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Rebound Animation
Добавлен 28 июл 2014
Rebound Animation is a channel about stunning animation and animation techniques.
Plasticity to Substance Painter to Blender Workflow Overview
In this video, I cover using Plasticity, Substance Painter, and Blender to create the texturing in this video: ruclips.net/video/P2cPGWpEHps/видео.html
Based on concept art by Anne Marie Wells: annemariewells.com
Based on concept art by Anne Marie Wells: annemariewells.com
Просмотров: 461
Видео
Sci-fi weapon | 360 turntable animation
Просмотров 2206 месяцев назад
I've needed a good texture program for a while now. I've been trying out Substance Painter. I think I'll stick with it. Rendered in Blender. Based on concept art by Anne Marie Wells: annemariewells.com
How I make animation...
Просмотров 1747 месяцев назад
Here's a short intro on how I make animation using a number of different tools. To watch the animation I'm using in this example, check out: ruclips.net/video/v1raAPr6uxE/видео.html (Live Stream Replay)
Animation Test
Просмотров 1167 месяцев назад
Here's an animation test I worked on. Took me about 6 days in my spare time to do the animation. It's a combination of motion capture and automated lip-syncing with keyframed animation edits. As with any project, there are a number of things that could be improved and refined, but I'm happy with way the study turned out.
How to export from Rokoko to iClone to Cascadeur and back to iClone (Export Masterclass)
Просмотров 1,1 тыс.Год назад
In this video I cover how to export and transfer character animation from a number of different software programs. This can be critical for animation workflows and pipelines. I export from Rokoko to iClone, from iClone to Cascadeur, and from Cascadeur and back to iClone. Software: Rokoko iClone Cascadeur Links to export videos: ruclips.net/video/VOe6IDD_6M0/видео.html ruclips.net/video/H81IRObc...
Lights and Camera: Part 3 (Lighting techniques)
Просмотров 38Год назад
In this 3 part series, guest Nathan Paine breaks down lighting and camera elements for making a scene both look good and fit the mood for a film. In this third and final part, we cover setting up the lighting and how to make a cinematic look that gives the animation a professional quality. Nathan Paine on Instagram: nathanaelpa... The project mentioned in the video: ruclips.net/vi...
Lights and Camera: Part 2 (Planning camera angles)
Просмотров 37Год назад
In this 3 part series, guest Nathan Paine breaks down lighting and camera elements for making a scene both look good and fit the mood for a film. In this second part, we cover planning camera angles and their importance to the story. Nathan Paine on Instagram: nathanaelpaine_dp The project mentioned in the video: ruclips.net/video/fl6qdoP5yCQ/видео.html Software used in this vide...
Lights and Camera: Part 1 (Lighting and camera deep dive)
Просмотров 132Год назад
In this 3 part series, guest Nathan Paine breaks down lighting and camera elements for making a scene both look good and fit the mood for a film. In this first part, we cover lighting in Blender and how it relates to real world lighting. Nathan Paine on Instagram: nathanaelpaine_dp The project mentioned in the video: ruclips.net/video/fl6qdoP5yCQ/видео.html Software used in this ...
How to use animation layering without a plugin (FREE)
Просмотров 24Год назад
In this video, I cover how to modify an existing animation, such as motion capture animation, inside Blender without using a plugin. Software: Blender
How to improve an animation (Layman's guide to animation)
Просмотров 58Год назад
In this video, I show an example test animation for a short film I'm working on, and I go over my thought process on how I plan to improve it. To learn how I made the voice lines, check out: ruclips.net/video/zU4_wN4XPWo/видео.html 0:00 The intro 1:26 The animation 1:37 The analysis
Jumping the Uncanny Valley (The secret to appealing 3d characters)
Просмотров 205Год назад
In this video, I cover the main secrets to avoiding the Uncanny Valley when making 3D characters. 0:00 The problem 4:31 The main secret
Awesome tool for converting one voice into another voice (Audio Kung Fu)
Просмотров 97Год назад
In this video, I showcase Respeecher, a tool that I use to convert my voice to a completely different voice and how I clean up the audio using Adobe Podcast's AI enhancement tool. Software: Respeecher Adobe Podcast RX 10 Notepad ( :D )
Mastering smooth surfaces in Plasticity (Drawing in 3D)
Просмотров 6 тыс.Год назад
In this video I cover how to master 3D tangents in Plasticity. Learn how to make smooth transitions from one part of the surface to another. Software: Plasticity
How to understand tangents and lofting in Plasticity (Drawing in 3D)
Просмотров 8 тыс.Год назад
In this video, I cover what tangents are in Plasticity and why they matter for fixing lofting problems. Joystick video: ruclips.net/video/W7Hd0N3UAw8/видео.html Software: Plasticity Chapters: 0:00 Tangents 9:09 Improving a joystick
How to fix lofting issues in Plasticity [Part 2] (Drawing in 3D)
Просмотров 2,9 тыс.Год назад
In this video, I cover some lofting methods and issues in Plasticity by modeling a basic joystick. Software: Plasticity
Creating a Sci-fi weapon sight in Plasticity
Просмотров 407Год назад
Creating a Sci-fi weapon sight in Plasticity
How to blend hair colors from the root (In Blender)
Просмотров 118Год назад
How to blend hair colors from the root (In Blender)
3D has the best "wat da heck" moments ever!
