Joseph Burgan 3D
Joseph Burgan 3D
  • Видео 90
  • Просмотров 182 425

Видео

Flipbook Material Texture Swap Using Channel Packing with Talking States - Unreal Engine
Просмотров 40410 месяцев назад
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How I set up UI & Dialogue with Yes/No Response Buttons (Not a Tutorial, a Note to Self) | UE5
Просмотров 17811 месяцев назад
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(5 Mins) Interact with Anything with 1 Button (via interfaces) | Unreal Engine
Просмотров 24111 месяцев назад
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Dev Log - Lights Project 01 (Find Shortest Path to New Color)
Просмотров 432 года назад
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Using iPad - Windows 10 as Graphics/Display Tablet for 3D Sculpting/Texturing (Easy Canvas App)
Просмотров 3,4 тыс.2 года назад
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(Short Ver.) How Were Zelda Wind Waker's 3D Environments Made? (Professional 3D Environment Artist)
Просмотров 2,1 тыс.2 года назад
Come and check out how Nintendo made the environments to Wind Waker! Very cool lessons to be learned, even for creating the most impressive modern game environments! This sort of video is exciting for me, I enjoy geeking out about this sort of thing. And if it happens to help others, then that's cool too. A link to the long research recording: ruclips.net/video/9zA2rJmn3Ws/видео.html (Also, sor...
(Long Ver.) - How Were Zelda Wind Waker's 3D Environments Made? (Professional 3D Environment Artist)
Просмотров 8 тыс.2 года назад
Shorter summary version here: ruclips.net/video/GoEXzYdeTTM/видео.html If you love geeking out about how games are made, then maybe you'll enjoy this long analysis of Wind Waker's environments!! At first we build our own environment piece using the same (perceived) methods, then look at other places that do the same thing. After a long look at several places, I explore a ripped file of Outset I...
UE4 Dev Log 03 - Flappy Bird Clone - Learning Blueprints (2021 Dec 7)
Просмотров 882 года назад
Leaving the Musical Flappy Bird Defense project the way it is, considering it a good sandbox learning experience. I need to spend some time learning a lot of the fundamental aspects UE4 already has set up, and how to properly utilize them in common gameplay scenarios. Consider subscribing! Thanks for your time.
UE4 Dev Log 02 - Flappy Bird Clone - Learning Blueprints (2021 Nov 16)
Просмотров 982 года назад
By this time, I'd figured out how to • Randomize a position • Spawn the obstacle from that random position • Make the walls move and destroy themselves when done • Add a HUD and update a points counter • Destroy the wall and points colliders once hit (no accidental 2nd hits) I'm having a lot of fun thinking about what else I could do with this, rather than just adding a game over screen and cal...
UE4 Dev Log 01 - Flappy Bird Clone - Learning Blueprints (2021 Nov 12)
Просмотров 2342 года назад
