Been watching/listening these videos while at work in the office , really enjoy that you make these longer videos that are more in depth with your process. Usually I go home and actually watch it so I don’t miss anything .. I don’t even do video game modeling it’s just fun to watch the process haha
Are you thinking about giving John a hat? I feel like even if you want his face and head to be more visible, it could be nice to have him start with a hat and lose it early on. It would subtly signify his transition out of the real world as he would turn from more shielded/weather consideate to more intimate and exposed to unknown dangers. He could even lose his hat by throwing it at the bird in the first puzzle.
The dyntopo option in Blender would be able to remove parts like you do in Shapelab. An effective way of doing it would be dyntopo + the negative inflate tool. Dyntopo is made to regenerate topology as you go, like shapelab does
Good thinking, and in theory that would work, albeit kind of slow. But sadly Pinch brush (and -Inflate) will also mess up the surface underneath the shell you want to remove. And topology masking just doesn't work at all in Dyntopo mode. Maybe there are more ways to try, but I can't think of anything good
I had a similar experience while working of the model of my cartoon hamsters spaceship and was suddenly able to walk through it. That was not so abstract as your pants-cave-trip, but it felt just amazing to be there for the first time - this place that lived in my head and some pictures before just became real. But one more thing about your pants-vacation. This totally looked like a great place for a game, where everything takes place in this unreal area, this organic looking cave. Just thinkin…
I bought a Quest 3 and Shapelabs because of your videos. I am learning 3D modeling For 3D printing pretty much exclusively. Blender has been such a crazy roller coaster ride, I saw you sculpting in VR and without ever picking up Z brush or Completing any sculpting ever, I knew I had to try this in VR. I have not been diappointed. While unfortunstely i cannot replace Blender and other tools entirely, I plan on using Shapelabs and VR to do as much as possible. This is all your fault. Thank You.
The mannequin would really be a great tool to improve the clothing scans greatly, but I just haven't found any good options in Tallinn at short notice. And like, soon I won't need it at all since I'll be done with modeling John, and I'll be once again the guy with the mannequin at home, I don't want this to happen again
And the thing is, it wouldn't even necessarily be a cheap mannequin - it has to be in some kind of an A-pose, which is rare, or actually be poseable with joints. Also, mannequins are of a standard size, and I (and all of my clothes) am L/XL. This difference would give very intense folds on the clothing, which seems like not a big deal, but it is
Thanks for doing a video that doesn't start with a great model. I have a couple of scans I would like to fix. One of the scans is of a moose skeleton that a couple of ribs are not connected. I had issues with shapelab's smoothing, either pinch the ribs out of existence or dragging the section towards the center of the model. I will have to try again.
i know fuck all about video game creation or 3d modelling but i've watched every video on this you've put out so far. it's really cool to see the process and i am for sure getting the game when it comes out, it looks so good even at this stage. guess im just saying that this is really sick stuff man keep it up 👍
I am drooling after Shapelabs so much. Price is still too much for current money situation. Gotta hope it goes sale again during holidays, maybe I got the buck for it then. Blender really should also invest into VR "mode".
@@BoroCG specially now since the mixed reality is getting so good. Imagine the workflow of looking at the flatscreen when modelling and if there is need for sculpting, just turn your head little bit and look at the model next to you. Sculpt and everything updates in real time in Blender. And ofc full hand tracking so there is no need for controllers which means that using the mouse/pen is easier when not sculpting.
Interesting. Are there ways to remove semi-connected shells from the scan? I'll have a look soon, but the main benefit I find in VR is the precise 3D-positioning of the cursor, which lets you remove one layer of the mesh without affecting the other one
@@BoroCG Yes, there are a few ways. Admittedly VR is great for precise control, but 3DCoat has other ways of getting a similar effect. The two ways that come to mind are using the cut off tool and using live booleans. With the cut off tool you can zoom into the area you want to cut off and draw the shape of the area you want to remove. There are a bunch of options for drawing the shape, but you'll most likely use a lasso or a curve (a vector path.) You can also set a depth so that the cut won't go deeper than a certain amount. With live booleans you can create another shape and set it to a subtraction object and then move it around until you get the result you're looking for. The nice thing about live booleans is that you can move, scale, and rotate the object until it's removing the exact area you want.
advice is it worth the money? is it a one-time purchase or do you need to pay as a yearly subscription? because I wanted to buy nomad sculpt on the ipad, and here you show Shapelab.
