Hey Andrew. I know you probably won't see this but I wanted to say thank you for your contributions to the Blender community. This was my first Blender tutorial I ever watched about 7 years ago. I remember showing my sister the cave that I made and she didn't believe it was fake. That set me on a path to study animation in college. I graduate one month from now with a professional animation job already lined up. Hope you and your wife are doing okay. Keep doing great things and making free quality tutorials. You never know whose life you're going to change by doing so. Blessings!
i guess im asking randomly but does someone know a tool to get back into an instagram account?? I stupidly lost my login password. I would love any tips you can offer me
This was surprisingly very informative. I was stuck on a node problem in my project for about a week and just when I decide to take a break and watch some random blender videos I find a fix in your video. Thanks so much!
Columns are made when a Stalactite (hanging from the top of a cave) meets its opposing Stalagmite (growing from the bottom of the cave), this means the columns are curved like in the render you posted to Twitter!
just using a tutorial from 5 years ago. why... because blender guru is just the best Edit: if anybody is still using the texture and there is a 404 error on the link just go to cgtextures then make an account and type in the search bar "cliffs0149". then get the small texture. After that download crazybump and follow the instruction from there and then save all of the texture the that's it. you're welcome.
Thanks a lot man im just learning how to use blender now and your comment was a helpful workaround for the expiry of the textures used in video. Appreciate ya
This is probably the most useful channel on RUclips. Not joking I love those 1hr tutorials because of the details. Most channels do tutorials in 5min without explaining any shit. Salute Andrew!
Wonderful tutorial!! Thank you so much!! Great explanations and commentary -- I see so many "tutorials" these days that are just sped-up timelapses so it's cool to have an actual explanation of concepts and what you're doing
Le me who couldn't believe that I had a computer much faster in rendering than Blender Guru until I realized I have been working on Eevee the whole time.
Absolutely wonderful tutorial. I'm blown away at all the features in Blender you were showing. I'm a noob and must try it. I figure if I get through this I'll be a long way to learning to do this stuff. Fantastic! Thanks!
Hello. Just here to help with the Decimate Modifier. It is a tool used for decreasing the topology of the mesh. Normally used to save memory when rendering a scene/game. So yes it is used for game development. Though it has its other uses as well. though you can see that it does not do much good when removing faces due to the "snapping" aspect of it. It does do well with larger meshes with more topology. Good tutorial, very helpful. Personally like the part with the crystal. Hope this post is helpful to all.
The decimate tool is handy for a quick way to reduce poly count for game assets. I find it helpful for making LoD versions of models that will only be seen from afar.
thanks Andrew price to you in 6 years I have progressed a lot blender frankly it's the best software for me with people like you who give your time for your internet tutorial is really a good invention blender too and you have a real talent hi guy
Hey Andrew your channel was the reason I started using blender. It's amazing what stuff can be created on here and thanks for all the ideas your channel has given me. Keep up the good work man.
Awesome tutorial. I'll have to watch it with a lot of pauses to actually follow along, but that's the nice thing about digital video. Thanks for making this!
37:22 The decimate modifier is used for fast retopology of objects in order to put it in a game or render it LOTS faster. With it you can easily bring a 1 million tris mesh to 1000 tris and have almost the same shape.
Hey Andrew! :) You can apply your Pass Index = 1 to multiple Objects like so: 1. Select all your objects that should have the same value 2. Set your desired value 3. Right click on your value --> Copy To Selected
The Decimate tool is used alot for game models and quickly reduces polygons if you have too many for the the game to run smoothly. Games also use LODs(Level of Detail) where each object in a game has 3 LODs, so that when the object is far away, the game doesn't need to render all of the polygons. There is no reason to see all the polygons as the object is too far away to see the detail. Decimate is an easy way to make LODs and not affect the UV map. The other day, I was developing a new character for a video I'm thinking of making, and the shoes, I was using, were more polygons than the whole character and all his clothing. I didn't make all the parts of the character, just morphed him, to look unique, and used clothing from many different characters. For the shoe, I just decimated it and it lost no visible detail. Then I didn't get anymore lag from the scene, for when I animate him.
That really depends on what you are decimating. For the most part, most things, if originally modeled well, will decimate very evenly. Why would any1 spend the time to get the same or similar results by doing it poly by poly? It doesn't make any sense. Now, if the model has cutouts or has strange geometry, you aren't going to get a good low poly model with the decimate tool. If you are talking about an avatar, then you probably do want to create the low poly option poly by poly. In the end, it is a decision based on time, and the results. If I'm a game designer on a deadline, and my modeling guy is obsessing over objects that are only viewed 100 meters from the players, he is likely going to get an earful from me, if I'm waiting on his work.
