- Видео 44
- Просмотров 10 167
ModelingWithJ
Австралия
Добавлен 7 ноя 2023
Blender Dog Model Part 2 Head
Hello, this week we will continue our dog model with the head. by the end of this video, we'll have a dog ready for UV unwrapping next week then rigging.
Link to ref Image: imgur.com/gallery/low-polydog-LSZlq32
Part one the Body: ruclips.net/video/eeY0oSOLpvE/видео.html
Link to ref Image: imgur.com/gallery/low-polydog-LSZlq32
Part one the Body: ruclips.net/video/eeY0oSOLpvE/видео.html
Просмотров: 13
Видео
Blender Modeling a Dog Part 1
Просмотров 3919 часов назад
Link to Ref: imgur.com/gallery/low-polydog-LSZlq32 Hello this week we are going to start a four part series modeling, UV unwrapping and rigging a dog. In this part we are going to go over making the body. Yes I am aware that for some reason I'm saying cylinder when I mean circle I dont know why Im getting that wrong.
What's Happening Next Year?
Просмотров 1114 дней назад
Hello everyone here's a quick video update on what's going to be happening next year and thanking you all for your support. I've had a real blast making videos for you all this year and I'm looking forward to making more videos next year.
How to Rig Bendy Arms with IK in Blender
Просмотров 9221 день назад
In this Blender tutorial, I'll guide you through creating a bendy arm rig using splines while maintaining a functional IK (Inverse Kinematics) control. This method is perfect for animators looking to add smooth, cartoony motion to their characters. Learn how to set up spline bones, configure IK constraints, and achieve professional-looking results. Whether you're a beginner or an experienced ri...
Unreal Engine 5 Dialogue part 2
Просмотров 6028 дней назад
let's take our dialogue system to the next level in Unreal Engine 5! This tutorial covers adding dynamic options and immersive sound effects to your in-game conversations.
Unreal Engine 5 Blueprint Dialogue System
Просмотров 122Месяц назад
Unlock the power of storytelling in your Unreal Engine 5 projects with this step-by-step tutorial on building a dynamic monologue system that uses blueprints. Whether you're developing a narrative-driven game or adding character depth. Perfect for beginners and seasoned developers alike, this tutorial uses practical examples to help you bring your characters to life. Don't forget to like, comme...
Unreal Engine 5 Foot step sounds
Просмотров 85Месяц назад
Enhance your game’s immersion by adding realistic footstep sounds to your characters in Unreal Engine 5! In this tutorial, we’ll walk you through: Setting up footstep sounds for different surfaces, Using physical materials for surface detection, Integrating sound cues and animations for seamless playback Whether you’re a beginner or an experienced developer, this guide will help you bring your ...
Unreal Engine 5 Basic Mechanics Lean
Просмотров 209Месяц назад
In this tutorial, I'll walk you through setting up a leaning left and right mechanic in Unreal Engine 5 for a third-person shooter. Leaning adds a tactical edge to gameplay and should be a basic mechanic in any shooter! Whether you're creating a stealth-based game or an action-packed firefight, this feature improves immersion and player control. If you agree that learning should be a default fe...
Unreal Engine 5 Hitting your Crosshair
Просмотров 333Месяц назад
In this tutorial, we’ll break down how to hit the crosshair perfectly in Unreal Engine 5! Whether you’re working on a shooter game or refining your gameplay mechanics, this step-by-step guide will cover everything you need to align projectiles, set up precise hit detection, and troubleshoot common issues. Perfect for game developers, UE5 enthusiasts, and anyone diving into the world of Unreal E...
Add Animations to textures in Unreal Engine 5
Просмотров 772 месяца назад
In this Unreal Engine 5 tutorial, we dive into adding frame-by-frame animations to a texture, creating custom animated textures for dynamic visuals.