Learning blueprints programming by making a flappy bird clone (inspired by the amazing "Game Maker's Toolkit" RUclips channel). So far I think I'm getting the hang of the fundamentals slowly, and getting used to how things communicate with each other, terminology, etc. I have some C# programming background when I was learning Unity scripting in 2017 for a few months before I focused on 3D Art, ...
Learning Programming - What It's Like For Me
Просмотров 702 года назад
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Viewport Render Normal Maps! The Right Way and the Less-Right Way! - [Blender 2.93]
Просмотров 5 тыс.2 года назад
Previous Video: ruclips.net/video/jeMsKaXj5SM/видео.html Consider subscribing! Thanks for your time. Timestamps: 00:00 - Review of Previous Video 01:32 - Normal Maps Comparison 03:00 - Creating the Accurate Version 06:36 - Other Observations 07:27 - Recap
Texture Tiling Scattered Shapes (With No Overlap or Seams!) - [Blender 2 93]
Просмотров 6372 года назад
Second Video: ruclips.net/video/-myqAFrdx44/видео.html Consider subscribing! Thanks for your time.
Attribute Proximity - Geometry Nodes [Blender 2.93]
Просмотров 9752 года назад
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Trim Sheet Workflow - Basic Example [Blender 2.93]
Просмотров 2,2 тыс.3 года назад
Trim Sheet Workflow - Basic Example [Blender 2.93]
Fear & Pressure in Learning New Skills (How to Learn Fast in 3D - Or Anything!)
Просмотров 1633 года назад
Fear & Pressure in Learning New Skills (How to Learn Fast in 3D - Or Anything!)
Mask Outlines/Borders Using Anchor Points - Substance Painter Tips
Просмотров 8 тыс.3 года назад
Mask Outlines/Borders Using Anchor Points - Substance Painter Tips
Mirror Mask Sublayers - Substance Painter Tips
Просмотров 11 тыс.3 года назад
Mirror Mask Sublayers - Substance Painter Tips
Projecting Lines/Stripes - Substance Painter Tip
Просмотров 21 тыс.3 года назад
Projecting Lines/Stripes - Substance Painter Tip
Eevee Displacement Shader for Environment Modeling - Cool Technique [Blender]
Просмотров 6493 года назад
Eevee Displacement Shader for Environment Modeling - Cool Technique [Blender]
Modifier Fun! Tips & Tricks with Only Edges [Blender]
Просмотров 3113 года назад
Modifier Fun! Tips & Tricks with Only Edges [Blender]
Dynamic Decimation - Cool Trick to Easily Control Mesh Density Variation - [Blender 2.92]
Просмотров 1,7 тыс.3 года назад
Dynamic Decimation - Cool Trick to Easily Control Mesh Density Variation - [Blender 2.92]
The No.1 Troubleshooting Tip (Apply Scale) - Blender Quick Tip #12
Просмотров 2134 года назад
The No.1 Troubleshooting Tip (Apply Scale) - Blender Quick Tip #12
Move Along Axis Quickly (MMB) - Blender Quick Tip #11
Просмотров 2974 года назад
Move Along Axis Quickly (MMB) - Blender Quick Tip #11
Loop Slide "Even" - Blender Quick Tip #10
Просмотров 2804 года назад
Loop Slide "Even" - Blender Quick Tip #10
"X Mirror" - Blender Quick Tip #9
Просмотров 1404 года назад
"X Mirror" - Blender Quick Tip #9
Affect Origins Only - Blender Quick Tip #8
Просмотров 6854 года назад
Affect Origins Only - Blender Quick Tip #8
Extra Objects Addon - Blender Quick Tip #7
Просмотров 7514 года назад
Extra Objects Addon - Blender Quick Tip #7
Vertex Instancing (aka "DupliVerts") - Blender Quick Tip #6
Просмотров 7 тыс.4 года назад
Vertex Instancing (aka "DupliVerts") - Blender Quick Tip #6