Medhue Shit models are done with decimating. In good game every object has to be perfect so u do poly by poly to get the best optymalization. This is how u do good graphics game.
Well, this is a common attitude from game modelers, which is good. Obviously, I'm not 1. I mostly create animations, but occasionally I need to make models for the virtual products that I sell animations in. Dynamic virtual environments do work a bit differently that most other games, but the concepts are still the same. As an animator, the last thing I want to spend my time doing is making LODs poly by poly. Plus it makes little difference to the product nor to the customers that buy them. These aren't items they place all around the game, but something only they wear, like a cane, a hat, or a bicycle. That said, there are game modelers that sell in these virtual worlds too, and If I want really nice models that is super efficient, I'll definitely buy their stuff before any other. If I was making a game, I'd hire them, not make models myself, as I don't enjoy making LODs, at all.
Christian st-pierre I was taught to remember it because "stalactite" sounds a little like "sticks tight". It's incorrect grammar, but it does serve as a mnemonic. :-) Just out of curiosity, if you happen to be aware of an equivalent French mnemonic, please let me know, because in my spare time I'm trying to improve my French skills.
Decimate modifier is used in very high density meshes that do not use subdivisions (e.g. hard surface sculpting with dyntopo) for easier navigation, since it doesn't destroy your original detail until it's applied. It is useful for scene and object optimizations too. For instance there are parts of the floor in your cave that are never seen in the render. You could select the verts in these areas, add them to vertex group and then decimate that vertex group in order to save render time, since I am pretty sure a few less light bounces off those out of frame areas won't affect much. When scenes are very large and complex this is a very useful tool for making your life easier in Blender. Python isn't exactly known for being a very good language for large polycounts, so the modifier helps you though this issue.
On a Column, it's how fast the flow of water is, that contributes to which end grows larger. Usually they would intersect in the middle with that being the thinnest part. But if the flow is too fast, it's not able to deposit any of the calcite on the stalactite(from the ceiling) So it all gathers where it lands, building up a Stalagmite(up from the ground). This would make the bottom the larger end. Whereas if the flow is slower, it deposits more of the calcium carbonate(calcite) on the upper stalactite, causing the water to have less minerals when it hits the ground. This would make the top stalactite the larger end. When a Stalactite and stalagmite meet, is when you get a column. Hope this helps in the future, knowing this will definitely help with my render, which I plan to use in a channel intro animation.
StalaGmites hang out on the Ground, where you "Mite" (might) trip over them. StalaCtites hold "Tite" (tight) to the Ceiling. Easier way to remember which is which.
Hi man, just a note stalactites grow on the roof and stalagmites grow on the floor! Love your work, whatch every video, keep great work thanks for teaching us. All the best
The decimate modifier is used to decrease the pollycount of a mesh so that is is usable in video games and to speed up animation times. It's like a poor man's retopo that requires next to no work. In games there is usually a limit as to how big your mesh can be, due to memory requirements, render times etc. This modifier comes in useful then, but it often requires you to fix up your mesh afterwards.
Columns are a joining of stalagmites (grown from bottom up by deposits of droplets) and stalactites (grown from top down by droplets drying as they run down). Columns are thick at the top and bottom and thin in the middle where it is joined.
This was exactly what I was searching for. Though spying on your tuts for quite some time now. This one directly hits the "subscribe"-spot. Thanks for sharing your knowledge & your time!
Thank you for the UV tip about the scale, that is a thing that I has missed, Blender should display notifications more visible for us noobs that try to be Blendies. I use "Dissolve" to create different LOD levels for importing to Second Life and to reduce the geometry of Exported Second Life builds.
Just an FYI the top "icicles" in caves are stalactites ("Hold on TIGHT"), and the ones on the bottoms of caves are the stalagmites. Like ("Kicking them with all your MIGHT.") Also the typical look of columns is to have them thinner in the center, because the mineral build creates stalactite at the top and then drips to create a stalagmite at the bottom and eventually, over time they meet in the middle. Now the thinner part where they meet can be closer to the top or bottom, because it can be affected be a number of variables and not just the drip. Excellent vid though btw.
The column is actually formed with a junction of a stalaktite (the one from the top) and a stalagmite (the one from the bottom. As drops of water fall of from stalaktites it forms stalagmites at the bottom ;) so usually the column is wider both at the top and at the bottom. Nice tutorial though!
