![Munsplit](/img/default-banner.jpg)
- Видео 7
- Просмотров 48 495
Munsplit
Добавлен 10 авг 2023
YO, i do concept art related stuff
My Artstation www.artstation.com/munsplit
My Tutorials www.artstation.com/munsplit/store
My Twitter munsplit
My email munsplit@protonmail.com
My Artstation www.artstation.com/munsplit
My Tutorials www.artstation.com/munsplit/store
My Twitter munsplit
My email munsplit@protonmail.com
Alternative Hard Surface Game-Ready | 4 not realtime
go buy plasticity, hehe.
The example file, links and the notes are here
drive.google.com/drive/folders/1c11i0V3fLMJCpZC1kQgJON2ZwkhOWjPT?usp=sharing
The example file, links and the notes are here
drive.google.com/drive/folders/1c11i0V3fLMJCpZC1kQgJON2ZwkhOWjPT?usp=sharing
Просмотров: 1 823
Видео
Alternative Hard Surface Game-Ready | 3 realtime
Просмотров 2,2 тыс.8 месяцев назад
go buy plasticity, hehe. The example file, links and the notes are here drive.google.com/drive/folders/1c11i0V3fLMJCpZC1kQgJON2ZwkhOWjPT?usp=sharing
Alternative Hard Surface Game-Ready | 2 methods
Просмотров 2 тыс.8 месяцев назад
go buy plasticity, hehe. The example file, links and the notes are here drive.google.com/drive/folders/1c11i0V3fLMJCpZC1kQgJON2ZwkhOWjPT?usp=sharing
Alternative Hard Surface Game-Ready | 1 intro
Просмотров 2,7 тыс.8 месяцев назад
go buy plasticity, hehe. The example file, links and the notes are here drive.google.com/drive/folders/1c11i0V3fLMJCpZC1kQgJON2ZwkhOWjPT?usp=sharing
Should You Micro-fillet? (Plasticity 3d)
Просмотров 25 тыс.11 месяцев назад
Episode 2. Micro-Fillets. Probably the biggest mistake i see people do ALL THE TIME. Its just painful to see someone spending days on that while also shooting themselves in the foot by making it almost impossible to edit later. While you can get the result you want in couple of clicks while keeping your project dynamic and easy to keep working on. If you have any questions feel free to ask! you...
Why Go Solid Early
Просмотров 10 тыс.11 месяцев назад
The first episode of the series that will help guide you toward a more effective workflow. It addresses a lot of things i saw people teach on youtube where they work with curves for way too long to the point where i can see it being a problem. Hopefully ill come up with some more in the future. If you have any questions feel free to ask! you can check my plasticity related tutorials on artstati...
New Way To Do Game-Ready FAST (Plasticity3d)
Просмотров 4,1 тыс.Год назад
From CAD concept to a model with all the texture maps baked ready for texturing in around 2 hours. Using Plasticity, Blender and Substance painter. With no Zbrush or Marmoset, and close to 100% surface optimization. I've spend about two months trying to find new ways to do game ready assets more efficiently. i guess i got something as a result ˆˆ Full tutorial on the method- artstation.com/a/29...
wow....what an amazing yet quick tips...
In Maya there is also an Arnold node called AiRoundCorners that applies bevels in shader
gods work!man!
Can we use quad remesher to remesh it and then proceed?
is there a single reason to quad remesh a hard surface asset? unless you want it to be bendable ofc.
@@Munsplit can't I just use triangulate modifier?(just asking)
@@pritampaul3127 ofc you can!
this is great content. i wish ive seen this earlier. what i ended up doing is filleting at the very end and leaving a copy. thank you for the reinforcement and the tips on how to fillet outside of plasticity!
OK this is a big deal. I got here from seeing your itx case design. It's clear that the way modeling is going to need to work in the future is to be able to automatically generate efficient representations almost like as flexibly as having different LOD levels, for different uses. Being able to do it in such an automated way is massive.
Sadly the bevel node is very heavy on rendering.
youre a lifesaver, watched this video just in time and decided to export 2 versions for my 3d models now. one with and one without micro-fillets.
Thanks for sharing your knowledge. Super helpful!
Well, I'm a stubborn one who wants to try to model parametric organic shapes.. (like a skull).. 3d models for jewelry uses rhino but for organic stuff they go to zbrush.. but I want to try .. simple smooth lined.. precise.. no rough surfaces or textures.. so marametric.. but organic. thus I think I won't be able to escape curves and patches much.
I've noticed problems with the fillet and thought I was crazy. I appreciated the video.
mmmyeeeees rediscovering the wheel yet again...
Good video format 👌
ffs just duplicate your model and keep stages of the work. Then you can stop complaining like a noob.
