I think it's also worth mentioning for newer artists that not all props need a high poly bake, and that in those cases you can just make the low poly model directly and then unwrap and texture it. (For me certain types of furniture like a basic wooden table come to mind) This is especially true if the prop mostly has hard edges that won't benefit much from a normal map even if you do bake one. Also, skipping a high poly bake can look better than you would think if you take the time to generate an edge map/mask and use it to add wear to the material (makes the prop look more believable and less CG) of course, this does not apply to every prop (since some props are supposed to look new/not worn) One more thing to keep in mind is tht not every prop in a scene needs to look great on its own. Some props are just kind of boring, and that's ok - the scene as a whole is the most important thing. Thanks for making this video, seeing the whole process laid out like that is a good learning tool!
i would say that depends on the artstyle of the game and the workflow used. theres various techniques and styles without baked normals. midpoly with weighted normals (with actual geometry to round the edges) or straight up handpainted for example. if you have baked normals on other props, a table with hard edges would benefit a lot from a normal map with a baked down bevel. otherwise you wont get a nice edge highlight
@@AzraelArt I agree on paper, I just think that for some props on some productions it is a decent compromise to make - even if not having it on every prop adds some inconsistency to the art style, the player *may* feel like something is missing (if they even notice) - but they probably won't really put their finger on *what* is missing - they'll move on to whatever they are doing next and forget about it. Best to put your time into whatever will be most noticed by the player (unless perhaps you are doing portfolio work)
@@dylaninthemovies on one hand, yes that could work, but i dont know any examples. on the other hand, if compromises like this are necessary, theres probably already something wrong, and the wrong artstyle was chosen to begin with.
Hello, I am a 28-year-old guy who is just getting into game graphic design in Korea. Watching your videos with the automatic translation function on RUclips gave me a lot of confidence. Thank you. And your video editing skills are very good. I think you have an excellent eye for choosing background music, too. From the moment I listened to your intro music, I became immersed in the video. Could you tell me the title of the intro music or a site where I can listen to the full version? I would like to play it when I work on it. Thank you so much again
I really love the editing of your videos, it makes all those seemingly arbitrary rules very easy to understand, especially for beginners, thanks for making these!
Thanks for stopping by to comment! I hate arbitrary rules, so I'm glad some are making sense! Hopefully they can just become tools you understand and can choose to use or not.
What an amazing and well paced video! Really love that you mentioned different approaches and were very considered about what is right/wrong and not thinking in absolutes. Really good. Thank you!
Holy moly sweat pineaple... FINALLY, world's first short comprehensive pipeline on a Blender, hp-lp, Substance, Blender render. I want to nominate you for a Nobel prize
I just recently transitioned over to a newer version of Rhinoceros by McNeel (a predominantly NURBS based CAD and 3D modelling software, with mesh support) that's now got SubD support. This was still really handy even though it doesn't specifically apply to the software I'm using.
@@rileyb3d currently focused on Blender, I'd say I'm on the highish-side of intermediate. I have UE5 installed and have explored it a bit, I love games and find the filmmaking approach w/ LED volumes fascinating. I just still have a lot to learn in Blender, and don't know any C++ lol.
Suggestion for the next video lesson: 1. Creating props in plasticity 2. Adding micro details using sculpting in blender 3. Retopology in blender 4. Baking maps in blender (e.g. using Simple Bake plugin) or in substance painter 5. Texturing in substance painter 6. Creating a USD scene in blender 7. Render in Unreal Engine
Nice. I'm always intrigued by people who texture with nodes in Blender. I mean, once I found Substance Painter, it was a massive game changer, in ability, speed, and ease of use. The ability to paint so easily on my object with heights, normals, roughness...stencils, smart masks, etc. Anyway. First time viewer. Subbed! Thanks for the tips.
Be sure when you go to bake maps in Substance to select either OpenGL or DirectX, depending on the target program youre using them in, for example, Unreal uses DirectX so importing OpenGL normal maps from Painter will show up incorrect. Although in Unreal there is the "flip green channel" which i BELIEVE works as a quick fix in an image's settings.
Solid video. I've been using substance for a while but hate adobe and want to rid myself of them since i'm using blender and aseprite for stylized stuff already. I have the simple bake addon but haven't done a full AAA prop with it and blender. PS the color map for the instance random is super smart, i am stealing it.