Smart Alec comment 7 years later: StalaGmites form from the Ground StalaCtites form from the Ceiling Columns occur when stalactites meet stalagmites. Anyway, still a sweet tutorial even 7 years later. Thanks!
The decimate modifier could be used to quickly simplify a very high polygon mesh into a lower polygon one for things like video games. For video games in things like cinematics they often use higher polygon meshes so it looks better but ingame while playing you need it to run more interactively at much higher FPS so they use simpler versions of the character models. So the decimate tool would be a very easy way to quickly simplify the whole mesh!
AnnaLeo: You probably have a very radius in your proportional editing. While you're in that mode, try scrolling your mouse wheel before actually moving the selected vertices. You should see a faint circle around your current pivot point (usually selection midpoint or 3D cursor). You may need to zoom out your viewport in order to see the radius indicator.
Glad you're back! In your absence I had actually worked on a similar thing. For a backplate but it took forever to render. So I ended up doing a 2.5D approach using Nuke for a fly through. But those crystals would have been an awesome addition. Perhaps the client wants a new rendition and I will add them if they agree :D Great inspiration.
you do a lot of really amazing tutorials in fact your the whole reason i started to understand blender but one of the things i still struggle with is how to make good textures since i can't afford crazy bump im 16 so money isn't a very available commodity :( could you maybe do a quick vid on how to make a good texture without crazy bump? im sure there are others that have the same problem
i use a photoshop plugin from nvidia, it named "NormalMapFilter". it's free, just google. it's more complicated than crazybump and only for normal and height maps. but anyway, i think for really good looking textures u have to make the reflectionmap and the bump-/normalmap by hand in PS or Gimp. and u must learn some tricks in the node-editor and get feeling about density maps.
hopefullyunknown I know your question has been properly answered. I just thought I'd throw another free option in there. If you are using GIMP, you can get a plugin called InsaneBump. Which lets you create all sorts of maps, much like CrazyBump. It also has the "preview on 3D-object"-feature. vimeo.com/75277421
hey, you're probably aware but bump maps in the end of the day are just desaturated copies of your diffuse color texture. Playing with the levels in photoshop / GIMP (never used the latter but I'm pretty sure it's got that functionality), applying the same desaturated image over and over with different blending modes and/or opacity to get the detail you need works pretty well for bump maps. There's the Nvidia plug-in for normals which is pretty decent and for more detailed stuff Sculptris is free as well.
you prolly know this by now but, as far as i know, the decimate modifier is used to lower the poly count of a mesh, for example, if you sculpt it in blender and then you want to use it later in unity, its mostly to be used videogames.
"Stalagma" in greek is a "drop" ;) great tutorial, reacently i was working on glowing crystal scene in blender too different aproach but, afterwards found your tutorial and liked your method aswell :)
Really great tutorial! Only downside is the compositing part, it was very hard to follow along, had to read the written one and go back and forth between the video and written.
Been to Cheddar Gorge a few times. Had to laugh once as my uncle forgot what it was called and refereed to it as "cheesy canyon" great tutorial as always! :)
"The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes." So because your mesh is already minimal it reshapes it.
Hi andrew, I have a problem with my crystal material. If I set it to underlight the bottom (in edit mode) it will also count the whole crystal. When I render the whole cave lights up too bright even if I adjust the strenth of the emmision. Great tutorial by the way
First of all, thanks for great tutorial, very inspiring and informative :D Decimate comes REALLY handy, when you import models created from design apps, like Inventor. They are really high poly, even straight bars are being cut like crazy along their edges, however it doesn't visually affect the geometry. Planar version of Decimate cleans up unwanted vertices within flat areas, properly adjusted keeps your bevels safe. The problem is topology, weird n-gons might occur, that occupy more than just one plane. However, it's far easier to edit 10.000 verts rather than 10 million :-P
The "icicles" are called stalactites. The best way I remember which is which is by considering a pair of tights, and they would be handing downward as opposed to sticking up
Hey, Great tutorial. I would love to see what kind of work flow is required to make a short film in blender. I say this because there are many tutorials on how to create specific scenes and how to bring specific scenes together but one entire film is a different story. Thanks!
Andrew please do a tutorial on matte painting in blender. we as blender users need this technique. you've made a video on camera mapping but matte painting is more important. I need it in my short movies. Thanks a lot.
I think its amazing how well your clarity, definition and lighting comes out. I'm always having to mess with my final rendering settings. I always have fire flies left over no matter how close i follow your tutorials. Any tips?