Комментарии

  • @mouthless177
    @mouthless177 7 дней назад

    you got yourself a sub

  • @Luluskuy
    @Luluskuy 9 дней назад

    3:55 very helpful, thankss

  • @AlAboaf
    @AlAboaf 29 дней назад

    What are the methods you use to line up the UVs at 3:47? You aren't doing it all by hand are you?

  • @KeirDS
    @KeirDS 29 дней назад

    I was doing this with weight painting but this method is so much easier!

  • @glassworkssundrops
    @glassworkssundrops Месяц назад

    Very helpful

  • @zooluwarrior
    @zooluwarrior Месяц назад

    Your help was greatly appreciated! Thank you.

  • @tuzyava
    @tuzyava Месяц назад

    Thanks for this guide! Which addon do you use for quick access to modifiers?

    • @josephburgan3D
      @josephburgan3D Месяц назад

      @@tuzyava thanks! I don't use it anymore so this is all by memory -- but think it's called Modifier List? Thought it was default in Blender but might be wrong. This looks like it: github.com/Symstract/modifier_list

  • @proteusnexus1428
    @proteusnexus1428 Месяц назад

    It seems I'm somehow affected by this problem, but setting that option even for simplest object like flatened cube still produces odd proportions :-| Even rectangle produces perfectly square UV map even without need to press 'Unwrap'. Little bit annoying.

    • @josephburgan3D
      @josephburgan3D Месяц назад

      @@proteusnexus1428 I have run into this but sometimes and I don't know if I ever learned what does it. Wish I could offer more help :/

  • @PositiveMindset_Zone
    @PositiveMindset_Zone 2 месяца назад

    thank you

  • @sugy747
    @sugy747 2 месяца назад

    I would need to have exactly the same effect for one of my animations, it would be great to have a tutorial for blender 4.0 ! :D

    • @josephburgan3D
      @josephburgan3D 2 месяца назад

      @@sugy747 I agree 😄 I would need to watch it, I haven't learned the new geo nodes ways yet. Or ask AI to compare the documentation differences? Might have some success idk!

  • @mr.j7899
    @mr.j7899 2 месяца назад

    To give you all a sense of how weighted works: vertex normals will be more perpendicular on the bigger faces of your mesh.

  • @horndog-p
    @horndog-p 2 месяца назад

    exactly what i was looking for, thanks brother

  • @orlandoalmario
    @orlandoalmario 2 месяца назад

    man this was a very helpfull video!

  • @klimaco360
    @klimaco360 3 месяца назад

    Gracias por el dato (thanks 4 the help)

  • @RobotShaz
    @RobotShaz 4 месяца назад

    nice video thanks :)

  • @alwar8563
    @alwar8563 4 месяца назад

    Thank you for this video, very cool! I was mainly trying to recreate wind waker-esque water effects with a shader but this video helped me realize that I may have been overcomplicating it a bit. All the other things you went over in the video were interesting as well

  • @thevoid6756
    @thevoid6756 4 месяца назад

    0:20 that little button makes all the difference! thank you

  • @AdamBarkerThe
    @AdamBarkerThe 5 месяцев назад

    This is super cool! Is it possible to blend facial animations together so it fades together? There is a game called siren that uses this method and I would love to emulate it.

    • @josephburgan3D
      @josephburgan3D 5 месяцев назад

      I'm not sure how in this way because this is like a flipbook just switching between frames. You'd likely have to use some sort of... spline method where it has the location of each point that makes up the lines so that you could interpolate between them with keyframes...? Hm not sure, would love if you shared a way to do what you're talking about if you find a way!

    • @AdamBarkerThe
      @AdamBarkerThe 5 месяцев назад

      @@josephburgan3D all good thank you I will get back to you if I figure it out.

  • @photoartbergmann2394
    @photoartbergmann2394 6 месяцев назад

    can i do this with textures also in some way? like a pattern around some cylinder

  • @jesi-bop
    @jesi-bop 6 месяцев назад

    This is such a great breakdown. Appreciate you taking the time to put this together!

  • @BobHoskins-o4v
    @BobHoskins-o4v 7 месяцев назад

    The normals are not perfect though, the corners look pretty bad. For that simple cube, harden normals works better imho, but sometimes I get better results with weighted normalmon more complex objects. It's far from perfect really

  • @theguy3129
    @theguy3129 7 месяцев назад

    Any chance I can copy a stripe/line?? I need two of these on my mesh.

    • @reshirom2009
      @reshirom2009 6 месяцев назад

      you should be able to just duplicate and move the layer

  • @klokloGTA
    @klokloGTA 7 месяцев назад

    Thank you for sharing

  • @patrickxu8441
    @patrickxu8441 7 месяцев назад

    Thank you!

  • @Silvagni27
    @Silvagni27 7 месяцев назад

    hey mate, whats your discord username?

  • @justfitz5843
    @justfitz5843 8 месяцев назад

    thank you!

