Artem Tovbaz
Artem Tovbaz
  • Видео 21
  • Просмотров 167 880
Grassy Mountain Landscape 01
The whole project's been created from scratch with using nanites.
Просмотров: 66

Видео

Endless Engines Tovbaz Artem
Просмотров 164Год назад
My Endless Engines challenge entry work
Foggy Ride The House
Просмотров 2413 года назад
Here's the final piece - the location compiled in Unreal Engine. www.artstation.com/artwork/rAg0dG Thank you for watching!
VAZ-2100 Foggy Ride project car
Просмотров 1453 года назад
Foggy Ride project asset Sketchfab: sketchfab.com/3d-models/vaz-2100-foggy-ride-project-6eb123feef2046e5b07b925daadf56c9
Foggy Ride
Просмотров 2753 года назад
This project was initially inspired by artworks, game, cinematic and other projects by various CG-artists, as well as the cultural environment I live in. The video is an overview of the project. Thank you for watching! My Artstation profile: www.artstation.com/artovbaz
Radio
Просмотров 1743 года назад
Asset for one of my projects.
Blender 2.82 Cloth Simulation Basics / Every Attribute Explained
Просмотров 72 тыс.4 года назад
My Artstation profile: www.artstation.com/artovbaz Greetings, folks! I hope this tutorial can shed some light on each Cloth Simulation's parameter and helps you understand how to use them. How to avoid cloth simulation errors? How to sew clothes? Why should I utilize Cache? What is Impulse Clamping? Know all the basic aspects of cloth simulation! Some cloth simulation objects from the tutorial:...
Blender 2.81 / 2.82 HOW TO MAKE A METAL MATERIAL
Просмотров 2,4 тыс.4 года назад
www.artstation.com/artovbaz Greetings, folks! I hope this tutorial can help you create your own simple metal material and may be learn a bit more about baking a normal map. Thank you for watching! Some key moments of the tutorial: 1. 00:05 Preparing a picture for making the metallic brush. 2. 00:33 Creating the metallic brush. 3. 01:09 Texturing a cube. 4. 01:55 Adding Bump node. 5. 02:13 Bakin...
Blender 2.81 USE BLENDER LIKE A LAZY LASSO TOOL
Просмотров 1,3 тыс.4 года назад
Greetings, folks! I wanted to select and separate parts of a picture like I would do with a lazy lasso. It appeared, Blender had the tools I needed! It's not the fastest method, indeed, however, it's very precise an lets you have a full flexibility and control over the selection and masking process! Hope you find this method handy for your workflow ;) Twitter: tovbaz Instagram: inst...
Blender 2.81 HOW TO MAKE A WOOD MATERIAL / TEXTURE BRUSH
Просмотров 4,3 тыс.4 года назад
www.artstation.com/artovbaz Greetings, folks! I hope this tutorial helps you create your own simple wood material, or, a bit more complex one ;) Twitter: tovbaz Instagram: tovbazartem Facebook: profile.php?id=100019898716786 groups/3224482530913905/?multi_permalinks=3291893220839502¬if_id=1586338692415682¬if_t=feedback_reaction_generic
Blender 2.8 / 2.80 JOIN MESHES AND UVs / ONE COMPLEX MATERIAL / BAKE SINGLE TEXTURES
Просмотров 2,6 тыс.4 года назад