AAAAGH!! This is so awesome I've gone insane!! (Sorry. Andrew's tutorials are always just really good. It's just striking me a little hard right now) Ha HAA!! RRRRAAAGH!!! hurgle blurgle...BLAH!!
Wait a minute theres a tutorial for that... Only saw it in the composition video. Crazy to see how different today's approach would be totally different
Hi Andrew, is the Blender has capacity to make big screen movie animations and VFX. If yes then what points and settings to remember before rendering any animation in blender ? Pls guide..
the decimate modifire reduces the polys and subdivisions for a nunber of uses.. like well making shards.. low poly objects and shit.. great video by way :)
I am having a problem with the shrooms to show up to the right place. First of all when I put the particlesystem on the cave, the particles don't appear all around. Just couple of spots in the ends of the mesh. And when I put the shroom group in all the variations of the shrooms (there are 7) are in a big glump. It doesn't take randomly just one of them so every particle is all 7 shrooms together. Also the weight paint doesn't help the position of the particles. They just form a denser spot to the ends of the mesh. Also theyare on the outside, not inside. I am using blender 2.76b
I had absolutely no idea that you can do metric in Blender. I just did everything relative. I'm also surprised you don't get cheddar in Australia, too.
Also I know one major use of the decimate modifier is to take really high poly like sculpts and stuff (basically things I could never make) and lower the amount of polygons, as that's really what the decimate is doing. So people want to lower the polygons a lot if they're putting it in a game or something, and then they add like an occlusion map or something to retain the detail of the original mesh. .qdfa
Hey Andrew. I know you probably won't see this but I wanted to say thank you for your contributions to the Blender community. This was my first Blender tutorial I ever watched about 7 years ago. I remember showing my sister the cave that I made and she didn't believe it was fake. That set me on a path to study animation in college. I graduate one month from now with a professional animation job already lined up. Hope you and your wife are doing okay. Keep doing great things and making free quality tutorials. You never know whose life you're going to change by doing so. Blessings!
so wholesome
i guess im asking randomly but does someone know a tool to get back into an instagram account??
I stupidly lost my login password. I would love any tips you can offer me
@@dasheden9976 if you only lost your password, you can use the forgot password button when logging in? but if thats not the case idk
very wholesome
@@Caspian. ى ل مم ض
This was surprisingly very informative.
I was stuck on a node problem in my project for about a week and just when I decide to take a break and watch some random blender videos I find a fix in your video.
Thanks so much!
I love Andrew's video, his voice's friendly unlike some monotoned RUclipsrs and he actually has a humour
Columns are made when a Stalactite (hanging from the top of a cave) meets its opposing Stalagmite (growing from the bottom of the cave), this means the columns are curved like in the render you posted to Twitter!
Just a personal timestamp comment for myself.
Cave - 3:33
Gem - 30:25
Mushrooms - 49:33
Stalagmites - 1:05:39
Camera - 1:10:36
Compositor - 1:13:15
thanks
Nice demo of the compositor. I don't use Blender, but demonstrations like this make it look like a very compelling tool to add to the toolbox.
just using a tutorial from 5 years ago. why... because blender guru is just the best
Edit: if anybody is still using the texture and there is a 404 error on the link just go to cgtextures then make an account and type in the search bar "cliffs0149". then get the small texture. After that download crazybump and follow the instruction from there and then save all of the texture the that's it. you're welcome.
Thanks a lot man im just learning how to use blender now and your comment was a helpful workaround for the expiry of the textures used in video. Appreciate ya
@@vinny5638 No problem. Good luck learning blender. If you want some other good RUclips blender tutorials look up ducky 3d and CGcookie and CGgeek.
anything for the texutre for the crystal?
@@jackbrasesco2949 If you go to textures.com and go to search bar and type ice0039 you will find the texture he uses.
If only the video was 12 seconds longer..... it would have been 1:23:45
which would have been awesome.
12 to the 3rd section = 1 2 3 4 5
he should increase his animation lenght to 12 sec
...
man, you're a crazy good artist, i just keep being amazed by your tutorials man i swear, i admire you so much
This is probably the most useful channel on RUclips. Not joking I love those 1hr tutorials because of the details. Most channels do tutorials in 5min without explaining any shit. Salute Andrew!
Today i am going to show you how to make a cafe... Gudday and welcome... Little things that make Andrew tutorials so marvelous.
