I like your new format, where you just press record. It has a very authentic effect and represents good how you approach specific things (live trying out and so on...). I love it, can't wait to see more!
nice tutorial, I always lowered the bump strength instead of the distance, so ill try that out. 5:32 you can also just create a second bump node, and then plug in the normal from the first bump node into the normal socket of the second bump node. then the second bump node just goes into the principled shader but your method also does give more control
You're back dude! I love your stuff so much! thanks for the tutorial i finished my donut recently and im loving your channel! you're such an inspiration!
Might I recommend using a decimate modifier instead of combining by distance? it allows you to actually define the poly count you want, preserves the shape better, and doesn't cause as much of the black tris you were getting. Great tutorial btw, was not expecting to stay for the whole thing but you made it interesting.
You need to set your image node (with the bump texture) from "sRGB" to "non color" - this would be a first step for better display of your bump texture.
Wouldnt it be better to use "unsubdivide" instead of "merge by distance"? you would remain quads instead of tris. Nice video as always, got some new things to setup materials
I actually kinda keep my bump strength at 75-80%. It softens it a bit, but helps simulate a bit of light bounce back on the virtual bumpyness. A real rough concrete or rock might be better with that diffuse shader with roughness. Something about jagged surfaces being non lambertian or something.
Hey, I am on the very beginning of my blender journey would you care to share your setup especially your monitor. It would really help. Keep up the good work
Thanks for the vid! Can you explain why you didn’t chose to go the pbr route here and instead artistically authored the Specular map? Wouldn’t it better to only use the roughness map for that? (apart from maybe the cavities)
Since some of the faces were black, were the normals flipped after the optimization? I check the face orientation to see if any were flipped, if so then just recalcuate normals.
Maybe I'm just used to a different workflow, but why didn't you bake your high-res mesh to a lower mesh, or use the multires modifier to keep the poly count high in the final render?
green tokyo 7 days ago Have you tried the Adaptive Subdivision option under the Advanced tab? I think it helps with the polygon count not getting out of control. William Landgren 7 days ago Yeah but I really don’t like the feature. It’s very unstable and slow with lack of control. I prefer this way as most of it is precomputed.
How old are you now and fun fact 2 weeks ago i got started that progress video of yours inspired me so i bought a course and got descent at human modelling within a week
Why even bother with the displacement on a concrete wall? Seems like you would get a very similar result by just increasing the roughness (decreasing reflectivity) and making the bump/normal more intense.
Judging by the change in your voice since your last tutorial…you’re now married with kids, working on a doctorate in art, and working for Ton Roosendal 🤣. Great looking concrete tho, for sure 🙌
His voice gets deeper and deeper every clip.
Ikr
fr dude grows up lmao
bro the two year difference between his first and most recent vid is crazy lmao
In the next video he will have Corpes’s voice XD
Legit just watched the Lego tutorial from a year ago and it’s crazy
I’ve been learning this software for almost 3 years and it took me until today to understand the purpose of “Project from View (Bounds)”
I like your new format, where you just press record. It has a very authentic effect and represents good how you approach specific things (live trying out and so on...). I love it, can't wait to see more!
Thanks!
*shows up*
*talks about concrete how to make good concrete*
*talks about concrete being hard*
*refuses to elaborate further*
*leaves*
nice tutorial, I always lowered the bump strength instead of the distance, so ill try that out. 5:32 you can also just create a second bump node, and then plug in the normal from the first bump node into the normal socket of the second bump node. then the second bump node just goes into the principled shader
but your method also does give more control
Get out of here
@@GraggleSimpson Graggle Simpson uses blender
@@specificless Hell yeah
dude.. everything you make is just- beautiful
i watched your 2 year comparison and clicked this and your voice is WAY different. nice tutorial too
You're back dude! I love your stuff so much! thanks for the tutorial i finished my donut recently and im loving your channel! you're such an inspiration!
Might I recommend using a decimate modifier instead of combining by distance? it allows you to actually define the poly count you want, preserves the shape better, and doesn't cause as much of the black tris you were getting. Great tutorial btw, was not expecting to stay for the whole thing but you made it interesting.
you could rebake the texture (with a normal map as well) then apply it to a low poly wall
This video makes me soo happy and angry cause of how simple this actually is and absolutely blew my mind thank you thank you thank you
Ty for this! Realy happy to see you back! :D
YOU ARE THE ONE WHICH I WANT FROM 2 HOURE ON SCROLLING AND FINDING
Ur insane, one day maybe I’ll have that strong mindset of yours
Finally another video from husky voiced William Landgren 🙆🏽♂️
I always wondered about distance and strength and yeah you're right it looks way better. Finally understanding that xD
This is great, cheers Will! You've got a new fan here... I enjoy videos like this, just a simple how to make things look better...
Thanks for sharing this super cool tip!!