Intro Animation Notify in Unreal Engine 5: Beginner's Guide
Просмотров 1052 месяца назад
In this video, we will go over how to add an attack animation with a notification allowing damage to be applied to collision and how to have a character ragdoll on death. this video was made in request to someone I know who wanted an intro to all these functions in one video
Blender Quick quide to FoldingChair
Просмотров 752 месяца назад
In this beginner-friendly Blender tutorial, I’ll show you step-by-step how to create a basic folding chair model and rig from scratch. We’ll using simple shapes and modifiers to build the chair’s frame, seat, and backrest. You'll use realistic proportions for the model. By the end of this tutorial, you’ll have a detailed yet straightforward folding chair that can be a great addition to any scen...
How to Create & Rig a Book in Blender Using Empties and Spline Curves
Просмотров 1262 месяца назад
In this tutorial, I'll show you how to model and rig a book using empties and spline curves all in under 5 minutes. Whether you're a beginner or looking to enhance your Blender skills, this step-by-step guide has you covered!
Unreal Engine 5 a into Interface
Просмотров 543 месяца назад
In this video, we'll dive into the basics of using interfaces in Unreal Engine 5 to create flexible and reusable gameplay systems! This video is ideal if you're new to UE5 and looking to improve your coding skills, this tutorial will show you the basics of what you can use interfaces for.
Blender Rigging Tank Treads
Просмотров 1513 месяца назад
In this Blender tutorial, we'll dive into creating and rigging tank treads in under 4 minutes, using a combination of bones and custom properties for smooth, efficient movement. First we'll create our treads using modifiers and curves before we rig them so they'll spin automatically when you move the tread or when there sitting still you'll have full controlle over when you want the treads to m...
Unreal Engine 5 Randomly Tile textures
Просмотров 5493 месяца назад
Unreal Engine 5 Randomly Tile textures
Making Custom Buttons in Unreal Engine 5
Просмотров 4233 месяца назад
Making Custom Buttons in Unreal Engine 5
Create & Rig a Sci-Fi Cannon in Blender
Просмотров 1233 месяца назад
Create & Rig a Sci-Fi Cannon in Blender
Guide to Modeling and Rigging Jet Thrusters in Blender
Просмотров 1014 месяца назад
Guide to Modeling and Rigging Jet Thrusters in Blender
Quick guide to Smooth progress bars in unreal engine 5
Просмотров 1,3 тыс.4 месяца назад
Quick guide to Smooth progress bars in unreal engine 5
Quick Blender Tutorial Create Modular Wall Assets in Under 3 Minutes
Просмотров 774 месяца назад
Quick Blender Tutorial Create Modular Wall Assets in Under 3 Minutes
Getting Started with Quixel Mixer: A Beginner's Guide to Creating 3D Textures
Просмотров 2225 месяцев назад
Getting Started with Quixel Mixer: A Beginner's Guide to Creating 3D Textures
Baking Textures in xNormal and Blender
Просмотров 4565 месяцев назад
Baking Textures in xNormal and Blender
Unreal Engine 5 add Animation Blueprints & Blend Spaces
Просмотров 875 месяцев назад
Unreal Engine 5 add Animation Blueprints & Blend Spaces
Exporting a Character from Blender to Unreal Engine 5 and Setting Up Movement
Просмотров 5536 месяцев назад
Exporting a Character from Blender to Unreal Engine 5 and Setting Up Movement
How to Create a 2D Face Rig Using Image Sequences
Просмотров 3126 месяцев назад
How to Create a 2D Face Rig Using Image Sequences
Blender Making a Magic Circle with ONE PLANE
Просмотров 2206 месяцев назад
Blender Making a Magic Circle with ONE PLANE
Nice video, thanks
Hello ModelingWithJ. Great brief tutorial on Baking. I have a question on the process you took from Blender before you added your files into xNormal. What was your Export settings? I ask this because a lot of people have issues Exporting fbx files from Blender and Importing them in xNormal. I have not tried myself yet; doing some reach search first. I would like to use the fbx format for my bakes and saw that is what you are using. Any help will be appreciated. It could be your next tutorial. Thanks!
Thanks for this. I was looking for a way to add an animated texture to a building.