Wonderful tutorial!! Thank you so much!! Great explanations and commentary -- I see so many "tutorials" these days that are just sped-up timelapses so it's cool to have an actual explanation of concepts and what you're doing
Le me who couldn't believe that I had a computer much faster in rendering than Blender Guru until I realized I have been working on Eevee the whole time.
lol
Absolutely wonderful tutorial. I'm blown away at all the features in Blender you were showing. I'm a noob and must try it. I figure if I get through this I'll be a long way to learning to do this stuff. Fantastic! Thanks!
Hello. Just here to help with the Decimate Modifier. It is a tool used for decreasing the topology of the mesh. Normally used to save memory when rendering a scene/game. So yes it is used for game development. Though it has its other uses as well. though you can see that it does not do much good when removing faces due to the "snapping" aspect of it. It does do well with larger meshes with more topology. Good tutorial, very helpful. Personally like the part with the crystal. Hope this post is helpful to all.
The decimate tool is handy for a quick way to reduce poly count for game assets. I find it helpful for making LoD versions of models that will only be seen from afar.
thanks Andrew price to you in 6 years I have progressed a lot blender frankly it's the best software for me with people like you who give your time for your internet tutorial is really a good invention blender too and you have a real talent hi guy
Hey Andrew your channel was the reason I started using blender. It's amazing what stuff can be created on here and thanks for all the ideas your channel has given me. Keep up the good work man.
Awesome tutorial. I'll have to watch it with a lot of pauses to actually follow along, but that's the nice thing about digital video. Thanks for making this!
37:22 The decimate modifier is used for fast retopology of objects in order to put it in a game or render it LOTS faster. With it you can easily bring a 1 million tris mesh to 1000 tris and have almost the same shape.
Hey Andrew! :) You can apply your Pass Index = 1 to multiple Objects like so:
1. Select all your objects that should have the same value
2. Set your desired value
3. Right click on your value --> Copy To Selected
The Decimate tool is used alot for game models and quickly reduces polygons if you have too many for the the game to run smoothly. Games also use LODs(Level of Detail) where each object in a game has 3 LODs, so that when the object is far away, the game doesn't need to render all of the polygons. There is no reason to see all the polygons as the object is too far away to see the detail. Decimate is an easy way to make LODs and not affect the UV map.
The other day, I was developing a new character for a video I'm thinking of making, and the shoes, I was using, were more polygons than the whole character and all his clothing. I didn't make all the parts of the character, just morphed him, to look unique, and used clothing from many different characters. For the shoe, I just decimated it and it lost no visible detail. Then I didn't get anymore lag from the scene, for when I animate him.
people who use decimate to make their low poly stuff are pretty bad. God low poly is made manualy poly by poly.
That really depends on what you are decimating. For the most part, most things, if originally modeled well, will decimate very evenly. Why would any1 spend the time to get the same or similar results by doing it poly by poly? It doesn't make any sense. Now, if the model has cutouts or has strange geometry, you aren't going to get a good low poly model with the decimate tool. If you are talking about an avatar, then you probably do want to create the low poly option poly by poly. In the end, it is a decision based on time, and the results. If I'm a game designer on a deadline, and my modeling guy is obsessing over objects that are only viewed 100 meters from the players, he is likely going to get an earful from me, if I'm waiting on his work.
Medhue Shit models are done with decimating. In good game every object has to be perfect so u do poly by poly to get the best optymalization. This is how u do good graphics game.
Well, this is a common attitude from game modelers, which is good. Obviously, I'm not 1. I mostly create animations, but occasionally I need to make models for the virtual products that I sell animations in. Dynamic virtual environments do work a bit differently that most other games, but the concepts are still the same. As an animator, the last thing I want to spend my time doing is making LODs poly by poly. Plus it makes little difference to the product nor to the customers that buy them. These aren't items they place all around the game, but something only they wear, like a cane, a hat, or a bicycle.
That said, there are game modelers that sell in these virtual worlds too, and If I want really nice models that is super efficient, I'll definitely buy their stuff before any other. If I was making a game, I'd hire them, not make models myself, as I don't enjoy making LODs, at all.
***** This really depends on. For my use, it will work perfectly for the leaves of plants, but for other stuff, decimation is too inaccurate.
Bob is Not my Uncle!!! Great tutorial! Love every single one of them!
lol what a small world. I clicked your profile after watching this vid. I'm from gila ridge hs haha
DPirateKing Really!? thats really cool! Another visual effects artist in this city!
by the way they are called stalagtites when they go from ceiling to floor, and stalagmites when they go from floor to ceiling. Just so you know.