  • @edomodding
    @edomodding 8 месяцев назад

    you saved hours and hours of my life :D

  • @Craigy2818
    @Craigy2818 8 месяцев назад

    I'm confused by your accent. It's like a mixture of Scottish, a northern accent and some American, at times? Am I going mad?

    • @josephburgan3D
      @josephburgan3D 8 месяцев назад

      From Lancashire and moved to the western US at 15 having to tone my accent down a bit so the locals could understand.

    • @Vingul
      @Vingul 5 месяцев назад

      ​@@josephburgan3D Weird how many Americans are so bad at understanding different English dialects and accents. I'm Norwegian and have much less trouble, it seems.

  • @martindaf5545
    @martindaf5545 8 месяцев назад

    You sir, is very much love! Best bargain, subbed!

  • @zeddlegion
    @zeddlegion 8 месяцев назад

    I have been searching for a video like this for a long time now... just the small part of you explaining by doing it in blender!!! that is gold!!!! loved it!!

  • @lluccas1
    @lluccas1 8 месяцев назад

    Saved my life and hours of looking for a solution, thanks a lot.

  • @lucasschachtaudio
    @lucasschachtaudio 10 месяцев назад

    Couldn't have taken more unfortunate screenshots for making the textures 🙊🙊😀

    • @josephburgan3D
      @josephburgan3D 10 месяцев назад

      Lol but the FUN in figuring out if you CAN

    • @lucasschachtaudio
      @lucasschachtaudio 10 месяцев назад

      I didn't mean to insult you or anything. You did good work and a great analysis!

  • @boxmeta1834
    @boxmeta1834 10 месяцев назад

    Thank you so much Sensei ㄟ(≧◇≦)ㄏ

  • @aliakdogan9426
    @aliakdogan9426 10 месяцев назад

    thank you

  • @alanamichales9830
    @alanamichales9830 10 месяцев назад

    Promo_SM 😣

  • @CraftNeui
    @CraftNeui 10 месяцев назад

    15:30: The texture is probably mirrored because you can configure the GPU to what happens when the UV coordinate is "outside" the texture (texture wrap mode), which usually are clamp (take the nearest valid pixel from the texture, creates lines effect), repeat and mirror. It seems blender (and some other programs/formats) only support repeating texture, so mirroring the texture is a workaround to achieve the mirror thing without requiring blender itself to support the other texture wrap modes.

    • @josephburgan3D
      @josephburgan3D 10 месяцев назад

      Thanks so much for the insight!

  • @billmolloy2264
    @billmolloy2264 10 месяцев назад

    I asked!

  • @orpheuscreativeco9236
    @orpheuscreativeco9236 10 месяцев назад

    For proceedural, definitely cool!! 👍 Beautiful ✨

  • @etzule6782
    @etzule6782 10 месяцев назад

    hi, i have this issue.. my object have multiple shape keys, when i apply the modifer, if i select one of my shape keys and apply it the normals went smooth just as before i apply it. Instead, the other shape keys have this ugly shadow normals... Is there any solution?

    • @josephburgan3D
      @josephburgan3D 10 месяцев назад

      Hey, sounds tricky. I actually don't know for sure how shape keys work when it comes to custom normals, but if it's anything like the standard behavior of custom normals without shape keys when you move vertices around, then it's not going recalculate properly and average the normals well. It locks the normal directions and tries to hold it, getting weird results once moved. TL:DR - I don't think there's a straightforward solution to applying and keeping clean custom normals if you're moving vertices. However, an idea I just had... If it's staying in Blender at least, then maybe there's some way to lerp/interpolate between two Data Transfer modifiers... Shape keys are essentially lerps for vertex positions. And if you're using vertex groups to mask the Data Transfer modifier then maybe you could use a Driver that is connected to both the shape key value and something that is turning the vertex groups mask influence to 0, turning them both at the same time. And possibly even going from one Data Transfer modifier state to another - turning the 1st of off/decreasing the vertex groups influence as the shape key slider increases, and turning the 2nd DTmodifier on/increasing the second vertex groups mask influence. An idea, a theory, a little hacky, may require geometry nodes to modify the vertex group influence, idk, but the only way I can think of to make custom normals work between the two states of a shape key... Another simpler solution - use more vertices 😄