You're back!!
this is exactly what I needed
You need to set your image node (with the bump texture) from "sRGB" to "non color" - this would be a first step for better display of your bump texture.
Also I think that the Specular slider is not really PBR suited. As all things are equally reflective in theory, so only roughness should be used.
Welcome back
quick & dirty but useful, thanks mate.
excellent technique, I will also propose it on my channel.
excellent material study
he is back 😳
Hey Man, glad ur back , I've been following your works for a while and am wondering what are your pc specs ?
Yesssssss
Yessssssssssss
Yesssssssssssssssssss
Yesssssssssssssssssssssssssssssssss
Yessssssssssssssssssssssssssssssssssssssssssssss
Yessssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
We're gonna see Will in a blender conference one day, I'm sure
HOLY MOLY THAT SUBDIVISION OF 9!!! I cant do this anymore...
Wouldnt it be better to use "unsubdivide" instead of "merge by distance"? you would remain quads instead of tris.
Nice video as always, got some new things to setup materials
tris are better for this occasion
9:44 default dude's packing some real stuff back there
you are the best bro i love you
awesome tutorial, really helpful, thanks!
I like ur new voice 💪😁, btw I've been waiting for new tutorial
man thats insane! thank you so much!
I actually kinda keep my bump strength at 75-80%. It softens it a bit, but helps simulate a bit of light bounce back on the virtual bumpyness. A real rough concrete or rock might be better with that diffuse shader with roughness. Something about jagged surfaces being non lambertian or something.
Hey, I am on the very beginning of my blender journey would you care to share your setup especially your monitor. It would really help.
Keep up the good work
Have you tried the Adaptive Subdivision option under the Advanced tab? I think it helps with the polygon count not getting out of control.
Yeah but I really don’t like the feature. It’s very unstable and slow with lack of control. I prefer this way as most of it is precomputed.
Oh no! I just found your channel and watched your first video and now last, is that you? 😆
Woah voice got deeper
Thanks for the vid!
Can you explain why you didn’t chose to go the pbr route here and instead artistically authored the Specular map? Wouldn’t it better to only use the roughness map for that? (apart from maybe the cavities)
It's really nice dude
Can you please make a tutorial on how to render properly cause my builds are always so pixel like and have no realism and don’t know how to fix it
Voice dropped, video quality rose.
Yor are back😀
I appreciate it ! Want more tutorials ...I'm learning gemotry nodes and texturing
YOUR BACK!!!!!!!!!!!!!!!!!!!!!!!!!1 :D
also dam! ur voice got DEEP!
You have amazing work. What computer do you use? What’s your set up
Since some of the faces were black, were the normals flipped after the optimization?
I check the face orientation to see if any were flipped, if so then just recalcuate normals.
When I hear your current voice, I always think of your voice two years ago🤣forgive me
Maybe I'm just used to a different workflow, but why didn't you bake your high-res mesh to a lower mesh, or use the multires modifier to keep the poly count high in the final render?
Do you do commissions? I'm looking for people to hire to work on an ambitious spider-man fan film project.
I think using adaptive subdiv would make this more efficient
Big fan sir
2:08 Why did you change it to CPU rendering?
Sick
MORE TUTORIALS !!!!
Everyone telling him things he could do differently or alternate methods. Bruh. He’s using his own method to get concrete the way he knows and likes.
Nice tutorial! Why didn't you use adaptive subdivision?
green tokyo
7 days ago
Have you tried the Adaptive Subdivision option under the Advanced tab? I think it helps with the polygon count not getting out of control.
William Landgren
7 days ago
Yeah but I really don’t like the feature. It’s very unstable and slow with lack of control. I prefer this way as most of it is precomputed.
GOD DAMN UR VOICE CHANGED
YOO ITS A RUclips UPLOAD
@13:00 use smooth
How old are you now and fun fact 2 weeks ago i got started that progress video of yours inspired me so i bought a course and got descent at human modelling within a week
I started with the cube and ended with it
@@gamerslobyt6680 lmao
Where did you learn blender
perfection is a bit expensive!
But why dont you use adaptive subdiv. with displacement
so what does the subdivision do in this instance?
man what's this screen size?
How do you add lens flare to your projects?
Why even bother with the displacement on a concrete wall? Seems like you would get a very similar result by just increasing the roughness (decreasing reflectivity) and making the bump/normal more intense.
Omg ur voice!
Judging by the change in your voice since your last tutorial…you’re now married with kids, working on a doctorate in art, and working for Ton Roosendal 🤣. Great looking concrete tho, for sure 🙌
Why not decimate?
Informative however if you scripted this and broke down each step it would be much easier to digest... Cheers
Is he that little boy
Wait are you still 15 or you aged up and became 17?😳
goddamn what’s happening with your voice 😫deeper and deeper every video
bro's evolving
You have like no accent. How?
lmao your voice