Christian st-pierre Close. :-) The ones hanging from the ceiling are "stalactites", and the ones from the floor are "stalagmites".
***** Then again not bad for a french speaking dude. Thanks i will never forget the one from the ceiling is written with a «C».
Christian st-pierre I was taught to remember it because "stalactite" sounds a little like "sticks tight". It's incorrect grammar, but it does serve as a mnemonic. :-) Just out of curiosity, if you happen to be aware of an equivalent French mnemonic, please let me know, because in my spare time I'm trying to improve my French skills.
In french it goes. Stalactites = tombe. And Stalagmites = monte.
Stalactites = ceiling (both have C), stalagmites = ground (both have G).
Decimate modifier is used in very high density meshes that do not use subdivisions (e.g. hard surface sculpting with dyntopo) for easier navigation, since it doesn't destroy your original detail until it's applied. It is useful for scene and object optimizations too. For instance there are parts of the floor in your cave that are never seen in the render. You could select the verts in these areas, add them to vertex group and then decimate that vertex group in order to save render time, since I am pretty sure a few less light bounces off those out of frame areas won't affect much. When scenes are very large and complex this is a very useful tool for making your life easier in Blender. Python isn't exactly known for being a very good language for large polycounts, so the modifier helps you though this issue.
On a Column, it's how fast the flow of water is, that contributes to which end grows larger. Usually they would intersect in the middle with that being the thinnest part. But if the flow is too fast, it's not able to deposit any of the calcite on the stalactite(from the ceiling) So it all gathers where it lands, building up a Stalagmite(up from the ground). This would make the bottom the larger end. Whereas if the flow is slower, it deposits more of the calcium carbonate(calcite) on the upper stalactite, causing the water to have less minerals when it hits the ground. This would make the top stalactite the larger end. When a Stalactite and stalagmite meet, is when you get a column. Hope this helps in the future, knowing this will definitely help with my render, which I plan to use in a channel intro animation.
StalaGmites hang out on the Ground, where you "Mite" (might) trip over them. StalaCtites hold "Tite" (tight) to the Ceiling. Easier way to remember which is which.
The decimate modifier is used to reduce poly count on a high poly mesh when you have done something large
Hi man, just a note stalactites grow on the roof and stalagmites grow on the floor!
Love your work, whatch every video, keep great work thanks for teaching us.
All the best
hi andrew i just wanted to say that your humor is amazing, the thing about the stalagmites.
INSTANTLY had to go play with the 'extra objects' addon...And as a British man, i was very impressed that one of the extra objects was a teapot.
gracias Andrew, estoy aprendiendo mucho con tus tutoriales. Ya me cambie completamente del 3DsMax a Blender
You should combine the cave and the cliffs that you made previously, it would look amazing!
That is how you roll. Having a bunch of fun and learn a bunch of things in the process.
Glad to se you back with another awesome tutorial Andrew!
The decimate modifier is used to decrease the pollycount of a mesh so that is is usable in video games and to speed up animation times. It's like a poor man's retopo that requires next to no work. In games there is usually a limit as to how big your mesh can be, due to memory requirements, render times etc. This modifier comes in useful then, but it often requires you to fix up your mesh afterwards.
Columns are a joining of stalagmites (grown from bottom up by deposits of droplets) and stalactites (grown from top down by droplets drying as they run down). Columns are thick at the top and bottom and thin in the middle where it is joined.
Looks amazing, waiting for the rendering of the higher quality so i can watch the video in all its glorry.
This was exactly what I was searching for. Though spying on your tuts for quite some time now. This one directly hits the "subscribe"-spot. Thanks for sharing your knowledge & your time!
Thank you for the UV tip about the scale, that is a thing that I has missed, Blender should display notifications more visible for us noobs that try to be Blendies.
I use "Dissolve" to create different LOD levels for importing to Second Life and to reduce the geometry of Exported Second Life builds.
Andrew, thanks a lot for those wonderful tutorial, quite useful for beginners.
Pros may found some nice tips too.
Just an FYI the top "icicles" in caves are stalactites ("Hold on TIGHT"), and the ones on the bottoms of caves are the stalagmites. Like ("Kicking them with all your MIGHT.")
Also the typical look of columns is to have them thinner in the center, because the mineral build creates stalactite at the top and then drips to create a stalagmite at the bottom and eventually, over time they meet in the middle. Now the thinner part where they meet can be closer to the top or bottom, because it can be affected be a number of variables and not just the drip.
Excellent vid though btw.