Просмотров 93Год назад
3D has the best "wat da heck" moments ever!
How to use the Bevel node in Blender to add detail (and why it's awesome)
Просмотров 513Год назад
How to use the Bevel node in Blender to add detail (and why it's awesome)
How to fix lofting issues in Plasticity [Part 1] (Drawing in 3D)
Просмотров 3,8 тыс.Год назад
How to fix lofting issues in Plasticity [Part 1] (Drawing in 3D)
How to solve basic lofting issues in Plasticity (Drawing in 3D)
Просмотров 3,1 тыс.Год назад
How to solve basic lofting issues in Plasticity (Drawing in 3D)
How to sculpt bad geometry (Sculpting Plasticity models in Blender)
Просмотров 1,7 тыс.Год назад
How to sculpt bad geometry (Sculpting Plasticity models in Blender)
Cracking the all-quad code (Using Exocide Quad Remesher)
Просмотров 2,1 тыс.Год назад
Cracking the all-quad code (Using Exocide Quad Remesher)
Pros and cons of Quad Remesher (Converting to all quads from Plasicity)
Просмотров 3,8 тыс.Год назад
Pros and cons of Quad Remesher (Converting to all quads from Plasicity)
How to make a Sci-Fi Grenade in Plasticity (Drawing in 3D)
Просмотров 1,4 тыс.Год назад
How to make a Sci-Fi Grenade in Plasticity (Drawing in 3D)
Plasticity Basics: How to make a scf-fi column (Drawing in 3D)
Просмотров 814Год назад
Plasticity Basics: How to make a scf-fi column (Drawing in 3D)
Plasticity Basics: Making a ring (Drawing in 3D)
Просмотров 1 тыс.Год назад
Plasticity Basics: Making a ring (Drawing in 3D)
How to make a decal in Plasticity (Drawing in 3D)
Просмотров 4,8 тыс.Год назад
How to make a decal in Plasticity (Drawing in 3D)
Plasticity is amazing! (Testing out modeling with Plasticity)
Просмотров 11 тыс.Год назад
Plasticity is amazing! (Testing out modeling with Plasticity)
How to model lighting fast (Exocide Quad Remesher addon)
Просмотров 1,5 тыс.Год назад
How to model lighting fast (Exocide Quad Remesher addon)
life saver video man, thanks!
Gold content keep doing more !!
Maybe I’m missing something, and I mean no disrespect, but how is this different than creating a curve in Max, extruding it vertically, and chamfering the edge?
did you click only in shift to select the line with curve? because at first the loft effect works here but after i select the thyrd line with curve the effect broke.. any tip? thank you.
This was the video that finally made me get it working for Unity exports, thanks for sharing!
Very cool!
How d`U got that whoops viewport rotation, boss?😁
Thanks for the video! I think quad topology only matters for two reasons - if you’re deforming the asset, or you’re trying to avoid aliasing by having axis aligned polygon UVs. If not, n-gons are great and you’re right that it saves a bunch of time.
Very true.
Don't use Metal Edge generator as is. Always add fills, masks, and filters, then add a paint layer to selectively add it where needed by hand. I should never be able to see your UV seems in your final work.
Awsome dude keep up the good work bro
Thanks!
Use the blender bridge addon!!! It makes things so much easier, it adds seams and sharps and generally gives better results. I use it all the time while working to make sure that what i'm doing in plasticity will translate into good refaceted topology. Good practise to triangulate the model before texturing and using that same model to import elsewhere, and using the triangulation modifier is the easiest way to do this. CTRL SHIFT T is the hotkey to import a texture set into the blender shader I believe
This seems like an interesting option. (I'm assuming you are referring to the one on Blender Market: blendermarket.com/products/pbr-bridge) That said, I don't see a UV unwrap feature. Does it have any feature for automatically unwrapping?