Amazing. Few videos online take you through the steps like this. I would love to watch longer explanations of each of these steps so I am sold. I'll subscribe on your site & start digging into the training videos!
@@rileyb3d Personally I love tutorials that take me from start to finish. Especially those where the tutor explains their reasoning behind the choices being made. Not just the 'how' but also the 'why' they make certain choices wether it's purely technical or a design choice. Many tutors tell you to do things but dont really go into why that's the way they chose to tackle an issue or approach. Hope that makes sense! Looking forward to digging into those tutorials later this week :)
Loved this video! Some suggestions, I like to use vertex colour for randomizing textures, because it is less memory then additional texture, but sometimes mask textures are good too, and damn, things you can do combining these different techniques are amazing. I guess there is no the best for every time solution, it's pure art :) You also didn't mention trim sheets, great technic too!
Seriously?? Thank you! I appreciate the support. Please let me know if there's anything else in particular you want me to cover. I think a more in-depth plasticity video could be justified. @@MegaSimsie
I would really like to see a full video all about your texturing approach in blender. I personally feel like substance painter is a weirdly clunky and unpleasant to use piece of software, and I would love to know more about viable alternatives, especially when it comes to procedural (and node based)
Excellent vidéo, I would suggest for the next one to be aware of the mixing issues (the intro music was a bit loud, I couldn't decipher some of your words).
Shouldn't your triangle be a square? You forgot audio. 😃👍 Seriously though, I'm with the other comments, this is brilliant content. Thank you for making, editing and sharing this, much appreciated. Love and peace from the UK.
Your blender texturing is crazy, i didn't even know it was possible to export materials like that. Sucks you still need another program for baking. I would love to stop paying for substance or marmoset subscriptions!
Agreed! You can of course bake in Blender. The tool I brought up (Simple Bake) has some easy high to low texture bake options. I find it not to be worth the trouble though. It's missing some key bake functionality. The bottom line is you'll save enough time with Substance or Marmoset I still think it's worth the price. I'm right there with you though. As an indie artist, the less my software is tied to a monthly subscription, the better.
How do you bake or export the blender nodes that are coming after the BSDF? I was following tutorials for a toon look and couldn't get the color ramps/rgb nodes to bake out.
Do you have a video on your folder structure in Unreal? For example, If you have 15 levels with 25 sub-levels, with props, scenery, etc + menus + whatever else. How would you structure your workflow? I doubt everything is just tossed into 1 file.
Great question. in most cases I shade smooth and that's enough. The high poly normals that've been baked in substance onto our low poly normals will help combat shading issues and bring it back to the high-poly shading baseline. Sometimes a lowpoly needs some extra help getting smooth shading without artifacts. In those cases we have tools at our disposal: - Sharp edges: This is a way to tell Blender which edges should be "sharp" - shade auto smooth (telling blender which edges are sharp based on their angle threshold) - "weighted normal" modifier changes the custom normals of a mesh, using various methods. These contribute to an object's "custom split normal data. Something you can find in the object data properties. I'd say in most cases I don't need these, but I guess it can help to know they're there. If you have a particular prop that's giving you trouble, check out the discord linked from OffworldDepot.com. That's the best place to send me files to troubleshoot.