In french we have a much better way to remember this: StalacTites with a T "tombent" (= fall in french), stalagmites "montent" (= go up)
"It is the future, embrace it." That really made me laugh
Stalagmites are actually growing upwards from the ground and forming those pillars.
The ones that hanging from the ceiling are stalactites ;)
You are a genius. Thank you for your hard work!
Lovely tutorial as always Andrew.
The column is actually formed with a junction of a stalaktite (the one from the top) and a stalagmite (the one from the bottom. As drops of water fall of from stalaktites it forms stalagmites at the bottom ;) so usually the column is wider both at the top and at the bottom. Nice tutorial though!
Hey andrew you aren't blender guru.... You are blender god and blender maha guru
funny how that is used to make caves, when you cna use it to make amazing things other than caves, good stuff dude
i imagined this in my head today and boom here is the tutorial omg
Smart Alec comment 7 years later:
StalaGmites form from the Ground
StalaCtites form from the Ceiling
Columns occur when stalactites meet stalagmites.
Anyway, still a sweet tutorial even 7 years later. Thanks!
Thanks for the tutorial! I learned a lot.
Last 10 minutes was very confusing. I have to watch it with a bunch of times:D
The decimate modifier could be used to quickly simplify a very high polygon mesh into a lower polygon one for things like video games. For video games in things like cinematics they often use higher polygon meshes so it looks better but ingame while playing you need it to run more interactively at much higher FPS so they use simpler versions of the character models. So the decimate tool would be a very easy way to quickly simplify the whole mesh!
AnnaLeo: You probably have a very radius in your proportional editing. While you're in that mode, try scrolling your mouse wheel before actually moving the selected vertices. You should see a faint circle around your current pivot point (usually selection midpoint or 3D cursor). You may need to zoom out your viewport in order to see the radius indicator.
***** Err, I meant "very *large* radius".
Glad you're back! In your absence I had actually worked on a similar thing. For a backplate but it took forever to render. So I ended up doing a 2.5D approach using Nuke for a fly through. But those crystals would have been an awesome addition. Perhaps the client wants a new rendition and I will add them if they agree :D Great inspiration.
you do a lot of really amazing tutorials in fact your the whole reason i started to understand blender but one of the things i still struggle with is how to make good textures since i can't afford crazy bump im 16 so money isn't a very available commodity :( could you maybe do a quick vid on how to make a good texture without crazy bump? im sure there are others that have the same problem
i use a photoshop plugin from nvidia, it named "NormalMapFilter". it's free, just google. it's more complicated than crazybump and only for normal and height maps. but anyway, i think for really good looking textures u have to make the reflectionmap and the bump-/normalmap by hand in PS or Gimp. and u must learn some tricks in the node-editor and get feeling about density maps.
Use SSBump. It is free and does a very good job.
mutantgenepool thanks for telling me about this :D
hopefullyunknown I know your question has been properly answered. I just thought I'd throw another free option in there.
If you are using GIMP, you can get a plugin called InsaneBump. Which lets you create all sorts of maps, much like CrazyBump. It also has the "preview on 3D-object"-feature.
vimeo.com/75277421
hey, you're probably aware but bump maps in the end of the day are just desaturated copies of your diffuse color texture. Playing with the levels in photoshop / GIMP (never used the latter but I'm pretty sure it's got that functionality), applying the same desaturated image over and over with different blending modes and/or opacity to get the detail you need works pretty well for bump maps. There's the Nvidia plug-in for normals which is pretty decent and for more detailed stuff Sculptris is free as well.
Great that you continue doing tutorials now. Awesome work!
you prolly know this by now but, as far as i know, the decimate modifier is used to lower the poly count of a mesh, for example, if you sculpt it in blender and then you want to use it later in unity, its mostly to be used videogames.
The hanging ones are Stalagtites. They are shaped like a T which hangs down too. The ones that point up are Stalagmites. An M is made of two of them.
I've never seen so many people so passionate about geology.
A very nice comeback
Another Awesome Tutorial Mr Price!
"Stalagma" in greek is a "drop" ;) great tutorial, reacently i was working on glowing crystal scene in blender too different aproach but, afterwards found your tutorial and liked your method aswell :)
Really great tutorial!
Only downside is the compositing part, it was very hard to follow along, had to read the written one and go back and forth between the video and written.
great video thank you.. will go hunt down some textures and try this out
Bloody awesome mate!
greetings from the UK
Great tut. Stalactites are on the ceiling stalagmites are on the ground. =)
Been to Cheddar Gorge a few times. Had to laugh once as my uncle forgot what it was called and refereed to it as "cheesy canyon" great tutorial as always! :)
wow! you went all out on this one. nice job
"The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes." So because your mesh is already minimal it reshapes it.