Dear ShapeRush, I want to express my deepest gratitude for taking the time to watch my videos and provide constructive criticism. Your comment has truly made an impact on me, and I appreciate your honesty and straightforwardness. It’s not every day that someone cares enough to offer feedback, especially when it comes to creative work. Upon reflection, I realize that your advice is incredibly valuable. The idea of duplicating my model and documenting the stages of my work is both practical and insightful. It’s like a light bulb moment-I can’t believe I hadn’t thought of it before! Your suggestion has opened my eyes to a more efficient and organized approach. I’m genuinely thankful for your perspective. In fact, I’ve already started implementing your recommendation. I’ve created a detailed timeline for my next project, breaking it down into manageable stages. Each step is meticulously documented, and I can already see the benefits. Not only does this method help me keep track of my progress, but it also allows me to identify areas for improvement more easily. Your comment has also prompted me to reevaluate my mindset. You’re right-I shouldn’t complain like a noob. Instead, I should embrace challenges and view them as opportunities for growth. Your straightforward language has cut through any self-doubt, and I’m determined to rise to the occasion. I’ve even shared your insights with my fellow creators. We’ve had some enlightening discussions about workflow optimization, and your name has become synonymous with practical wisdom. You’ve become a legend in our little creative community, ShapeRush! So, thank you. Thank you for being candid, for pushing me to think differently, and for making me a better artist. I’ll continue to learn from your words and strive to improve. And if you ever have more advice to share, please don’t hesitate-I’ll be all ears (or eyes, in this case). Wishing you all the best in your creative endeavors, ShapeRush. May your insights continue to inspire others as they have inspired me.
I think one shouldn't worry at all about how one starts. It depends on if you need precision and know you want it this exact way (making precise curves), or want to experiment with fillet size and other proportions What makes sense is saving unfilleted basic shape curves, and then you can add fillets either to curves, or to solids, and see what works better But I see your point one should get familiar with parasolid modeling, and not just model like in Rhino with regular nurbs
im really sorry, i shouldve named the video "why go solid early in 99.9% of situations (not including advanced surfacing)". to be fair i wasnt able to imagine a single scenario where working on a sketch in plasticity beyond basic shapes would be beneficial, but there is a chance that im wrong so i had to subtract 0.1%. BUT it doesnt mean you have to! you can do whatever you want! just as i am, and i will use this argument to keep the video as is, thank you!
@@Munsplit Thank you too! By basic shapes do you mean you take the model and enhance it elsewhere, like in Zbrush?
This is great! But why does the normal map looks a little bit...washed out? :)
im actually not sure what you mean. blured? looks fine to me, but yeah, in general blender baking is not as good as marmoset
I mean that the normal map colours are a little bit "faded" ( I think thats a good word) compared with other baking softwares. that's true blender bakes are not as good quality as MT for example:)Thanks for the awesome workflow! @@Munsplit
Ok but didnt understand the tip under Blender 😂😅
Subscribed 👍
Many good Renderers have such a bevel shader.
what happened to your tutorial, did you put it all on youtube for free now?
Yes!
Great method! I'm currently working on a project using the method you did and encountering some skewing issues with my normal map. Do you have a good solution for that?
you can dm me on discord (@beelb0u) with the screenshots but probably not much you can do
I have solution for that. You should create some kind of loop around scew. It should be surrounded by perpendicular vertex normals
Ссылка недоступна(((((
потому что он теперь бесплатно на этом же йотуб канале.
Это один из немногих типов видео, которые изменили мне жизнь, а не вот эти все мотивашки. Выражаю большую благодарность за показ такого нереального очень быстрого и не менее качественного пайплайна. Хочу поинтересоваться: Как вы сделали тексель денсити на одной части затвора больше а на другой(того же затвора) меньше и у вас все нормально запеклось и текстуры просто бомба как отрисовываются? Просто если я решу поменять текстель денсити на одном обьекте с одним и тем же материалом(текстурой скорее) то у меня все пойдет по п...
Спасибо! Вообще это чудо что у меня что-то вышло, все мои знакомые даже те кто учили меня геймреди считали что это тухлая задумка и все что можно уже давно придумали. По вопросам- честно я хз. Тут проблема что за 2 месяца до релиза туториала я не умел делать геймреди, вот вы спросили а не поедет ли скейл, а я не знаю, может и поедет, хз, я даже не смотрел особо на это, просто видел что в целом люди так делают.
hola
google drive link is broken
Fixed
I love you man. Simple, concise, no bullshit video.
Great tips, thanks ;)
Really surprised how well this turned out. Didn't know normal maps could produce such fine details in bumps etc and the screws
Да. Уж. Я бы убил несколько дней на этот процесс) Кстати как в блендере запекать всякие болты например перпендикулярно ? Иди в фотошоп и смешивать две нормалки ?
