It would be very useful to present the workflow in a nutshell of creating a simple character from sculpting through retopology to texturing, it could even be on the example of a potato made in 5 minutes, I mainly want to see how to work with gums, teeth and tongue as separate models from face. For several days I was struggling with my model because it had teeth together with the rest as a whole, I can't count how many problems it caused me.
Hi Ryan, i am a supporter of you on CGT and i like your Work a lot. You are very appreciated! I got some video ideas, which could also be very interesting for others, as this is the first issues we all run after watching your videos. 1.) When you create a procedural material, how can you deform the mesh, with a modifier for instance, without the material design is getting destroyed? (When baking is no option and you want to keep the design structure but deform the mesh) 2.)Is there a way to paint with a procedural material on another procedural material, without using the vertex paint (as you need to subdivide a lot to see good results, but not all can/want to subdivide like crazy) Could texture paint be a alternative ? And if so, how? 3.) This would be my wish: Could you do procedural material, for plants and their leafs? This would be great to see. I think your procedural material series could skyrocket, as this is making so much, so easy. Thanks in advance and lookin forward for your other videos! Keep it up!
Hi, Ryan, I'm new subscriber of your channel and love the way you explain each step. I would like to request, can you please reply to me or make a short tutorial on how to split lips upper and lower after sculpture. Unfortunately, nobody has explained it. I would really appreciate. Thank you
Hello, just wondering why is it that when I grab something, my model becomes distorted with spike-like shapes from where the model is grabbed. It becomes more and more noticeable if model is more high poly
No matter what kind of shape and settings I start with all my sculpts either dont seem to react to me using tools on them or scretch out into blocky messes, how do I make it so my sculpting becomes more responsinve and smooth?
Maybe you should try using the Remesh workflow, instead of the Dyntopo workflow. The Dyntopo adds geometry as you sculpt, so it can make the viewport kinda laggy when sculpting.
Thanks, Ryan! It's always a treat to see a professional like yourself performing what (IMHO) is the most difficult task in Blender - sculpting.
Thanks for your support! Glad you like it.
Ryan Always helping out dude 🙏 appreciate your channel
Thanks!
I always love your sculpting tutorials❤❤❤
Glad you like them!
Hi brother you are my best teacher, love from Pakistan 🇵🇰
glad you like my videos. Thanks for watching!
Love the sculpting tutorials
thanks!
👍👍You are amazing in your work.
Thank you!
Amazing 🤩🤩
Thanks 👍 👍
👑
thanks!
It would be very useful to present the workflow in a nutshell of creating a simple character from sculpting through retopology to texturing, it could even be on the example of a potato made in 5 minutes, I mainly want to see how to work with gums, teeth and tongue as separate models from face. For several days I was struggling with my model because it had teeth together with the rest as a whole, I can't count how many problems it caused me.
thanks for the video idea!
i would have liked a bit more information about the position and relative size of the eye instead the loopcuts of the pupil
This is great, because current 3d scanner apps for consumers that I have tried do great for most things but SUCK at eyes.
Hope you find the video helpful!
Hi Ryan, i am a supporter of you on CGT and i like your Work a lot. You are very appreciated! I got some video ideas, which could also be very interesting for others, as this is the first issues we all run after watching your videos.
1.) When you create a procedural material, how can you deform the mesh, with a modifier for instance, without the material design is getting destroyed? (When baking is no option and you want to keep the design structure but deform the mesh)
2.)Is there a way to paint with a procedural material on another procedural material, without using the vertex paint (as you need to subdivide a lot to see good results, but not all can/want to subdivide like crazy) Could texture paint be a alternative ? And if so, how?
3.) This would be my wish: Could you do procedural material, for plants and their leafs? This would be great to see. I think your procedural material series could skyrocket, as this is making so much, so easy. Thanks in advance and lookin forward for your other videos! Keep it up!
🤩
Thanks!
The Best
thanks!
Hi, Ryan, I'm new subscriber of your channel and love the way you explain each step.
I would like to request, can you please reply to me or make a short tutorial on how to split lips upper and lower after sculpture. Unfortunately, nobody has explained it. I would really appreciate. Thank you
thanks for the sub! Maybe sometime I can make a tutorial on sculpting lips.
👍👍👍
thanks!
Hello, just wondering why is it that when I grab something, my model becomes distorted with spike-like shapes from where the model is grabbed.
It becomes more and more noticeable if model is more high poly
No matter what kind of shape and settings I start with all my sculpts either dont seem to react to me using tools on them or scretch out into blocky messes, how do I make it so my sculpting becomes more responsinve and smooth?
Maybe you should try using the Remesh workflow, instead of the Dyntopo workflow. The Dyntopo adds geometry as you sculpt, so it can make the viewport kinda laggy when sculpting.
Brother please upload alphabets tutorial for kids
thanks for the tutorial idea.
“How to make an anatomically most incorret and amateurish looking eye sculpture… In blenderr”. Lolz. This looks shiz.
thanks for the feedback
👍👍👍
Thanks!