    • @etzule6782
      @etzule6782 10 месяцев назад

      @@josephburgan3D thank you for the reply, yeah it seems to be possible with using geometry nodes. But here my problem is that I'm using Blender 2.79 XD, the nodes are far far different than 2.8+, sorry for not letting this to be labelled. But i ubderstood what you meant. Thank you again :D

  • @Ilya_Yatsko
    @Ilya_Yatsko 10 месяцев назад

    That helped, thanks

  • @900MrShadow
    @900MrShadow 11 месяцев назад

    I loved your breakdown of the environment. As an aspiring environment artist this is truly useful. I'd love to see more videos like this. If anybody alse knows of other breakdowns similar to this one please let me know!!

  • @RichellyItalo
    @RichellyItalo 11 месяцев назад

    Thanks a lot!

  • @mikerusby
    @mikerusby 11 месяцев назад

    nice tutorial, quite in depth face influence/weighted normals is just awesome, especially for doing low poly cars. You cannot seem eradicate all of the shading errors, but 90 percent of them I turned off 'keep sharp' on mine and appied weak or medium to all the bevels. works fine ( strong for the bigger panels)

  • @benblaumentalism6245
    @benblaumentalism6245 11 месяцев назад

    One of the best videos I’ve seen on this topic. Bravo!

    • @josephburgan3D
      @josephburgan3D 11 месяцев назад

      Many thanks, glad you liked it!

  • @josephburgan3D
    @josephburgan3D 11 месяцев назад

    For those wanting to know how to create the raycast I have, follow the instructions below: 1 - Get the 'FirstPersonCamera' component 2 - From that, feed into a 'Get World Location' and feed that into a 'Line Trace By Channel' node's "Start" input. This is the line's start location. 3 - For the "End" input, feed the 'FirstPersonCamera' component to a 'Get Forward Vector' node. This gets the angle the camera is looking at. 4 - Feed that into a Multiply (float) node, and multiply by 1000 or something. This is the line's distance. 5 - From that, take the multiply output into an Add node, adding with the 'Get World Location' node (the same one that's going into the 'Start' input). This offsets it from the start location. 6 - Finally, feed the Add node output into the "End" input of the 'Line Trace By Channel' node. (I also selected "For Duration" for "Draw Debug Type" so I can see the line when playing) 7 - Hook this up to your input (like Input > Keyboard > E) or something. I didn't cover how to create the raycast, because I intended to focus specifically on the interface programming. This sort of thing works with collision type events too, such as On Component Begin Overlap and others. Hope that helps

  • @erhan1
    @erhan1 11 месяцев назад

    What are you doing 😂

  • @patrickholt8782
    @patrickholt8782 Год назад

    People grump about wind wakers cut content but I’m so happy with what we got that it’s hard to complain. It’s an unforgettable game.

  • @Agustin_Castellanos
    @Agustin_Castellanos Год назад

    I LOVE YOU

  • @theoneechanman
    @theoneechanman Год назад

    Thanks!

  • @LeanNavarro
    @LeanNavarro Год назад

    and what if i have a black mask with a part that i want to exclude? I cant do it this way, it goes all over the model. Any solution?

    • @josephburgan3D
      @josephburgan3D Год назад

      Create another sublayer on top of that one and switch the blend mode to either subtract or multiply and paint over the parts you want to exclude. If you're subtracting, you will want the base of the sublayer to be black and you will paint with white. If you're multiplying, you will want the base of the sublayer to be white and paint with black. Whatever way makes more sense to you.