Hello. this is very interesting because just the day before yesterday I was trying to fix the scanned model. scanned revopoint pop2 there were the same icicles. I was looking for how to fix it, but others advise to rescan, but in my case it is impossible because the person asked for a head model. one of the options smoothed the icicles through a blender, but I realized that I had made a full polygonal porridge. I had to recalculate the normals. it was not pleasant. it was not convenient to clean the mesh. what you showed, I was just thinking about something similar, how cool it would be to do in vr simulation. such a tool is very necessary for every modeler. does it work with oculus 2?
Those double layers are really annoying in 3d scans. Some scanner software can get rid of them during the scan so you don't need to do this afterwards. Those layers seem to appear when you lose tracking for too long. It looks very tedious to clean it up in VR. Maybe a rescan would be faster?
Well as I said, it's just really hard to scan a piece of clothing you're wearing at the moment. These layers were so intense because of that alone. So it was a good example for cleaning the layers, but normally of course these layers should never be this bad
@@BoroCG Thank you! I haven't seen this online either. I was really curious because being able to see, say, my living room while sculpting would be really cool. Thank you for your time. :)
Nanite is yeah, great, though I am learning lately that definitely not everything should be Nanite in the level, especially foliage. Some serious asset replacement coming soon haha
Maybe I saw this wrong, but why exactly do you keep your dog in an aquarium? If find this funny, because my Hamster lives free in my living room and I oppose small cages… but your dog looked quite satisfied in his tiny glass box.
Well yeah :D But bad scans happen a lot with or without help, and this was an example of fixing a bad scan, and also the best and quickest way for me personally to get a good model of my pants right now!
Nobody in the industry would waste so much time with multiple low quality scans and would just start modelling it or making tissue patterns in marvelous designer or even blender cloth plugins right away from the surface of a predetermmined model corresponding to your character's physionomy / body. Welcome to teaching excruciatingly bad practice workflows just for the sake of making advertisement videos for questionnable quality sculpting VR programs almost nobody use for being also, as unpractical then using multi scans for remodelling pants.
Thanks for sharing your thoughts, although in a very toxic fashion, and I partially agree: I said many times in the video that a scan like this should normally be a deal-breaker. The point of this video was to show benefits of using 3D-positioning of a cursor in VR that lets you easily clear one layer of the mesh without ruining the other one (since you can precisely position the cursor in depth). Errors happen in the industry as well, and if you have a scan with a shell covering a part of the mesh, and not a lot of time - it's a lot faster to quickly put on a VR headset and remove the issue, then to model the whole thing from scratch or even go back to the scanning object
I disagree. While this isn't something you would typically do while working in the industry, I had to do some creative problem solving of this type myself and to know that you can fix what looks like an unfixable mess, can sometimes be very helpful and even necessary in some scenarios
Been watching/listening these videos while at work in the office , really enjoy that you make these longer videos that are more in depth with your process. Usually I go home and actually watch it so I don’t miss anything .. I don’t even do video game modeling it’s just fun to watch the process haha
Thank you :D
Are you thinking about giving John a hat? I feel like even if you want his face and head to be more visible, it could be nice to have him start with a hat and lose it early on. It would subtly signify his transition out of the real world as he would turn from more shielded/weather consideate to more intimate and exposed to unknown dangers. He could even lose his hat by throwing it at the bird in the first puzzle.
That's not a bad idea! Though I'll probably make him hatless from the start in the demo hour, since it's not quite the beginning of the story
"Welcome to John's pants" That line has gotten me in trouble so many times.
Shapelab really is a great piece of software, sponsorship aside
The dyntopo option in Blender would be able to remove parts like you do in Shapelab. An effective way of doing it would be dyntopo + the negative inflate tool. Dyntopo is made to regenerate topology as you go, like shapelab does
Good thinking, and in theory that would work, albeit kind of slow. But sadly Pinch brush (and -Inflate) will also mess up the surface underneath the shell you want to remove. And topology masking just doesn't work at all in Dyntopo mode. Maybe there are more ways to try, but I can't think of anything good
I had a similar experience while working of the model of my cartoon hamsters spaceship and was suddenly able to walk through it. That was not so abstract as your pants-cave-trip, but it felt just amazing to be there for the first time - this place that lived in my head and some pictures before just became real.