перпендикулярно в смысле без дисторшна? да хз никак наверное, весь этот процесс он хорош если ты согласен на все компромиссы, если что-то не нравится скорее всего сильно лучше сделать никак нельзя, и надо просто пойти стандартно збраш+марм. а если ты про несколько объектов на одну лоуполь, то просто называешь соответствующе и бейкаешь много на один. разве что лучше взять какой аддон который антиальязинг сможет накинуть без рендера 4х размера.
@@Munsplit Спасибо
But on the export settings you can just tweak them to remove fillets and you are done.
are you sure about that? have you tried it yourself?
@@Munsplit Yes, I use it every time with success, it works like a harm
thoughts on plasticity vs moi? I bought plasticity but still trying to see if its what I really need. I'm mainly doing concept product design, I wish it had some sort of live edge move interaction like moi does. This also would be my first CAD software to learn
i think im not the best person to ask since i dont really do a lot of surfacing. ive dropped moi after an hour when looking for a fusion alternative. for me its moi < fusion < plasticity with like really huge gaps inbetween, i know some surfacing people who switched from moi to plasticity, they say some stuff is better, some stuff is worse, but overall it felt like an upgrade to them.
You're doing the Lord's work, thank you kind Sir.
This is the single most advice for the 3d workflow. The old habit of relying on curves is due to the limitation of hardware power before 10 years but even today old habit exist due to software like Autocad, rhino, solidworks as all emphasize on curves. But blender and Hops shows the non-destructive workflow that is perfectly finished by plasticity hence we love it.
Интересное видео, только запекание карт как по мне лучше в мармосет делать, быстрее и качественней получается.
мармосет печет лучше льва и тигра но зато в цирке с бевел шейдером не выступает. опять же, если очень надо можно отсюда только булианы оболочек взять и сделать стандартно збраш+марм. Да блендер печет хуже, но к сожалению блендеровский бевел шейдер запекать можно только в самом блендере.
@@Munsplitчестно говоря, я не понимаю почему в блендере до сих пор не сделали нормальный бейкер. Если бы можно было нормально печь с бевел шейдера то это изменило бы мир. Зато они испортили опцию auto smooth в новом обновлении
been learning game-ready asset modelling for the past month, the quad-poly workflow really drives me nuts. tried Boolean + cleaning but too many things to do for unnoticeable details. Thanks for sharing the workflow, really inspiring!!!
I don't think people really understand how much of a big deal this is. I've been in the game industry for several years, and I never seen anyone getting that deep into the technicalities and all the possibilities available for high poly, low poly and baking workflows. Huge congratulations for this and wishing you all the best.
Thank you for your kind words, this means a lot to me!
Damn. Kinda sucks I paid for this on Artstaion just for you to release it for free XD
Wow amazing make more tutorials amazing work bro❤
LET'S GO
LETS GO
^^
@Munsplit Сэнсэй, туториал более недоступен?
zavtra stanet besplatniy, k relizu 1.4
I completely agree with you. Fillets = Evil
i have to agree, exported out like that alnost inpossible to fix, just do the bevel´s in blender or with ZEN bbq just export out a clean mesh
Most render engines got something like round corner thing to apply in material.
So that's what a meth trip is like, thanks!
Thanks for the tips. As a beginner user of plasticity, those are really nice tips, direct to the point.
God I wish plasticity was free. I'm not the best at modeling, only do it as a hobby so I can't justify paying anything. But rather than worrying about edge flow or topology you can just worry about you model. I remember when it was announced, I thought it was revolutionary
As a blender user I look down on people who use engineering software
because you don't have enough brains.what you just saw is a license from the Siemens cad of the parasolid core, with a synchronous simulation cad interface from the same Siemens
Bought both of Your tutorials, realy looking to get some new wisdom. Great work!
Damn, thanks for your support! i hope you will like it. the first one might be boring but it has everything id want to know myself if i was starting out.
Doesn't plasticity have some sort of procedural\ non destructive fillet for small edges? LIke, for example, Rhinoceros? I was under impression that non destructive modelling and filleting was two of the reason for modelling in CAD?
Thats a good question. A lot of artists who are switching to PL (like myself) use it as a faster fusion 360 alternative. starts in seconds, works faster, can handle working in a much dirtier way, ui is much faster. i dont want precision sketches, or history, i want to extrude a thing, move faces around until it looks good, and if it doesnt i want to just delete it. history would only slow me down. a lot of other people come from polygonal modeling where its a pain to manage complex boolean structures if you want to stay somewhat dynamic, a lot of shading issues, cant easily use your concept as a hp or lp, and so on. i dont care if i need to fillet my model in a separate software that would take me from 1 to 20 minutes if modeling something in PL this way would take me 5 days instead of 10.
@@Munsplit Agree Fusion360 is nice, but Plasticity does the same and in cases better thing using the same workflow.
For quick dirty cad style modeling it's not bad at all... procedural stuff takes time planning and thinking to set up correctly and often isn't worth the time for a one-off model... it's really meant for making variations of a specific type of object IE same thing but all look slightly different.. like a tree or plant generator.