Blender Hard Surface Tutorial - SUBD Details

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  • Опубликовано: 21 окт 2024

Комментарии • 15

  • @PonteRyuurui
    @PonteRyuurui  8 месяцев назад

    ➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart

  • @KadokiPo
    @KadokiPo 7 месяцев назад +4

    It's will be great to know deeper about shrink wrap and data transfer modifier. Thanks a lot about this topic! This is very important instance!

  • @bt_martin
    @bt_martin 7 месяцев назад

    Great explanation and subd tips! Thank you, Ryuu!

  • @najhonbanjon
    @najhonbanjon 7 месяцев назад

    very simple and good explain thank

  • @jendkerpgs7956
    @jendkerpgs7956 7 месяцев назад

    Good job.

  • @virxest
    @virxest 7 месяцев назад

    Am I understanding correctly, subd models are not for video games, only animations?

  • @matslarsson5988
    @matslarsson5988 7 месяцев назад

    I think we quite often waste too much time on fixing shading. Not at all saying it's not important. Of course it is. But me, I've wasted hours getting "perfect shading" when "good enough" is what I should have aimed for. Better to focus on getting perfect seams or other things that regular people actually notice. (I'm not talking about portfolio stuff. Those objects should be flawless). I'd rather have finished 10 objects with good enough shading than 1 perfect.

  • @mooonroe
    @mooonroe 7 месяцев назад +1

    Why do all your recent videos focus on surface subdivision? When you can bake the same bevel shader, mix in normal cards. This is a model with a hard surface, and for a game, and even more so for a concept, there is no need for subdivision of the surface. Record a video on how to transfer it from the Decalmachine addon to the engine (yes, I know that you have a course on this topic, but at least a deposit). Make a video reviewing models in games, like for example you made a jackpack from Starfield. Yes, there are a million ideas to make a video. Just record the gameplay of some sci-fi game and show here this technique, here is another technique. Nothing personal, just another video about subdividing the surface.

    • @PonteRyuurui
      @PonteRyuurui  7 месяцев назад

      i got well over 800 vids mate, you watched them all yet?

    • @gabrielegagliardi3956
      @gabrielegagliardi3956 7 месяцев назад

      Hi guys I have a question. I used decal machine one year ago, cool add on if you stay inside blender, however the decal machine to unreal workflow was a nightmare, did they make some improvement in that sense or is still horse s? I remember an old thread about it, the guy morphed into a rocket scientist in order to invent a decal machine / unreal workflow, Thank you all in advice

    • @PonteRyuurui
      @PonteRyuurui  7 месяцев назад

      @@gabrielegagliardi3956with trims it's not that hard to do, you simply need dual UV setup for the mesh since trims create their own UVs. You casn automate atlases via DM but the complete workflow is a bit complicated. Decals need an atlas and that is a bitch if done manually, trust me i ve done it once and it's stone age level of work. From what i know it is not possible to export decals to unreal without some sort of code or plugin that was developped specifically for that purpose, but addon creator never shown the process. would not bother to ask him either since he doesnt give two shits. Another way you could export decals is via alpha stamps import to SP, which is what we show in our game asset course. I am pretty sure we show how to export trims to. i'd actually ask on our discord, i am sure ppl found some sort of way that doesnt take 7 milion light years.

    • @mooonroe
      @mooonroe 7 месяцев назад

      @@gabrielegagliardi3956 DECALmachine to Unreal Engine 4 | Shaders | google it and you will find a shader that does export, it’s free, you just need to transfer your cards, for more information look on RUclips

    • @gabrielegagliardi3956
      @gabrielegagliardi3956 7 месяцев назад

      Hi Ryu, thank you for the reply ! Yep, i remember something like that when i purchased your trim sheet/environment course , it's really strange how the developer doesn't care at all about a proficient blender to unreal workflow. All that "change the code" bs looked prehistoric, improving that side of the add on would make it 5000% more marketable, there is probably sone technical linitation I'm not aware of. Have a good day bro!