just awsome ,from the modelling to the end ..respect man!! great....i never watch speed modelling but yours was just awsome , i got so many takeaways from this viedo ,i litrally liked the way u did water using texture ... really loved that
Hello. Great Work!! Im trying to follow Your workflow, but im new in Blender so its going very slow. Just one quick question if I may. In 7:58 You make a crease it looks very deep and narrow, i cant make it like this, mine are shallow and wide. how to achive effect like Your's??
Hello, you need to tweak your crease brush, play with Falloff options, usually I use Sharp, Falloff menu is on top right. Also you may try using pen pressure, activate it right beside brush scale bar if you're using a tablet. Also you may try changing brush normal. But the most Important is the Falloff, brush shape changes a lot docs.blender.org/manual/en/latest/sculpt_paint/brush/falloff.html
love this man great work! I was just curious how you cleared those random lines all over the stairs, a key example is 27:46 to see the lines all over. They are not really visible later in the vid, thanks!
Hey thanks :) Do you mean not visible in the mesh as geometry? If that, I just used the low poly version and those stairs cracks were made using the high poly mesh and baked it into the low.
Hello, I created a cube and then merged all the vertex in the middle, is the same if you start with only 1 vertex, then extrude it and create the shape of the trunk. Add a skin modifier to it, and continue. You can search more documentation about skin modifier to know the shortcuts
Spoiler alert: absolute 3D modelling noob over here, pls have mercy... I'm really just tryna understand the process from the first basic 3D models to the fully textured and painted piece - I'm mind-blown on how difficult the process is (and how absolutely stunning the results are :o). If I understand it correctly, you first made a basic (kinda low-poly?) mesh of everything and then remesh it to create like a billion more vertices so u can better sculpt in the details. But what happens after that? In the video, I saw u using the "decimate" modifier, which, again, if i understand it correctly, deletes vertices and makes it an easier mesh so u can UV unwrap better. But when (and how) does the high poly mesh come back? How does the texture mapping or painting then work? Do you use the high-poly or low-poly mesh in the very end (cos like aren't like high-poly meshes gna break the PC if you have too many of them)? Also, I've seen some people not sculpt in the details, but "fake" them by painting them with different maps like bumps and roughness. Isn't this process easier? Just genuinely interested in the 3D modelling process, I really admire artists like you!
Hello, you understood good, just the high poly is used, after sculpting, only in substance painter or any other baking software, you can search more about PBR baking in there. You need to make the high poly or detailed model then make a copy and make it low poly, keeping the name of each piece similar in both versions but change the suffix to something like _high and _low for low one, so the baking software can understand where to apply the high poly details into the lowpoly piece. But yeah, in the end you use only the low one because the high is only used to project the details over the low
About the other process painting the in maps, yes usually both are used in the same workflow, it will always depends on the details you want to achieve, if you cannot manually sculpt very perfect and sharp details, but sculpt like broken parts. Then in substance you can add a texture or something over there and use height map to simulate de details without needed sculpture there. There are many methods you need to find the easier for you
I like how you spent so much time on the shields details ..and then its such a small piece in the scene. But thats artistic love! Great
Yeah hahaha, thank you!
just awsome ,from the modelling to the end ..respect man!! great....i never watch speed modelling but yours was just awsome , i got so many takeaways from this viedo ,i litrally liked the way u did water using texture ... really loved that
I really appreciate your comment! Thank you :D
Bro, I love the leaves of the tree, and the details of the scene.
Thank you Uricaro! :)
superb❤
Truly amazing and beautiful. Great work and thank you for sharing !
Thank you :D
Really well done! So nice your technique, you deserve more views, thank you for share
I appreciate it! :D Thanks
Hello. Great Work!! Im trying to follow Your workflow, but im new in Blender so its going very slow. Just one quick question if I may. In 7:58 You make a crease it looks very deep and narrow, i cant make it like this, mine are shallow and wide. how to achive effect like Your's??
Hello, you need to tweak your crease brush, play with Falloff options, usually I use Sharp, Falloff menu is on top right. Also you may try using pen pressure, activate it right beside brush scale bar if you're using a tablet. Also you may try changing brush normal.