But one more thing about your pants-vacation. This totally looked like a great place for a game, where everything takes place in this unreal area, this organic looking cave. Just thinkin…
You’re awesome 🐐
really interesting workflow
I bought a Quest 3 and Shapelabs because of your videos. I am learning 3D modeling For 3D printing pretty much exclusively. Blender has been such a crazy roller coaster ride, I saw you sculpting in VR and without ever picking up Z brush or Completing any sculpting ever, I knew I had to try this in VR. I have not been diappointed. While unfortunstely i cannot replace Blender and other tools entirely, I plan on using Shapelabs and VR to do as much as possible. This is all your fault. Thank You.
8:36 "you can't sculpt away a problem like this" why does this hits so hard 😶
9:40 "any kind of problem, no metter how terrible it looks, it can be smoothed away" ok, that makes me feel better
Pretty please keep making quest 3 related videos! This is great
Why dont you buy a cheap manequin, dress it with the clothes and then scan it?
I think its easier to match it to schoes because this is more organic pose than it would could ever be with a manequin
The mannequin would really be a great tool to improve the clothing scans greatly, but I just haven't found any good options in Tallinn at short notice. And like, soon I won't need it at all since I'll be done with modeling John, and I'll be once again the guy with the mannequin at home, I don't want this to happen again
And the thing is, it wouldn't even necessarily be a cheap mannequin - it has to be in some kind of an A-pose, which is rare, or actually be poseable with joints. Also, mannequins are of a standard size, and I (and all of my clothes) am L/XL. This difference would give very intense folds on the clothing, which seems like not a big deal, but it is
Thanks for doing a video that doesn't start with a great model.
I have a couple of scans I would like to fix.
One of the scans is of a moose skeleton that a couple of ribs are not connected.
I had issues with shapelab's smoothing, either pinch the ribs out of existence or dragging the section towards the center of the model.
I will have to try again.
i know fuck all about video game creation or 3d modelling but i've watched every video on this you've put out so far. it's really cool to see the process and i am for sure getting the game when it comes out, it looks so good even at this stage. guess im just saying that this is really sick stuff man keep it up 👍
Whoa thank you! Will make it awesome :D
I am drooling after Shapelabs so much. Price is still too much for current money situation. Gotta hope it goes sale again during holidays, maybe I got the buck for it then. Blender really should also invest into VR "mode".
Nvm there is subscription for the program :o Thought it was buy to use.
Shapelab on Steam is a one-time purchase. The subscription option is only on the website
A well implemented VR mode in Blender, at least for sculpting, vertex painting and object mode would be so good
@@BoroCG So glad they offer both payment options. Much easier to test the app before committing to it.
@@BoroCG specially now since the mixed reality is getting so good. Imagine the workflow of looking at the flatscreen when modelling and if there is need for sculpting, just turn your head little bit and look at the model next to you. Sculpt and everything updates in real time in Blender. And ofc full hand tracking so there is no need for controllers which means that using the mouse/pen is easier when not sculpting.
A clothing dummy would be really useful for 3d scanning
3DCoat is also good at cleaning up scanned data - and is quite performant.
Interesting. Are there ways to remove semi-connected shells from the scan? I'll have a look soon, but the main benefit I find in VR is the precise 3D-positioning of the cursor, which lets you remove one layer of the mesh without affecting the other one
@@BoroCG Yes, there are a few ways. Admittedly VR is great for precise control, but 3DCoat has other ways of getting a similar effect. The two ways that come to mind are using the cut off tool and using live booleans. With the cut off tool you can zoom into the area you want to cut off and draw the shape of the area you want to remove. There are a bunch of options for drawing the shape, but you'll most likely use a lasso or a curve (a vector path.) You can also set a depth so that the cut won't go deeper than a certain amount. With live booleans you can create another shape and set it to a subtraction object and then move it around until you get the result you're looking for. The nice thing about live booleans is that you can move, scale, and rotate the object until it's removing the exact area you want.
When are you going to make more painting videos?