Thanks for the video. I was looking for something more beginner-friendly, but this will help someone. Even following along, I don't know the why's or how's, so I'm lost as to modify beyond your set parameters.
how to do each part color chanel
Hello, if you want to change the colour of each ring what you need to do is instead of the emission going into the mix Shader you want to use three emission shaders and mix them using the output from the colour ramp. Here is a image of what that should look like imgur.com/gallery/mix-colours-tqRhxzg
how to edit the color each ring i use the same image in xyz i did it but not as the same as yours its not separated ring rotation do i have to crop the image texture for Z and Y to separate each rotation ring
This Does not work i tried it you cant shoot into the sky and not every line trace hits when shooting at anything
Hello Sorry to hear that the system doesn't work the way you want it to, the dont being able to fire into the sky is because the line trace had hit nothing if you want the line trace to go into the sky you can use the first line traces Return Value into select vector the A will be the out hit location and the B will be the result of the add vector the defines the first line traces endpoint (Link to example: imgur.com/gallery/unreal-engine-5-hitting-crosshair-sky-shot-eZN7QD0). As for not hitting your target at 1:42, we added a “random float in range.” This causes our shots to have some randomness in accuracy. If you want the shots to be 100 per cent accurate, you can remove them or set them to zero. I hope this helps clear up any problem you might be having and I’m truly sorry to hear that the system didn't work the way you had hope.
Thank you for great tutorial! This is what I really looking for my project!
Finay i found a good tutorial for that ! ill test it ! but i think it would solve my problem 100% im trying to work with OPPRESSON in fortnite .. he as a glitching emissive face and some neons light moving on some places .. but yea thanks for that video !
Thank you for the tutorial. It’s a good tutorial-simple and easy to learn.🙂
You saved my life... I've been looking for this for days!! Thank you.
I really like how you work with the materials, I would like to see something more detailed, you were going a little fast and I got lost hahaha
Hi! The video helped a lot, but there is one problem, when I put material on an object, this material stretches. How can we make sure that, regardless of the shape and size of the object, the material does not stretch?
Okay I think what you want to do is beable to scale the texture more in the U or V aixs right? if that is what you want the here is what you have to do: Step One: 0:54 instead of making a UV scale here you need one for U and a second one for V and you'll append together Step Two: 2:47 here you will also need two scalar one for U and one for V Step Three: 3:14 Don't delete the Vector 2 instead set them to 0,0 0.5,0 0,0.5 and 0.5,0.5 Step Four: 4:13 skip to 5:06 If you are having anyproblem understand I here is a image of what the functions should look like Link: imgur.com/a/jrU9310
In the future would you mind turning on the option to show your keystrokes?
This is moving way too quick. Slow down...
Great video, fast and to the point. However, how would you now connect your maps (normal, AO, etc.) to also adhere to your scale? Specifically if you wanted to hook up an ARM texture. Connecting your R, G, and B to metallic, roughness, and AO while keeping them tied to your scaling value. (EDIT) I copied the MF_BreakTile function node, connected the individual maps (Normal, AO, Rough) and connected the scale to the main scalar value node. However, I still am not sure how you could utilize an ARM texture and separate the R, G, and B before or after the MF_BreakTile function node.
you have two options for what you are asking you can break it after the lerp in the break tile function or you can output the individual channel of the Texture sample in the Random Tile function the second option will require you to the lerp each channel and output like we do in the Break Tile function
@@ModelingWithJ-sf9of awesome, thanks for the reply.
Quick, smooth and useful. Great tutorial bro!
This takes a very different approach from most of the other hand tutorials I've seen. It's a little more work intensive, but I also feel like there's a better sense for edge flow and subdivision friendly poly count.
good job thanks for the tutorial cant wait to see your next one
Can you do box-modeling head?
Sorry to say this doesn't look like rust, consider renaming it 'procedural blood splatter' which is what it resembles more. Good try though, needs to be browner, rougher and used some normal mapping to give it a more jagged look on the rust parts.
nice work my g