@@ReboundAnimation Plasticity provides it's own Blender bridge and its awesome. And there is a third party bridge between Blender and substance painter. Developer name is Xolotl (wierd name, great product). The Xolotl bridge works to communicate the model from Blender and setup the correct channels, and also to send the finished material back. One click each way. The plasticity bridge to blender is a no-brainer. Free. Great features.
@@ReboundAnimation He meant the Plasticity Bridge for Blender to get the model live into blender. It is awesome!
@@JacksSpaceGames Ah, thanks for the clarification!
Great explanations, I've enjoyed and learned from your videos about tangents and lofting in Plasticity. It's such a powerful tool! Thanks for bringing clarity to these topics.
Glad it was helpful!
'PromoSM' 💕
Surface modelling in Plasticity is more intuitive than most CAD software I've tried but there will always be limitations based upon what you tell it to do.
It's a new software, so I think it will become more flexible in the upcoming years
I'd love to see you add a ribbed type surface to the pistol grip 😊
Maybe one day :)
When you do the boolean "keep tools"
It looks amazing, just maybe a bit too flat and the stock would be uncomfortable
if I may suggest, your tutorials would be better without the distracting music in the background. :)
Yeah, in my new videos I've stopped adding music. I thought I had balanced the voice and background music, but I guess not since this seems to be a common comment. I'll have to run a compressor sidechain on the audio at some point and see if that works... :)
@@ReboundAnimation I woudlnt say music is distracting, but this particular one has those gradients of agitation, which stir the attention. You have a very good voice, by the way, it's very important, I think you can become a top videoblogger
Thank you! @@MIchaelSybi
Good job bro !!
Thank you so much!
Be sure to also check out the behind the scenes video: ruclips.net/video/jwZvERjFCBs/видео.html
Funny to see people outside of your industry discover the pains of G0, G1, G2 theory… 😄
Yep. :D
amazing !! please more tutorials for plasticity
Hopefully at some point. Working on animation stuffs right now. :)
thanks! good video
Thanks!
It is ok for simple to med complex models. For anything more intricate it isn't that great.
Hi, i have recently started learning plasticity, and i cant just see through object to trace my reference images in plasticity?
I think that is toggled in the upper right-hand corner. (Or Alt-Z)
The addon is a little expensive, is there another variant similar?
Sadly not that I know of. Blender has some built-in remeshers, but imho they are not as good.
I can also use a cascadeur clean up video as well. This workflow makes rokoko mocap suit really powerful.
I go over that process in this video: ruclips.net/video/jwZvERjFCBs/видео.html It's not a full walkthrough, but it covers the main ideas.
Thank you ! @@ReboundAnimation
@@yunusemremanap7426 Sure thing!
@@ReboundAnimation means a lot! Really kind of you to inform personally.
This is a really valuable information. Thanks 👍🏻
Thanks!
Yes I got this as well, would love to see more of what you do with this great tool for Blender. Thank you.
Cascaduer cleanup vid next please
Hopefully I'll have a BTS of my latest animation test soon.
Even better with dual camera now
Ooh, does Cascadeur have dual camera now? I couldn't find it last time I checked.
This is literally my workflow. Great vid!
Thanks!
Best loft video yet cheers.
Thanks!
Hello nice tutorial, could you please upload your videos without music? I am trying to understand what you are saying and at the same time watching what you are doing. Listening to music doesn't help.
I'll consider it. I was hoping to get a good balance to make it less stale. I may have to try a simpler track though.
In the good ol days of CAD we used to do that tangency between curves with a circle (considering you maybe wanted constant curvature). So circle would hit both lines tangentially, then you just cropped the remaining side of the circle and maybe loose ends of the curves.
On the bottom patch. I had issues patching the bottom. I used a line to cut just above the bottom to clean things up and once I patched I didn't have the weird cross sections. I don't know if you still have this model but would be curious to know if a cut would cleaned up your bottom patch geometry.
It probably would, yes.
It's not an issue with the absense of bevel on a curve, it's because we have a significantly different number of points. If you rebuild both curves with the same amount of points it should loft easily.
Correct. I'm just using bevels as a way to match the points. (I've tried rebuild but wasn't able to learn how to control it yet.)
@@ReboundAnimation Just use a big amount of points, especially if you have a sharp angle. The trick is to use the equal amount for both curves.