@@rileyb3d shade smooth is not enough for game ready props. you need proper shading with properly set sharp edges and usually weighted normals or even custom face weights to get a clean normal bake. yes, the normal will compensate for gradients in your shading, but that leads to gradients on your normal map. and for game props you want the least amount of gradients on your normal map, because the textures will be compressed and those gradients will lead to artifacts
Thank you! I used it as a remedy in most situations, but it's good to hear the perspective of it being more of a necessity. The note about gradients in the texture map sounds important. So in your experience are you hardening and weighting your normals on low poly before export for bake? Thanks for commenting. @@AzraelArt
@@rileyb3d hi, no problem, i see small things like this a lot, since its not very well documented or common knowledge. even some 3d schools dont teach it properly from my experience. learned it myself the hard way, and i also have an amazing lead artist with years of experience i can ask about things. dont get me wrong, setting everything to smooth "technically" works for the most part, because the normal map is synced to the lowpoly. so for vfx assets etc it can be done that way. but game asset textures get shrunk and compressed all the time wich lead to artifacts with those gradients. and normal maps can only fix a limited amount of shading. if you look closely you can notice a few shading issues in your model. the cap for example needs a a sharp edge and a seam on the top edge - you can see how its not shaded like a flat surface, even with the normals applied so my usual workflow starts with setting hard edges at around ~90° (by hand or by selecting edges by angle), with auto smooth set to 180°. you could use auto smooth, but i like the precision of setting it manually and it also helps later on. then i add a weighted normal modifier, set to "keep sharp" "face influence". that way the base shading should be better, and we also have the possibility to set custom face weights if needed (with alt+n) then i set all sharp edges to seams. they need to be seams, because hard edges are edge splits in the end and create multiple unconnected meshes, and those need padding in the uv. and i add seams if needed (on cylinders and such), if islands are too long etc. (those seams should be set to sharp edges too, because the represent edge splits, but thats handled differently by people from my experience. it should not make too much of a difference tho, because the normal map should be a single color on non hard edges without a bevel) then unwrap, straighten uvs (curved islands like circles etc lead to antialiasing artifacts, especially on smaller texture sizes, so its usually better to cut them and straighten them to a strip) etc. and export with the same shading for baking
Thanks for continuing to share. This sounds like some info that'd be good to document and share in a tutorial. Could I get in touch with you via discord or email? My discord is just @rileybrown. If you're willing, I'd love to pick your brain more. I can credit you in the video, of course.@@AzraelArt
I don't think that model deformation is a big reason as to why 3D models use quad topology, personally. Most video games to my knowledge don't create props with the idea of them being deformed in-game. Typically quad topology is most preferable because you can make changes and adjustments to it easily compared to a tri-topolgy or quad-topology workflow.
Yep, and that's why I want the blend file not the FBX, especially if it was triangulated. If I get a triangulated object with no other choice I am forced to recreate it in quads, for the sole purpose of iterations.
Retopology is a nightmare with stock blender what was that green stuff happening when you where doing retopo? What tools should i get for that for blender.
I enjoy retopology in Maya, but I don't suggest getting a license just for that. The part I was doing retopo in Blender was just vanilla blender without plugins. I was using a combination of modifiers like shrinkwrap and subdivision. The mesh was green because I had a different display material on it. If you want to get serious with retopology in Blender, I suggest retopoflow as the best current option. Unfortunately we need addons to accomplish user friendly retopo in Blender.
@@rileyb3d ok ill look into addon's and stuff, i especially have issues where the shrink-wrapped layer ontop is always clipping or underneath no matter what setting and offset i try its just a nightmare... I am using an older blender version its probably about time i just use the new version lol
I think it's also worth mentioning for newer artists that not all props need a high poly bake, and that in those cases you can just make the low poly model directly and then unwrap and texture it. (For me certain types of furniture like a basic wooden table come to mind)
This is especially true if the prop mostly has hard edges that won't benefit much from a normal map even if you do bake one.
Also, skipping a high poly bake can look better than you would think if you take the time to generate an edge map/mask and use it to add wear to the material (makes the prop look more believable and less CG) of course, this does not apply to every prop (since some props are supposed to look new/not worn)
One more thing to keep in mind is tht not every prop in a scene needs to look great on its own. Some props are just kind of boring, and that's ok - the scene as a whole is the most important thing.
Thanks for making this video, seeing the whole process laid out like that is a good learning tool!
i would say that depends on the artstyle of the game and the workflow used. theres various techniques and styles without baked normals. midpoly with weighted normals (with actual geometry to round the edges) or straight up handpainted for example.
if you have baked normals on other props, a table with hard edges would benefit a lot from a normal map with a baked down bevel. otherwise you wont get a nice edge highlight
@@AzraelArt I agree on paper, I just think that for some props on some productions it is a decent compromise to make - even if not having it on every prop adds some inconsistency to the art style, the player *may* feel like something is missing (if they even notice) - but they probably won't really put their finger on *what* is missing - they'll move on to whatever they are doing next and forget about it. Best to put your time into whatever will be most noticed by the player (unless perhaps you are doing portfolio work)
@@dylaninthemovies on one hand, yes that could work, but i dont know any examples. on the other hand, if compromises like this are necessary, theres probably already something wrong, and the wrong artstyle was chosen to begin with.
Hello, I am a 28-year-old guy who is just getting into game graphic design in Korea. Watching your videos with the automatic translation function on RUclips gave me a lot of confidence. Thank you. And your video editing skills are very good. I think you have an excellent eye for choosing background music, too. From the moment I listened to your intro music, I became immersed in the video. Could you tell me the title of the intro music or a site where I can listen to the full version? I would like to play it when I work on it. Thank you so much again
Hey, thanks for the kind words! The song is "Smile" from "Aves"
Thank you for all the efford it takes to make these tutorials
Hey, thanks! I’m glad to have people watching, I appreciate the support!