www.artstation.com/artovbaz Greetings, folks! In this part we are joining two meshes and creating a single material for all its parts. In other words, we combine different meshes into one integral object and create a single material for two objects (the blue cube and the red cap). This could be useful, if you create a game asset, for example, and you need just one material for separate parts. T...
Blender 2.8 / 2.80 BAKING NORMAL MAP / SHADING / HARD EDGES
Просмотров 27 тыс.4 года назад
www.artstation.com/artovbaz Greetings, folks! In this tutorial we are baking a normal map for meshes with different shading. General steps for baking a normal map: 1. Create a cage object with your low-poly mesh. Displace it as to let it cover both high-poly and low-poly mesh. Use Displace modifier. 2. Mark all angled hard-edges as UV-seams. 3. UV-unwrap your mesh. 4. Keep your UV-islands propo...
Blender 2.8 / 2.80 / BAKING AMBIENT OCCLUSION MAP / MAKING DUST
Просмотров 7 тыс.5 лет назад
Let's include ambient occlusion map in our workflow! In this video we bake our ambient occlusion map and combine it with other texture maps, including the normal map to create dust in the crevices. Twitter: tovbaz Instagram: tovbazartem Facebook: profile.php?id=100019898716786 groups/3224482530913905/?multi_permalinks=3291893220839502¬if_i...
Blender 2.8 / 2.80 / TEXTURING / BASE COLOR / ROUGHNESS / SPECULAR MAP
Просмотров 15 тыс.5 лет назад
In this part we do texturing for our base color, roughness and specular maps. Try the brush textures from the video: ln2.sync.com/dl/e2947dcd0/v238tyx4-kfwi8r97-cecbzaup-wn7ijnx2 Twitter: tovbaz Instagram: tovbazartem Facebook: profile.php?id=100019898716786 groups/3224482530913905/?multi_permalinks=3291893220839502¬if_id=1586338692415682&...
Blender 2.8 / 2.80 / MASKING and INTENSIFYING a NORMAL MAP
Просмотров 2,9 тыс.5 лет назад
In this part you'll know how to mask and intensify / increase strength of some parts of your normal map.
Blender 2.8 / 2.80 Modelling a low-poly column / PAINTING HEIGHT MAP / BUMP MAP
Просмотров 6 тыс.5 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column / PAINTING HEIGHT MAP / BUMP MAP
Blender 2.8 / 2.80 Modelling a low-poly column / BAKING A NORMAL MAP CORRECTLY / NO SEAMS/GLITCHES
Просмотров 7 тыс.5 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column / BAKING A NORMAL MAP CORRECTLY / NO SEAMS/GLITCHES
Blender 2.8 / 2.80 Modelling a low-poly column / SHRINKWRAP / UV UNWRAP
Просмотров 2,5 тыс.5 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column / SHRINKWRAP / UV UNWRAP
Blender 2.8 / 2.80 Modelling a low-poly column / SHORTCUTS / SCULPTING tutorial
Просмотров 2,4 тыс.5 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column / SHORTCUTS / SCULPTING tutorial
Blender 2.8 / 2.80 Modelling a low-poly column / MODELLING tutorial
Просмотров 14 тыс.5 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column / MODELLING tutorial
Blender 2.8 / 2.80 Modelling a low-poly column Intro
Просмотров 7925 лет назад
Blender 2.8 / 2.80 Modelling a low-poly column Intro