You should use the giant inverted pants cave as an environment in unreal, even if it doesn't make it into the final game ;)
Hi, do i need a quest 3 to use this software, or can i use the quest 2???
advice is it worth the money? is it a one-time purchase or do you need to pay as a yearly subscription? because I wanted to buy nomad sculpt on the ipad, and here you show Shapelab.
Shapelab is a one-time purchase on Steam
If it were me, I'd just buy a mannequin to scan from 😅
A full-height A-pose mannequin is hard to find where I am. Plus, what am I gonna do with it after I'm done modeling John? :D
@@BoroCG The possibilities are endless.
is there a big difference using shapelab with quest 2 and quest 3?
Hello. this is very interesting because just the day before yesterday I was trying to fix the scanned model. scanned revopoint pop2 there were the same icicles. I was looking for how to fix it, but others advise to rescan, but in my case it is impossible because the person asked for a head model. one of the options smoothed the icicles through a blender, but I realized that I had made a full polygonal porridge. I had to recalculate the normals. it was not pleasant. it was not convenient to clean the mesh. what you showed, I was just thinking about something similar, how cool it would be to do in vr simulation. such a tool is very necessary for every modeler. does it work with oculus 2?
Haha quite a coincidence. Yeah it will definitely work with Quest 2
Those double layers are really annoying in 3d scans. Some scanner software can get rid of them during the scan so you don't need to do this afterwards. Those layers seem to appear when you lose tracking for too long. It looks very tedious to clean it up in VR. Maybe a rescan would be faster?
Well as I said, it's just really hard to scan a piece of clothing you're wearing at the moment. These layers were so intense because of that alone. So it was a good example for cleaning the layers, but normally of course these layers should never be this bad
Hi BoroCG! I have a quick question. Do the sculpting apps work with passthrough on the Meta Quest 3?
No, never seen that happen. Probably not a thing yet
@@BoroCG Thank you! I haven't seen this online either. I was really curious because being able to see, say, my living room while sculpting would be really cool. Thank you for your time. :)
That would be so cool
When I pickup my Quest3 I will definitely let you know if the passthrough works for the sculpt apps :D @@BoroCG
Can Oculus quest 3 make a 3d scan to stl file?
You mean like with its depth sensor? I don't know. I don't think there are ways to make scans like that, at least for now
More 3d scans.Why not?
❤
I mean, if one's honest, modern game dev is 50% 3D scanning, and another 50 motion capture. And another 50 AI ray tracing of course.
@@BoroCG its true and with nanite its even better
@@BoroCGway better than being stuck in pbr and hand sculpting something for a week
Nanite is yeah, great, though I am learning lately that definitely not everything should be Nanite in the level, especially foliage. Some serious asset replacement coming soon haha
Maybe I saw this wrong, but why exactly do you keep your dog in an aquarium? If find this funny, because my Hamster lives free in my living room and I oppose small cages… but your dog looked quite satisfied in his tiny glass box.
Boro you really know how to fill your pants.
Word
Why not just download a 3d model of cargo pants
Good video, however to really save time you need somebody else to help you.
Well yeah :D But bad scans happen a lot with or without help, and this was an example of fixing a bad scan, and also the best and quickest way for me personally to get a good model of my pants right now!
Nobody in the industry would waste so much time with multiple low quality scans and would just start modelling it or making tissue patterns in marvelous designer or even blender cloth plugins right away from the surface of a predetermmined model corresponding to your character's physionomy / body. Welcome to teaching excruciatingly bad practice workflows just for the sake of making advertisement videos for questionnable quality sculpting VR programs almost nobody use for being also, as unpractical then using multi scans for remodelling pants.
Thanks for sharing your thoughts, although in a very toxic fashion, and I partially agree: I said many times in the video that a scan like this should normally be a deal-breaker. The point of this video was to show benefits of using 3D-positioning of a cursor in VR that lets you easily clear one layer of the mesh without ruining the other one (since you can precisely position the cursor in depth).
Errors happen in the industry as well, and if you have a scan with a shell covering a part of the mesh, and not a lot of time - it's a lot faster to quickly put on a VR headset and remove the issue, then to model the whole thing from scratch or even go back to the scanning object
I disagree. While this isn't something you would typically do while working in the industry, I had to do some creative problem solving of this type myself and to know that you can fix what looks like an unfixable mess, can sometimes be very helpful and even necessary in some scenarios