Roblox Wet Hall PBR JFG Showcase & Place Build - 3D Modeling & Texturing Session [Baked Set & Trim]
Hi!
This is one of my new Roblox PBR places called Wet Hall PBR. Check it out here: https://www.roblox.com/games/14572217931/Wet-Hall-PBR-JFG
My Roblox Profile: https://www.roblox.com/users/379272280/profile
my bro iknosabuk profile: https://www.roblox.com/users/49753956/profile
Special thanks to my bro iknosabuk for code advice and help. I wrote some new code and re-used so any errors my own.
Software used: Roblox Studio, Blender, Substance Painter. Also, I used the TexTools addon for Blender. Great for UVing and stuff.
Techniques used are: Uniquely baked 3D modeling from high to low. Second, trim-sheet based texturing for about 90% of V2 for the new update scene.
Credits in the video.
Song Credits from YT audio library to artist:
Patrick Patrikios
Artist Channel: https://www.youtube.com/channel/UCTPI2hZYxoHtdGEpdFoaU5A/
Songs used: Feels and Away
Great atmospheric songs for this kind of video.
Special thanks to family and friends!
Thanks for watching! I hope you like the video. Have a nice day!
A few development notes:
+PBR in Roblox may not work in mobile.
+All Textures, especially PBR set max size is: 1024x1024. What you see in the video and the scene is made with that texture size maximum. The full V2 [part 2] trim-sheet PBR texture set is less than 2mb in size. 4 texture maps in total [BaseColor, Roughness, Metallic & Normal] since I cannot use packed textures like in Unreal Engine [ORM_ / or derivates] in Roblox as far as I know. Now, quality-wise it is debatable and may look like old Xbox 360 era maybe or even lower but the fact that it can run like that in Roblox I find amazing. But yes, quality is in all honesty not the very best. Especially with engines like Unreal Engine 5 available nowadays. I am 100% aware of that. Still, for less than 2mb [trim-sheet texture set disk space/size] I think it looks alright.
+Some models that I textured with trim-sheet method I added a bevel to make them look a little bit better in the corners. I find that sometimes trim-sheets are difficult to make look great with some objects and when I have something very specific vision-wise. I find that uniquely modeling, sculpting, baking and texturing that object gives me much more control and much better results. But resource-wise it may start to get higher and production time may increase a lot versus using trim-sheets. But this is from the little I had experienced as a hobbyist, so I have no idea at a pro-level studio many-people-available-possibly.
+The workflow is quite raw and dirty [no fancy stuff] and possibly not the best since I did not follow specific measurements for the tile-sheet. But this shows Uniquely baked texture set for a specific model [high to low poly] versus trim-sheet texturing. I hope this video may help someone out there. I did seamless texturing back then [Old GTK Radiant 1.4 and 1.5 mapping and modding days] but somehow when I got into trim-sheets I got confused [for Unreal Engine 4 stuff]. Then I went into heavy high to low texturing baking workflows for quite specific models and I got even more confused. At some point I thought I had to sculpt every single element for each one of my walls, floors, objects, etc. [Think hero props... yes, I know]. Well one could do that. but somehow... I forgot that trim sheets are so powerful and quite efficient [think resources, just see for example your texture disk space o.o], I had been going back and forth to that topic again since it is very interesting. I would not recommend learning from this video [This is not a tutorial sorry], check awesome resources in YT just put trim-sheet tutorials in the search bar [some recommendations below]. But I hope this gives some initial idea and pointers possibly. Thanks for watching!
Some awesome resources are Polygon Academy, Josh Gambrell and videos like this https://www.youtube.com/watch?v=uUJShalzWy8 from Flipped Normals, etc. These are the ones that come from memory, there are just so many great resources out there nowadays. Check them out, awesome stuff pretty much everywhere.
PS: I am not an expert though and do not want to mislead with what is shown in the video so do not take this as the way to do it. I am still learning and experimenting with this stuff so take it with a grain of salt. This may not be useful for everybody. Also big thanks to everyone I interacted and shared with [online, offline, face-to-face, etc.] in the past that shared their tips and tricks. It helped a lot on my journey. I digest content about this from time to time too like awesome YouTube videos and maybe I look around in blogs and stuff to learn more once in a while. There is just so much stuff online about this nowadays, it is crazy. I think it is a great time to be alive right now if you are interested in 3D modeling or 3D game art.
Thanks!
#roblox #robloxstudio #robloxpbr #robloxshowcase #robloxbuilding #blender #substancepainter #3d #3dart #3doldschool #3dtexturing #3dtrimsheets #3dmodeling #gameart #textools
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