Комментарии

  • @have-vibecheck
    @have-vibecheck 2 месяца назад

    Looks nice. Ending is funny :)

  • @kvakduck3278
    @kvakduck3278 2 месяца назад

    thank you so much friend

  • @shawnwoodrow1930
    @shawnwoodrow1930 3 месяца назад

    Thanks a lot! I had a problem with a normal map and fixed it with changing the margin size to 1 px

  • @KEEYBLADE
    @KEEYBLADE 4 месяца назад

    This is perfect. I really love the detailed explanation and how you show the result for different values. It's incredibly helpful.

  • @홍복기-q1t
    @홍복기-q1t 5 месяцев назад

    감사합니다.😀

  • @U8Kio
    @U8Kio 7 месяцев назад

    Thanks bro, where have you been before. I also combined this method with masks, now I freely subtract areas from masks where the normal map will be different

  • @channelname8623
    @channelname8623 7 месяцев назад

    i wonder what they did with the pressure factor setting. its no longer in the same place.

  • @outresler1757
    @outresler1757 8 месяцев назад

    Legendary tutorial, this is what must be in documentation

    • @artemtovbaz8452
      @artemtovbaz8452 7 месяцев назад

      Well, it's all mainly based on the documentation, but combined with a practical demonstration, some of my own findings and conclusions)

  • @Hewlga
    @Hewlga 9 месяцев назад

    very informative, you did a lot of work and it was very helpful ❤

  • @محمدمهدیزال
    @محمدمهدیزال 11 месяцев назад

    Thank you for making such a video;Please make more videos like this, like all the physics parts ->rigid body , force field and else

  • @AntoineVanGeyseghem
    @AntoineVanGeyseghem 11 месяцев назад

    =D

  • @YoU61690
    @YoU61690 Год назад

    Thank you so much! Your explanation is very clear and straightforward 😄😵‍💫

  • @andallicansayis
    @andallicansayis Год назад

    4:02 why did the seams disappear? because of the uv-unwrapping or because of the marked seams? (i'm assuming the shading remained flat?)

  • @nuke2625
    @nuke2625 Год назад

    Thanx a lot brother. The work youve done is commendable.

  • @PixeLabor
    @PixeLabor Год назад

    thank you sooo much!

  • @MrGravicaper
    @MrGravicaper Год назад

    Hello! Please tell me how to make the simulation of the fabric default on the desired frame.

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      Hi! Could you, please, be more specific? Anyway, you'll have to bake the whole simulation up to that frame.

    • @MrGravicaper
      @MrGravicaper Год назад

      @@artemtovbaz8452 Thanks for the answer! Probably the automatic translation was incorrect. I'll try to write in more detail so that you can guess from the context. I'm simulating stylized hair geometry with cloth. I need to start the simulation from the first frame. But the hair (clothes simulation) has not yet had time to fall on the shoulders and take the desired shape. They take this shape around frame 60. I want the hair shape at frame 60 to be ready for simulation at frame 1. Maya has a handy feature - negative frames. I could set the frame to -60 and by the first frame I would already have the geometry ready to simulate clothes for rendering. I found a forced solution - move the animation 60 frames to the right so that the hair has time to fall. But it seems there is an option in Blender to make such a frame the default. Although maybe I'm wrong and this refers to the effect of the destruction of geometry.

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      As far as I understand your issue, you could simulate your cloth mesh until it gets the desired shape and apply cloth simulation, then start a new cloth simulation at frame 1. but if you need to start a simulation at any other frame, just set the first frame for bake property in cloth simulation modifier. @@MrGravicaper

    • @MrGravicaper
      @MrGravicaper Год назад

      @@artemtovbaz8452 The problem is that when I apply the simulation, for some reason the hair is detached from the body. Although I pinned them with a pin. Let me remind you that the simulation of clothes is in fact - the hair is a stylized cartoon geometry. I thought that there is an option - to make the shape of the hair that suits me (on frame 60) as a default and from it, as from the first frame, start the simulation, which will go to the render. I'll try to understand your advice, thank you very much for the answer. If it doesn't work out, I'll just move the fbx frames simulating a timeline shift like in Maya.

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      I guess if the hair is a separate mesh, and you apply the simulation, it becomes a regular mesh. So it might be that you need to re-attach it and start a new simulation, or find a better solution for attaching it for the first time. Sorry, if I'm missing the point)@@MrGravicaper

  • @digitalartworm
    @digitalartworm Год назад

    nanites?

  • @janeastradeny1714
    @janeastradeny1714 Год назад

    Фантастически красиво! 😊👍

  • @janeastradeny1714
    @janeastradeny1714 Год назад

    Очень нравятся твои работы! 🙂 Они профессиональные, шикарные, реалистичные и оригинальные. Например, Караван периодически рассматриваю и открываю каждый раз что-то новое ))

  • @HazbinBrainRot
    @HazbinBrainRot Год назад

    thank you so much

  • @ek5794
    @ek5794 Год назад

    Can you please make a video on how you made two objects?

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      Hi! What objects do you mean? Maybe I could explain it in the comments?

  • @francoiscilliers8961
    @francoiscilliers8961 Год назад

    Wow! How long did that take to render?

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      I imported all pre-baked particle and manta flow simulations as alembic files from Blender to Unreal Engine and rendered the whole scene there with simple (fast) settings, so it actually took few minutes, but I had to denoise the result in Blender, and that took about an hour.