Decimate is used to bring very high poly meshes down to workable levels after doing your bakeouts and UVs
Hi andrew, I have a problem with my crystal material. If I set it to underlight the bottom (in edit mode) it will also count the whole crystal. When I render the whole cave lights up too bright even if I adjust the strenth of the emmision. Great tutorial by the way
You are a real Blender guru :)
Thank you, this is my first Blender Cycles scene and its amazing ;)
First of all, thanks for great tutorial, very inspiring and informative :D
Decimate comes REALLY handy, when you import models created from design apps, like Inventor. They are really high poly, even straight bars are being cut like crazy along their edges, however it doesn't visually affect the geometry. Planar version of Decimate cleans up unwanted vertices within flat areas, properly adjusted keeps your bevels safe. The problem is topology, weird n-gons might occur, that occupy more than just one plane. However, it's far easier to edit 10.000 verts rather than 10 million :-P
Stalactites are on the ceiling. Stalagmites are on the ground. "c" for "ceiling" and "g" for "ground."
The "icicles" are called stalactites. The best way I remember which is which is by considering a pair of tights, and they would be handing downward as opposed to sticking up
Fantastic tute. I have a problem. At the point of UV unwrapping, when I set the X,Y,Z scale to 1 for all three axis, my mesh totally deforms.
Very impressive tutotial. Congratulation!
Hey, Great tutorial. I would love to see what kind of work flow is required to make a short film in blender. I say this because there are many tutorials on how to create specific scenes and how to bring specific scenes together but one entire film is a different story. Thanks!
I got ahold of Blender a little while ago. Glad I found your channel. Sub'd. Thank you soooooo much for these!
Haha. You should have popped in for a cup of tea mate!
Another great vid. Cheers.
Andrew please do a tutorial on matte painting in blender. we as blender users need this technique. you've made a video on camera mapping but matte painting is more important. I need it in my short movies. Thanks a lot.
This guys got some funny stuff. Nice work.
Decimate is used to minimize vertex count, but it usually just messes up your model.
I think its amazing how well your clarity, definition and lighting comes out. I'm always having to mess with my final rendering settings. I always have fire flies left over no matter how close i follow your tutorials. Any tips?
Clamp Indirect to 1 in sampling settings
Weird hearing you mention Bristol / Cheddar, I grew up a few miles from Cheddar Gorge, beautiful place!
thanks a lot your tutorials are very well explained. :D
AAAAGH!! This is so awesome I've gone insane!! (Sorry. Andrew's tutorials are always just really good. It's just striking me a little hard right now) Ha HAA!! RRRRAAAGH!!! hurgle blurgle...BLAH!!
For the vignette you can use an eclipse node!
Very thanks to your very good tutorial
Wait a minute theres a tutorial for that... Only saw it in the composition video. Crazy to see how different today's approach would be totally different
Hi Andrew, is the Blender has capacity to make big screen movie animations and VFX. If yes then what points and settings to remember before rendering any animation in blender ? Pls guide..
the decimate modifire reduces the polys and subdivisions for a nunber of uses..
like well making shards.. low poly objects and shit.. great video by way :)
I know I'm late, but the decimate modifier is used for decreasing the number of verts/polys. I learned it in another tutorial
I use decimate a ton, I will automate the decimation to make some glitch like effects, similar to the build modifier.
I am having a problem with the shrooms to show up to the right place. First of all when I put the particlesystem on the cave, the particles don't appear all around. Just couple of spots in the ends of the mesh. And when I put the shroom group in all the variations of the shrooms (there are 7) are in a big glump. It doesn't take randomly just one of them so every particle is all 7 shrooms together. Also the weight paint doesn't help the position of the particles. They just form a denser spot to the ends of the mesh. Also theyare on the outside, not inside. I am using blender 2.76b
I had absolutely no idea that you can do metric in Blender. I just did everything relative.
I'm also surprised you don't get cheddar in Australia, too.
I use decimate to optimize the models I use for games. Frequently. Great creative functionality though
Also I know one major use of the decimate modifier is to take really high poly like sculpts and stuff (basically things I could never make) and lower the amount of polygons, as that's really what the decimate is doing. So people want to lower the polygons a lot if they're putting it in a game or something, and then they add like an occlusion map or something to retain the detail of the original mesh. .qdfa