- Видео 57
- Просмотров 88 566
WeightedNormal
Добавлен 26 авг 2018
Dedicated to 3d game art creation.
Treeit Custom Mesh Naming
Subscriber issue solved. Having a decimal point in your mesh name will throw an error on import.
Просмотров: 72
Видео
TreeIt Custom Mesh
Просмотров 26111 месяцев назад
Custom trees require custom mesh? How do in Tree It? Buy TreeIt for free or pay with money: www.evolved-software.com/treeit/treeit DirectX is how old now? Relive the 90's premiere model format with this Blender exporter: github.com/DodgeeSoftware/io_scene_directx Let me know if you want to see more on TreeIt...
Old School Zelda Fairy Pool Water Technique
Просмотров 4311 месяцев назад
I found a great site online which hosts some old video game levels and this video is an attempt to break down the rendering technique of the water found in a Legend Of Zelda game. noclip.website/#mm3d/z2_yousei_izumi;ShareData=AYQ|mUo|A28]VbwTz$C;WHj(4P@/j:UjIMHUjy&0Wf1ZD9U2:P97XlkUr}BvWP I find these old techniques to be quite simple, yet beautiful at the same time. The ingenuity of the artist...
Blender Hard Surface Time Lapse (Tiger tank rear basket latch)
Просмотров 3411 месяцев назад
I have not shared much on modelling, mostly because I consider myself more of a VFX and technical artist, but I thought I would try recording some modelling time lapse from my current project. I would like to work this all the way through to a game ready asset.
Mesh Instance Painter - Unity URP
Просмотров 85Год назад
Something that I have been working on. Taking inspiration from Unreal's foliage brush.
Wowwwww would love a tutorial
I will try to put one together.
Do you have also the weird black Shade of the mesh when u export it on blender? How to fix it ? Nice video btw
I did not understand the question.
Can you share this file? The effect is driving me crazy
Can you see what the UV2 and UV3 of the model look like? I used Houdini's export, and UV2 and UV3 have been magnified many times. I'm not sure if this is correct
How to control which axis the block rotates on when three axes are baked through UV and connected to the rotating axis
ue5 us instance particle space to absolute world space . how to make this
Do you have to create a low poly version to be able to UV unwrap it? Even if creating a procedural texture in Blender, not substance painter?
Also, please beware avoiding the 'hum' you say repeatedly. It's really annoying.
the sperm particle
so hlepful thank you
Appreciate it, theres just so few tutorials on TreeIt and I just dont want to spend that much on SpeedTree 🙌🙌
I recently spent $6 for my very own copy. It's worth the investment.
Let us download it for free😭
Texture on the height field is blurry. And displacement is being applied, but it's over a wide area so the rocks don't pop out, but entire areas are lifted up. Not sure what I'm doing wrong.
Figured it out. You can't use virtual textures in your landscape material. You can only use regular textures.
Well done mate! Hero amongst men! ❤
Maybe there is some tricks to make s detailed trees in sculpt mode? Would be appreciated! Your vids are so helpful 🥺🙏
Bruh that's so goddamn cool and overpowered! I've watched so many guides but this one little adjusting to a scrap brush is insane! It's completely blowed my mind bro, this shapes you get with this brush looks so natural 😳 omg no need to mask, to switch with other brushes, to download bunch of other brushes etc... one little setting if a standard brush 😮 thank you, man!!!
Hey, I'm still getting an error after removing that code snippet. Any ideas? Thanks!
is the program just crashing?
@@weightednormal3682 Nope, error states Runtime Error 7018 - Could not load 3D object line at 43050.. 👍
Hard to pinpoint location in code as each vertices etc is seperated as a new line.
@@Willhelmet6845 could you send me the file weightednormal@proton.me
@@weightednormal3682 email sent, thanks so much!
graphics look great man
Sorry. Its not working. Textures are low res and blurry.
Some people are wayyy to scared of working with meshes... Or just parallax occlusion mapping
Tessellation existed for a reason. Nanite is not flexible at all when it comes to parametric material design. POM is an option, but visually inferior.
Yo is this embergen?
No, its just Shuriken with some trickery. Maybe need to do a tutorial on this one.
@@weightednormal3682 That would be very cool
Thank you for posting this. It was very helpful for me to watch you work and solve various problems with the material system in Blender. It seems that the way to go is Substance but, it is good to know that Blender works in a pinch.
youmade what should be a 4 min video 20 min and confusing , do better
In UE 5.3 we have tessellation but it do not works with path tracer render. I'm trying your solution to see if it works with it (path tracer). HF mesh sould be simply a detailed mesh so it should...