But the most Important is the Falloff, brush shape changes a lot docs.blender.org/manual/en/latest/sculpt_paint/brush/falloff.html
@@agustin_honnun Super, will try it. Thanks for answering and ones more time Great work.
Works like a charm. Thanks again. You should do some tutorial. Im first to buy it :)
I'm glad it worked! , thanks . Im planning to do some tutorials soon 😊
EPIC work!!!
Hey Thank you :)
excellent
Appreciate it :)
good job
love this man great work! I was just curious how you cleared those random lines all over the stairs, a key example is 27:46 to see the lines all over. They are not really visible later in the vid, thanks!
Hey thanks :)
Do you mean not visible in the mesh as geometry? If that, I just used the low poly version and those stairs cracks were made using the high poly mesh and baked it into the low.
@@agustin_honnun more so just those visible dotted lines across the stairs at the edges :/
you are awesome
How did you make the tree initially? Can you give any insight into the process?
Hello, I created a cube and then merged all the vertex in the middle, is the same if you start with only 1 vertex, then extrude it and create the shape of the trunk. Add a skin modifier to it, and continue. You can search more documentation about skin modifier to know the shortcuts
@@agustin_honnun thank you very much!
One question, I didn't see you opening UV mapping
How did you do?
Hello, yes I did uvs, here is a bit 22:14, the video is really speed up maybe is hard to notice uv work cuz that 😅
@@agustin_honnun thansk bro
I agree, I must have blinked at the wrong time hahaha
Spoiler alert: absolute 3D modelling noob over here, pls have mercy... I'm really just tryna understand the process from the first basic 3D models to the fully textured and painted piece - I'm mind-blown on how difficult the process is (and how absolutely stunning the results are :o). If I understand it correctly, you first made a basic (kinda low-poly?) mesh of everything and then remesh it to create like a billion more vertices so u can better sculpt in the details. But what happens after that? In the video, I saw u using the "decimate" modifier, which, again, if i understand it correctly, deletes vertices and makes it an easier mesh so u can UV unwrap better. But when (and how) does the high poly mesh come back? How does the texture mapping or painting then work? Do you use the high-poly or low-poly mesh in the very end (cos like aren't like high-poly meshes gna break the PC if you have too many of them)?
Also, I've seen some people not sculpt in the details, but "fake" them by painting them with different maps like bumps and roughness. Isn't this process easier?
Just genuinely interested in the 3D modelling process, I really admire artists like you!
Hello, you understood good, just the high poly is used, after sculpting, only in substance painter or any other baking software, you can search more about PBR baking in there. You need to make the high poly or detailed model then make a copy and make it low poly, keeping the name of each piece similar in both versions but change the suffix to something like _high and _low for low one, so the baking software can understand where to apply the high poly details into the lowpoly piece. But yeah, in the end you use only the low one because the high is only used to project the details over the low
About the other process painting the in maps, yes usually both are used in the same workflow, it will always depends on the details you want to achieve, if you cannot manually sculpt very perfect and sharp details, but sculpt like broken parts. Then in substance you can add a texture or something over there and use height map to simulate de details without needed sculpture there. There are many methods you need to find the easier for you
You are amazing!~_~
Thank you 😊
Subscribe to your channel for more videos and cool contents
How long did it take you to complete this project?
I don't remember, but I think more than 3 days
You can see the date in the bottom right
If my math is good... You took 20hrs to create the scene.
Maybe hahaha I don't remember :(
do you play dota? )
Hello, no
Too fast, it is difficult to learn something from such a video.
I know, I hope one day I can start making some tutorials but for the moment is this what can I offer :(
@@agustin_honnun I hope this day will come.
You can always slow down the playback speed and turn the volume to 0
OMG, i watched the Polycount at about ⅓, what was that! 200.000.000.000 verts, and more faces. you have the NASA PC
At that time I had a 1050ti and i5 7400 16gb ram, nothing too much, but I didn't know how to work more optimized there haha
Btw it wasn't 200.000.000.000 since there is a / in the middle