From someone from the industrie this video is pure gold thanks mate !! ^^
Good stuff Riley! Love the cinematic look of this video.
your professionalism with details and creativity for a tutorial video is beyond the limits. Awesome approach.
I really love the editing of your videos, it makes all those seemingly arbitrary rules very easy to understand, especially for beginners, thanks for making these!
Thanks for stopping by to comment! I hate arbitrary rules, so I'm glad some are making sense! Hopefully they can just become tools you understand and can choose to use or not.
Amazing to see how the low and high poly props are so different but become each other.
What an amazing and well paced video! Really love that you mentioned different approaches and were very considered about what is right/wrong and not thinking in absolutes. Really good. Thank you!
Holy moly sweat pineaple... FINALLY, world's first short comprehensive pipeline on a Blender, hp-lp, Substance, Blender render. I want to nominate you for a Nobel prize
i was literally thinking yesterday i need to find videos that explain these workflows in depth.....thank you for reading my mind!
Thanks for coming by and commenting! Any other workflow topics you wish would get covered?
i wish i saw this video years ago when i stumbled in the dark for what a workflow was. great video.
No worries, I think we all stumble in the dark at some point throughout the course of a project!
You're amazing for this. Thanks a lot for sharing!
I just recently transitioned over to a newer version of Rhinoceros by McNeel (a predominantly NURBS based CAD and 3D modelling software, with mesh support) that's now got SubD support. This was still really handy even though it doesn't specifically apply to the software I'm using.
Basic overview about sub d is great...
Hey man! Just wanted to say thanks for sharing these videos. I really enjoy your teaching style.
Thanks for saying that! Are you coming at this for Unreal, Blender, or something else? Just curious.
@@rileyb3d currently focused on Blender, I'd say I'm on the highish-side of intermediate. I have UE5 installed and have explored it a bit, I love games and find the filmmaking approach w/ LED volumes fascinating. I just still have a lot to learn in Blender, and don't know any C++ lol.
Thanks for the insight! It’s helpful to know who I’m talking to in these videos.
Great video! Thank you!
Bruh i just found your channel and what a great job you are doing bro thank you for that ❤
This was exactly what I needed, excellent video!
That's great to hear. Thanks for coming by and commenting! Anything else in particular you're looking to learn?
UV unwrapping as well but yeah those are just some suggestions that I would love to see on your channel
Suggestion for the next video lesson: 1. Creating props in plasticity 2. Adding micro details using sculpting in blender 3. Retopology in blender 4. Baking maps in blender (e.g. using Simple Bake plugin) or in substance painter 5. Texturing in substance painter 6. Creating a USD scene in blender 7. Render in Unreal Engine
great video !thankyou bro
great video, good explanation showing exempels in details, deserve more views
Nice. I'm always intrigued by people who texture with nodes in Blender. I mean, once I found Substance Painter, it was a massive game changer, in ability, speed, and ease of use. The ability to paint so easily on my object with heights, normals, roughness...stencils, smart masks, etc. Anyway. First time viewer. Subbed! Thanks for the tips.
Be sure when you go to bake maps in Substance to select either OpenGL or DirectX, depending on the target program youre using them in, for example, Unreal uses DirectX so importing OpenGL normal maps from Painter will show up incorrect. Although in Unreal there is the "flip green channel" which i BELIEVE works as a quick fix in an image's settings.
Yeah, only difference between the two is an inverted green channel.
Okay, your shit rocks. Very happy that I was suggested your channel today. I'm looking forward to going through everything you've posted.
Happy to be suggested! Thanks for checking out my stuff. Please don't hesitate if you've got suggestions for future topics to cover here.
Excellent presentation! Appreciate the effort and skill. 🍺
5:09 as soon as I saw that, I thought to myself “I’m definitely using floating geometry here if it’s not being animated”
Solid video. I've been using substance for a while but hate adobe and want to rid myself of them since i'm using blender and aseprite for stylized stuff already. I have the simple bake addon but haven't done a full AAA prop with it and blender. PS the color map for the instance random is super smart, i am stealing it.
