work to un-subdivide the model and fix the topology. Substance painter seems more pleasant and i guess i need to try it. I'm not a professional btw, just a modder that looooves modeling and sculpting.
In Blender's mirror modifier, there are additional settings to make the mirrored UV's displace to the next UDIM. (UDIM may be the wrong term here, I mean move them 1 UV tile upwards or sideways) You're right with the BFG design being very efficient with it's UV's and I wanted to say that Blender also enables that workflow with mirror modifier.
Those duplicate UVs for the BFG look like they map to the same position if texture repeats is turned on. So you can identify them differently in a shader
Wow I didn't know static assets like those are manually built like this. The topology almost looks like automatic decimation.
amazing content! thx greetings from Chile
You gotta do some characters man doom slayer himself and the demons are far more interesting than just the weapons
Really helpful, i always got told that you gotta have quads only and try to have the same density of polygons but afterall looks like you can get away with different density as loong as u keep quads i guess.
Those edges and vertices that are terminated to a single point to save on performance did the artist do this manually or it was a big ngon and when he trianglet it was done automatically for him ?
@MR3D-Dev