...and...technically HF is a mesh...does it is possbile to apply nanite to it? (maybe it is possbile to convert it to a very big ordinary mesh before do that?)
@@Samuele_Lini_ARS It would be nice if they just supported tessellation again.
What was your experience I want to try the same thing
Epic chose nanite as the way forward...it will have tesselation in 5.4..already avail in 5.3 with some cracks. Nanite landscape allows a landscapeeditor that can sculpt overhangs and so on...and nanite culling and autolods are so much supperiror to this flickering mess of a virtual heightfield
What is inside custom function "rotate around axis" node?
This is a default node which comes with Unity.
Some bookmarks for myself: 2:56 Scrape Brush settings 9:50 Square alpha on Scrape
Not working...
This is a really great tutorial, I learned a ton about modeling and uv mapping - thanks !
The result I am getting is very blurry and low res. It's not working...
That's beautiful, I wonder how to reproduce it in Blender.
Max Hay directed me to your channel, subbed!
I'll have to make something cool now.
When grabbing the world Z and feeding it into an RVT output for the heightmap and copying the landscape shading parameters to a material that renders onto the heightfield, the shading completely breaks for me. A directional light will be affecting things that should be in shadow and their normals appear flipped. A typical example is a hill casting a shadow on itself. Everything else seems fine, and this is done with landscape rendering only to RVT. Do you know what could be causing this?
hey im trying to feed a video texture to modify heightfield realtime. is this possible ? ?
Yes, this is possible. The technique shown here does not modify the terrain heightmap. This technique only renders small variations in height to better sell the materials. I believe what you are referring to is changing the terrain height. This would be done with a render texture that is fed into the landscape actor. Can you explain your idea in more detail?
@@weightednormal3682 thanks!. yes, I want to feed a camera as a texture and modifiy a geometry with it to collide with a fluid.
gonna need a tutorial, hombre, this looks great
No collision :(
You could ray cast to the new surface and place your character feet with the help of IK. Would be an interesting project.
@@weightednormal3682 Like pixel normals?
jeez unreal, all you boast about nanite but for actual environment art, it's pretty useless i had to filter out so many results to find this video. thanks for the tutorial, this will lessen my headache for now.
I cannot agree more major downgrade being forced to work with meshes like I’m making a 90s platformer
The video titled "Making a Rock in Blender" is a tutorial by WeightedNormal on how to create a realistic rock model for games using Blender and Substance Painter. Here are the key points: The presenter starts with an icosphere in Blender and uses the bisect tool to cut away parts of the sphere to create a rock-like shape. He emphasizes the importance of creating a shape with a lot of facets to avoid the rock looking like a potato. He then moves into sculpting mode and uses DynaTopo for dynamic topology. He uses the scrape brush with a sharp fall-off and original normal settings to create detailed facets on the rock. The presenter introduces the clay brush to add surface detail to the rock. He then uses the scrape brush again to refine the details. He duplicates the high-poly rock model and uses the decimate modifier to create a low-poly version of the rock. He then creates UV seams and unwraps the model to prepare it for texturing. The model is then exported as an FBX file and imported into Substance Painter, where the presenter bakes mesh maps using the high-poly model. The presenter briefly discusses the possibility of using a remesh modifier in Blender to smooth out the rock model, but decides against it, preferring the more faceted look. The presenter concludes the video by suggesting that a few different rock models can be created and then duplicated, scaled, and positioned in a game environment to create a realistic rocky landscape. The video is a practical guide for 3D artists looking to create realistic rock models for games using Blender and Substance Painter.
how did you do this? your stuff is cool
It is not complicated. Just the built-in rigidbody mechanics. I will make a tutorial sometime.
@@weightednormal3682 yes please
Does this generate Visemes for a mouth mesh that doesn't have it? Is your character from Character Creator, if so, is this compatible with that software?
I made the visemes as a set of blend shapes in blender. The head was from character creator, but any mesh could work.
third
You can do everything in blender, also this kind of texturing.
What about texture painting IN Blender and THEN bake the hi poly for the low poly in the latest Blender 3.0+? Thanks for all you do with this type of tutorial. There are rock tutorials out there, but not on texture painting AFTER sculpting in Blender in Eevee. Do you know of any other tutorial out there that covers that? Once again, thanks a million for this.
that's very informative .. i try to reproduce this soon thanks !! and you talk about optimization that's great
Thanks for the tips man, but a friendly advise to you sir, please make your tutorials faster, I realized that there were way too many long pauses between your actions. The 20 minute video could easily be shortened to 5 minutes.
Perfect. Thank you so much
water is looking awesome...
Love to see how you did that
That was a bit chaotic but still probably the best tutorial what I saw on how to actually create more or less complicated particles. Thank you