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Blender 2.8 Mario brick block tutorial
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- Опубликовано: 14 мар 2019
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MY WEBSITE www.cgmatter.com
In this blender (2.8) tutorial we go over how to model and shade a mario brick block. This will be a more photorealistic take on the classic mario brick block from the 3d games.
Music:
Candlepower by Chris Zabriskie is licensed under a Creative Commons Attribution license (creativecommon...)
Source: chriszabriskie....
Artist: chriszabriskie....
12:30 you can use : "select linked flat faces" then just adjust the angle and you are golden
Dat short intro is a blessing
slap slap slap
*Deletes Default Cube*
*Adds in new cube*
Default Cube:
Am I a joke to you?
frick the default cube
Why the fuck are 2 bots having a conversation about their scam site on a random comment on a random video like wtf
FYI, the key casting was basically impossible to see.
Very nice and to the point tutorial. The extrude along normals and select boundry loops was well worth the watch and like, Thank You!
"Nice and to the point"
Hoo boy if only you knew about his new tutorials back then
I absolutely don't know why I watched this. But it was cool!
If you got all your subscriber's through the videos you currently have uploaded I am impressed! Hopefully your channel does really well in the future!
Thank you, I really appreciate it :)
You can right click on objects to open up the context menu, which has an option for Shade Smooth and Shade Flat
Thanks I’ll try it out later
BROOO!!!! This video is GOLD!!!! Thank you so much, this video really help´s me and you are very good at teaching. I hope you can keep uploading Mario object modeling videos! Greetings from Argentina! You win a like and a suscriptor!!! 😄🙂
A very good intro into Blender 2.8
select some faces/egdes/verts and press Shift-G (2.7x hotkey). There are various options to select similar faces/edges/verts. The options "perimeter" or "area" are usefull for what you doing at 13:00.
The color ramp node does nothing without a noise or texture in the factor input. At 25:00 you have two different colors in the ramp but your factor has no input. It is constant 0.5, so you just get a single color out (the mid between left and right)
btw: love your stuff :)
Co-planar select is useful. It does not work on beveled edges of the cube, but even with that it less work. tnx
Step 1: Delete the default cube... 5 seconds later: adds a default cube.
Hey its a habit I guess...even most of the people I know do this
Well done but i would have used the bevel modifier instead.
Exactly . And leave even thinking about round bevelling to the end. That way, all the bricks have the same bevel on all edges.
It seems like not many people have realized that in 2.8 you can right-click on objects in all modes to bring up a specific relevant menu, for example you can just right-click on an mesh in object mode to bring up a menu where you can for example change smooth/flat shading
Thanks for the tip ;) I'll try to incorporate that in a future tutorial
@@CGMatter You can also for example rightclick in a text object and convert Into mesh
This is freaking awesome!!! Learned so much from this. Could you do a video on how to do a spiral shape like the chameleon tail? I have been watching other videos on that topic but most of them in the older version of blender and it is confused with the new blender 2.8 since I am really new to blender. Thank you very much for sharing your knowledge!!!
Use a curve, then set shape by a circle (also under shift+a->curves) theres an option to do shape by some object. if the twist is a problem use ctrl+t to twist while in edit mode for the curve. then convert to mesh to do the materials/ sculpt details.
The reference image has colored highlights. I think one of the ways to achieve the same would be to set the principled shader to metallic.
Color on speculer highlights maybe
Nicely done. Would like to have seen you reduce the poly count (method/procedure). Thanks though.
It would be easier on the topology and workflow if you would create seperat bricks and put them together with some margin and a single cube in the middle that would be the mortat. On the other hand you can use a material, as long as it's quite far away
Agreed. Was thinking the same thing. And used the Bevel modifier...
Great tutorial; thanks. I was puzzled by your setup for the environment lighting. You end up with having a yellow (color) socket from the environment texture node connected to the green surface socket of the world output node. I always have had the background node between the environment texture node and the world output node so that yellow connects to yellow and green to green. I just tested it in 2.79 (I haven't started using 2.80 yet) and it works there as well.