Try 3D Coat textura instead of SP
Amazing video bro
That IBM PC looks SO good!
this video was absolutely amazing!
Amazing. Few videos online take you through the steps like this. I would love to watch longer explanations of each of these steps so I am sold. I'll subscribe on your site & start digging into the training videos!
Thanks for subscribing. I’d love to hear more about specific workflows or topics you’re looking to have covered.
@@rileyb3d Personally I love tutorials that take me from start to finish. Especially those where the tutor explains their reasoning behind the choices being made. Not just the 'how' but also the 'why' they make certain choices wether it's purely technical or a design choice. Many tutors tell you to do things but dont really go into why that's the way they chose to tackle an issue or approach. Hope that makes sense! Looking forward to digging into those tutorials later this week :)
Fantastic video thank you
so well made. love the effort you put into these
Thanks !!!
I'm in love with your videos
Amazing content my Friend!!! Keep up the good work!
I've been using substance for a couple of years now and I had no idea you could bake high poly to low poly meshes within it. 😓 Thank you🙏
Just found this channel today, this is amazing.. subscribed for more content
Great video and super informative
LOVE the intro!
This video is gold
Loved this video! Some suggestions, I like to use vertex colour for randomizing textures, because it is less memory then additional texture, but sometimes mask textures are good too, and damn, things you can do combining these different techniques are amazing. I guess there is no the best for every time solution, it's pure art :)
You also didn't mention trim sheets, great technic too!
Hey, thanks for commenting! Great tip, I'll make it a point to showcase vertex color in an upcoming video.
Thanks man! You should do live stream every weekend if possible
One brief look at the plasticity retopology tools there and i immediately have my wallet out 🤣 Outstanding info in this video.
Oh, and also signed up to Offworld Depo. Awesome!
Seriously?? Thank you! I appreciate the support. Please let me know if there's anything else in particular you want me to cover. I think a more in-depth plasticity video could be justified. @@MegaSimsie
I would really like to see a full video all about your texturing approach in blender. I personally feel like substance painter is a weirdly clunky and unpleasant to use piece of software, and I would love to know more about viable alternatives, especially when it comes to procedural (and node based)
Excellent vidéo, I would suggest for the next one to be aware of the mixing issues (the intro music was a bit loud, I couldn't decipher some of your words).
Thanks for the feedback! Keeping an ear out for that on the next (editing it right now)
Shouldn't your triangle be a square? You forgot audio. 😃👍 Seriously though, I'm with the other comments, this is brilliant content. Thank you for making, editing and sharing this, much appreciated. Love and peace from the UK.
you have such a great voice
Thanks! It’s the only one I’ve got 😆
Your blender texturing is crazy, i didn't even know it was possible to export materials like that. Sucks you still need another program for baking. I would love to stop paying for substance or marmoset subscriptions!
Agreed! You can of course bake in Blender. The tool I brought up (Simple Bake) has some easy high to low texture bake options.
I find it not to be worth the trouble though. It's missing some key bake functionality. The bottom line is you'll save enough time with Substance or Marmoset I still think it's worth the price.
I'm right there with you though. As an indie artist, the less my software is tied to a monthly subscription, the better.
How do you bake or export the blender nodes that are coming after the BSDF? I was following tutorials for a toon look and couldn't get the color ramps/rgb nodes to bake out.
Do you have a video on your folder structure in Unreal? For example, If you have 15 levels with 25 sub-levels, with props, scenery, etc + menus + whatever else. How would you structure your workflow? I doubt everything is just tossed into 1 file.
Nice video! Thanks :) Do you have any tips on instancing in unreal? do you create blueprints of ever objects you want to instance?
Would you be willing to show us your workflow and tool preferences for retopo in blender?
Great video! One question regarding lowpoly - Is it all set to shade smooth before baking in substance painter or is it autosmooth or something else?
Great question. in most cases I shade smooth and that's enough. The high poly normals that've been baked in substance onto our low poly normals will help combat shading issues and bring it back to the high-poly shading baseline.
Sometimes a lowpoly needs some extra help getting smooth shading without artifacts. In those cases we have tools at our disposal:
- Sharp edges: This is a way to tell Blender which edges should be "sharp"
- shade auto smooth (telling blender which edges are sharp based on their angle threshold)
- "weighted normal" modifier changes the custom normals of a mesh, using various methods.
These contribute to an object's "custom split normal data. Something you can find in the object data properties. I'd say in most cases I don't need these, but I guess it can help to know they're there.