    • @francoiscilliers8961
      @francoiscilliers8961 Год назад

      @@artemtovbaz8452 Damn son! That`s some pretty good time!

    • @artemtovbaz8452
      @artemtovbaz8452 Год назад

      @@francoiscilliers8961 Thank you for kind words)

  • @therealKrak
    @therealKrak Год назад

    Can you explain why those edges are still visible?

  • @maiwandhimmat1779
    @maiwandhimmat1779 Год назад

    Hi I usually use albedo, roughness, normal, metalness and displacement can you explain what is specular maps?

  • @benyafezstudio
    @benyafezstudio Год назад

    Thanks!

  • @studiovega5052
    @studiovega5052 Год назад

    you should do more ! and you should have more subscribers!

  • @kritzstudio
    @kritzstudio Год назад

    The best tutorial on the subject, thank you very much for your time in making this video so well explained and sharing such valuable information!

  • @villaindota4700
    @villaindota4700 Год назад

    whats is your cpu ??

  • @AlmazWorks
    @AlmazWorks Год назад

    Хорошая модель. Только отражки на задней части ящика должны быть красного цвета, по-моему.

  • @noMatter-g6m
    @noMatter-g6m Год назад

    You Like Huey Lewis And The News?

  • @matthewbrady9342
    @matthewbrady9342 Год назад

    This answered so many questions. Thank you.

  • @fortunato1957
    @fortunato1957 Год назад

    Well done! Very detailed. I think, I'll pin up some screenshots on the door of my fridge!

  • @alternatebazaarart
    @alternatebazaarart Год назад

    SO HELPFUL!

  • @inanis_exe
    @inanis_exe Год назад

    When you got basics and little more, you need tutorials like this, question, answer.

  • @inanis_exe
    @inanis_exe Год назад

    Dang, stretching colorramp is genius bruh

  • @darkobakula5190
    @darkobakula5190 Год назад

    You should do a more in-depth baking tutorial on different methods of baking, their differences, pros and cons, use-cases and etc. I'd love a good tutorial explaining 1-SG baking, cageless and hard edge workflow, their cons and pros, avoiding seam breaks in smoothing, combining the methods, defining the correct curvature to avoid normal map skewing or avoiding the skewing by lowering the curvature of the hipoly and using bevel modifier to smooth out the meshes, using Weighted Normals to fix up flat triangulated faces that shade incorrectly on the hipoly. Also, object space normals and when they should be used. Honestly there is so much to cover. The best normal baking tutorial we have so far is the handplane videos and Cryengine / UE docs.

  • @xmkt9047
    @xmkt9047 2 года назад

    it's cool, thank u)

  • @roboforce4397
    @roboforce4397 2 года назад

    Ugly voice and tough to learn, need simple techniques

  • @mobinvaryan7196
    @mobinvaryan7196 2 года назад

    really good tutorial thanks

  • @Azeal
    @Azeal 2 года назад

    PERFECT tutorial, thank you so much!

  • @AdolfHitler-lk4vo
    @AdolfHitler-lk4vo 2 года назад

    whats the difference between shade smooth and merge normals?

  • @gameginger5529
    @gameginger5529 2 года назад

    not good, didnt explain anything

  • @angie4831
    @angie4831 2 года назад

    Thanks from the bottom of my heart!!! you just saved me from going crazy

  • @skyrixdreamer4802
    @skyrixdreamer4802 2 года назад

    Thanks ;)

  • @trafficface
    @trafficface 2 года назад

    Thank you!!!

  • @caiostange2770
    @caiostange2770 2 года назад

    thaaaaaank yooooou, i could not figure out for the death of me why my character was all bumpy and spiky. lower shear and higher bending did it. thank yoou

  • @thomasfessler1109
    @thomasfessler1109 2 года назад

    thanks sharing it

  • @mixedmeds
    @mixedmeds 2 года назад

    Really confusing

  • @fookustudios3279
    @fookustudios3279 2 года назад

    You are the droid I've been looking for. Finally found someone to explain the problem I've been having.

  • @beefeebrillate3688
    @beefeebrillate3688 2 года назад

    THANK YOU SO MUCH!