As you saw both work in this case. Where you have to be careful is with purple (vector) sockets. Sometimes you have to use nodes like the bump node to convert from an image to vector data! Thank you for watching :)
Learned a lot and subbed. Looking forward to your next vids!
in a case like this maybe making a vertex group of the brick selection then a group of its inverse would be a good idea before the extrusion.
Instead of selecting all the "mortar" faces I would've just made another cube, size it so it's just above the mortar faces, bevel, and colored it black. Maybe also use difference and union bools to make it one object. Not the cleanest, but would work for me to save time.
What a nice tutorial. TNX
Thank you for watching :)
This is so satisfying!!!
can you do one to the question mark block
there are a few things that no so common in tutorials. like the 4 little holes in every polligon
should have just inverted the selection and extruded inward, that way the bricks don't look much rounder and beveled than he originally planned when he first set the bevel
30 minutes felt like 5..... amazing
You have have extruded the mortar in since extruding the bricks out increased the bevel distance
At 16:36, If you don't really know which one of these is which, the answer is very simple: In the view panel, click on the thumbnail to the left that has A-Z (6th from right to left), then you will see the files. (really you know blender?)
I think there is a "Select Similar" option or something like that
Can you make the question mark block
Very nice tutorial.
now I'm wondering how to transform this brick block into particle effects like when it get broken into a a dozen pieces.
Probably the fastest way to do is with the fracture modifier add-on and run a rigid body simulation, however this of course won't split it up into the individual brick pieces in a way that makes sense. If you want that in particular it makes more sense to model this as a collection of objects instead of one mesh.
When you are selecting an HDR file click the button on top with the four squares to view thumbnails of your HDR files.
I noticed... quite a few things he showed here have "right click" shortcuts, like smooth shading, and what you're suggesting. Guess this was made before people realized a bit more about what Blender 2.8 did to make everyones workflows much smoother.
How many years do you think it will take for a.i. to full replace animator jobs? I really want to get into art, autocad etc like I was back in High School but now with the AI boom feels like (at least to me cuz my brain is EFFED) feels like it would be a waste of time, but I am pushing myself into it regardless where it takes me - I just want to another persons thoughts on the matter such as yours.
Im your 1K like
Even his intro and "hey guys" less than 1 sec
😀good
Nice tutorial, thanks. Any reason why not leave the bevelling to the end and using the mod instead?
bevel modifier is the procedural approach (and therefore arguably the better one) but I wanted this to be a modelling tutorial (so all manual operations instead) :)
if you made this today it'd be procedural and done in like 4 minutes, sponsor included
Genius!
This was so helpful, thank you!
Please make more Super Mario Asset Tutorials!
yeaa
Now I feel ready to post some minecraft block renders on r/minecraft and call it a texture pack project. Any thoughts guys?
Decommunicate the default cube
@ 32:05 You say you can melt the faces together to bring down the poly count. What did you mean by that?\
Also, Sub'd. Nice video. You might be seeing me bug you with questions often.
Melting two faces together is essentially creating a single face that is the union of them. Typically this of course creates an n-gon (which some people are super against because n-gons don't play nicely in zbrush and several other scenarios). If this model is used in a game engine it hardly matters because everything is triangulated in engine before render. Think of it as an artificial way to reduce the face count. Also glad you liked it :)
Seems like the BLAM add-on would have been easier for this.
???
Hey, do you mind telling me how you have the keys shown?
I use a free program called carnac
CGMatter Thanks!
Deletes the default cube
Places a new cube
I did this in under 5mi in 3dsmax
How is it different?
i really dont like thouse bevel loops, i prefer using modifiers
a non-destructive workflow is always the best approach (can't wait for 'everything nodes') :)
@@CGMatter yeah but for a game or other real time render, these methods makes the game or else too much heavy
the one problem i have with this is that i think your bevel is too extreme
Agreed
I don't think you understand the principledBSDF shader, and it is helpful if you do. So I recommend you watch a video from blender guru.
Absolutely good advice. Also, he should model a donut and not some silly bricks.
im achly 9 an i prity good at blender
oof not completely procedural smh
32 minutes for 1 block. Decrease your time or people like me will skip your future vids.