If you have a particular prop that's giving you trouble, check out the discord linked from OffworldDepot.com. That's the best place to send me files to troubleshoot.
@@rileyb3d shade smooth is not enough for game ready props. you need proper shading with properly set sharp edges and usually weighted normals or even custom face weights to get a clean normal bake. yes, the normal will compensate for gradients in your shading, but that leads to gradients on your normal map. and for game props you want the least amount of gradients on your normal map, because the textures will be compressed and those gradients will lead to artifacts
Thank you! I used it as a remedy in most situations, but it's good to hear the perspective of it being more of a necessity.
The note about gradients in the texture map sounds important.
So in your experience are you hardening and weighting your normals on low poly before export for bake?
Thanks for commenting. @@AzraelArt
@@rileyb3d hi, no problem, i see small things like this a lot, since its not very well documented or common knowledge. even some 3d schools dont teach it properly from my experience. learned it myself the hard way, and i also have an amazing lead artist with years of experience i can ask about things.
dont get me wrong, setting everything to smooth "technically" works for the most part, because the normal map is synced to the lowpoly. so for vfx assets etc it can be done that way. but game asset textures get shrunk and compressed all the time wich lead to artifacts with those gradients. and normal maps can only fix a limited amount of shading. if you look closely you can notice a few shading issues in your model. the cap for example needs a a sharp edge and a seam on the top edge - you can see how its not shaded like a flat surface, even with the normals applied
so my usual workflow starts with setting hard edges at around ~90° (by hand or by selecting edges by angle), with auto smooth set to 180°. you could use auto smooth, but i like the precision of setting it manually and it also helps later on.
then i add a weighted normal modifier, set to "keep sharp" "face influence". that way the base shading should be better, and we also have the possibility to set custom face weights if needed (with alt+n)
then i set all sharp edges to seams. they need to be seams, because hard edges are edge splits in the end and create multiple unconnected meshes, and those need padding in the uv.
and i add seams if needed (on cylinders and such), if islands are too long etc. (those seams should be set to sharp edges too, because the represent edge splits, but thats handled differently by people from my experience. it should not make too much of a difference tho, because the normal map should be a single color on non hard edges without a bevel)
then unwrap, straighten uvs (curved islands like circles etc lead to antialiasing artifacts, especially on smaller texture sizes, so its usually better to cut them and straighten them to a strip) etc. and export with the same shading for baking
Thanks for continuing to share. This sounds like some info that'd be good to document and share in a tutorial.
Could I get in touch with you via discord or email? My discord is just @rileybrown. If you're willing, I'd love to pick your brain more. I can credit you in the video, of course.@@AzraelArt
You are one of sirious channels.
I don't think that model deformation is a big reason as to why 3D models use quad topology, personally. Most video games to my knowledge don't create props with the idea of them being deformed in-game. Typically quad topology is most preferable because you can make changes and adjustments to it easily compared to a tri-topolgy or quad-topology workflow.
Yep, and that's why I want the blend file not the FBX, especially if it was triangulated. If I get a triangulated object with no other choice I am forced to recreate it in quads, for the sole purpose of iterations.
Retopology is a nightmare with stock blender what was that green stuff happening when you where doing retopo? What tools should i get for that for blender.
I enjoy retopology in Maya, but I don't suggest getting a license just for that.
The part I was doing retopo in Blender was just vanilla blender without plugins. I was using a combination of modifiers like shrinkwrap and subdivision. The mesh was green because I had a different display material on it.
If you want to get serious with retopology in Blender, I suggest retopoflow as the best current option. Unfortunately we need addons to accomplish user friendly retopo in Blender.
@@rileyb3d ok ill look into addon's and stuff, i especially have issues where the shrink-wrapped layer ontop is always clipping or underneath no matter what setting and offset i try its just a nightmare... I am using an older blender version its probably about time i just use the new version lol
Zoo wee mama
You're wrong and I'm right!
That’s the spirit
0:03 The dirt on that screen is too real and pushing too many buttons. Make a 3D cloth sim and give it a wipe. PLEASE! and a well done too.
I'm sorry it had a mental impact 😅
I am crazy or the complete room is a 3D model?
Yes, I create my own digital sets.
@@rileyb3d Awesome!! Great works!!
3:36
Just create a subdivided cube with the same dimensions as the high poly mesh and shrinkwrap it
Good thinking!