How would I put a dome on top of a cube?
I would use a sphere and set it half way on the cube.
why do you call that a decal?
In 3d modeling, decals are a name for easily-applied, typically-inset extra geometry, like screw threads, inset buttons, etc. For Blender, there's a plug-in called Decal Machine, and if you search for videos of it, you'll see more examples of what it means.
Yes, as overseastom mentioned, I'm just using "decal" abit generically to label the geometry.
Looking forward to the day plasticity introduces an asset browser or something similar to mesh machine plugs such that we can have a library of decals we can easily grab and apply to our models. Thanks for making this tutorial 🙌
Thanks! Yeah I check my email and I'm already two versions behind of Plasticity. Exciting times for sure.
Oh, and supposedly the decal and be selected and copied directly on the face of the object as well. I'll need to check this out.
Can't believe I figured it out by myself on the third day of learning Plasticity! I hope there will be the way of 4-way lofting and easier surfacing in the future tho... Waiting for editable sheets so much! Hope they will be a thing... Because for now, this whole thing feels like a ton of workarounds to make something look good Thanks for the video <3
I also need to look into "Bridging" features in Plasticity, which also offer some interesting options. And, yeah, editable sheets would be nice.
Actually this is the clumsiest and most confused example of horrible modeling workflow/strategies. Simply terrible.
Bridging doesn't work well? (I've not tried it myself yet)@@pavel5939
@@ReboundAnimation nice dodge xD
Thanks, very informative
Glad to hear it was helpful!
Ayyyyyyy its me! The person from Church.
Maybe you could solute it with some techniques fron here: ruclips.net/video/Nn1AI-6nB74/видео.html
Hi Kuechmeister! Good to see you here. That video was definitely my inspiration, but I went with a simpler shape, haha. I tried getting a smooth surface with lofting, but I could only figure out four-way tangency with the patch tool.
Actually I don't get how you add 2 cut to the surface😅
If you are using the Blender hotkeys, then joining multiple curves can be done with J. Cutting can be done with C.
@@ReboundAnimation I'm actually using 3ds Max hotkeys, also I didn't see you use curves to cut the surface, it looked more like Swift Loop in 3ds Max.
@@Darren_W. From taking look, I think the hotkeys may actually be the same and it's just the navigation that's different. I'm using 1.0.0. So it should be still C key to cut. Or if I'm missing something, the three-dot menu in the lower right-hand corner opens a search for different commands.
I guess you mean isoparam. It is ctrl+R. It adds an edge along one of NURBS directions, which you can switch with tab while creating. It is quite similar to swiftloop, but it won't work along multiple faces at once
@@MIchaelSybi Yes, you're right. Thank you.♥️
very helpful, thanks
Glad it was helpful!
Subbed, awesome content. Nowhere near enough on quad remesher out there and looks ideal for converting plasticity to blender. Look forward to seeing more from your testing and other content 👍
Awesome, thank you! Be sure to check out the latest video on how to avoid the uncanny valley.
@@ReboundAnimation Done 👍I believe CC4 can do wrinkles which would make a huge difference as well.
Yep, wrinkles are as neat feature. I might even add it to my cartoon characters at some point, though probably making it very subtle.
@@ReboundAnimation I havent experimented with CC4 much despite owning it, but id imagine even some skin blemishes would help even on charters leaning towards cartoonish.
@@ReboundAnimation Looks like we're on a similar path. Im looking at the Plasticity->Blender-->Quad Remesher-->UVunwrap-->Substance-->Unreal workflow. But dont have Plasticity yet, my head is exploding with what im trying to learn already. Plus python&mojo on the agenda along with learning some AI software, omniverse and web3 stuff.
Just what I need to understand lofting!
Glad I could help!
Thank you for that vid! Very usefull
Glad it was helpful! It took me forever to really understand why lofting wasn't working in this case, so I'm happy to pass on what I learned.
Great video man. Keep them coming
Thanks! Working on preparing the next one.
wouldnt be faster to just create the decal directly on the base mesh, by starting with a circle boolean ? I might be missing something
Well, maybe, but the trick is that the decal is inset. You could likely do it using a revolve to make the "negative", but you would not see the proportions until using a Boolean. Also, if this were something like a screw head decal, than it might also be easier to start with the overall shape.
thank you so much. For some people plasticity is the first nurbs/ splines modelling software, so this is really helpful.
Thanks! Yes, it can be a bit to get used to for sure. I'm still learning myself, which is why I share these videos.