Hey man, nice work there! My question is: why do you explode your mesh? You can bake by mesh name, and in combination with right max frontal/rear ddistance you will recieve perfect bake, with no artifacts.
А можете ещё показать, как правильно экспортить карты из substance painter, например в 3дс макс, просто результат в substance painter, часто, на много лучше чем в 3дс макс vray, плюс карты сами по себе странные.
Why didnt you count the number of indents and used that as number for the vertices of the cylinder. You then can make much cleaner mesh for the indents and raises
If im correct and remember well it on the dials and dials, you did it with seperate meshes. If you cant the number of ribs then you can use that number with a multiply for adding correct number verts, then you can make one mesh. You make good use of the Boolean isee, i need to start leaning that part and use it more. I always want quads, but this can give me headaches. I tried modeling this thing by eyeballing your pictures, no references used like you did. Hope you dont mind. www.dropbox.com/s/u6326od8v7jffp4/Back_greybg.png?dl=0 www.dropbox.com/s/yf7nt5kw2totqlx/Front_greybg.png?dl=0
here's what i mean, i count the undents and added x amount of verts for the sides. Then i get nice clean topo www.dropbox.com/s/ea1oqcim86qxzcr/topology_rings.png?dl=0
Если Автор ответит - буд очень признателен: я упустил момент - вы делаете лоу поли модель или нет? На каком-то этапе непонятно - с какой на какую модели вы запекаете нормали...
Привет, друг, я хотел бы узнать, как текстурировать в моделировании вещества в Blender, но я не понимаю, могу ли я сделать учебное обучение от Blender до substance?
Здравствуйте, объясните как вы развернули модели, смотрел в слоумо, но все равно ничего не понятно. Каким образом, вы развернули все объекты на единый плейн, и что происходит с развертками на 31:44.
Do you ever use subsurf modifier in something like this, or do you do most things with HardOps? Sorry if this may seem like a dumb question, i'm not too sure what HardOps is all capable off, I'm used to using subsurf and adding supportive loop cuts.
Yes! I finally see how someones pipeline from Blender to Substance is for hard surface objects! Great work!
I quite like your videos, good technique!
Big Fan of your work. props on u
Really Nice Work!
Screen cast keys please, thanks for this amazing time lapse. Learned a lot of new techniques as I am a user of both blender and SP.
Kenprol - отличная работа! Поздравляю!
very nice model and texturing, will follow you on artstation, liked:-)
Thank you for your subscription. I'm happy :)
kenprol :-) ok...
Amazing!
Отличная работа.
отличный таймлапс!
are they functional? do you have electronic plans with them or this is just a 3D model for marketing or engineering(very very well made though!)
крутота!)
жду еще крутых таймлапсов)
I know Im kinda randomly asking but does anybody know of a good site to stream newly released series online ?
@William Simon try FlixZone. You can find it by googling :)
@Koda Jairo definitely, I've been using flixzone for months myself :)
@Koda Jairo thanks, signed up and it seems like a nice service =) I really appreciate it !!
@William Simon Happy to help :)
Epic
Awesome video. Please continue these kind of videos. But could you link the link of the pictures?
Thanks!
Pictures of what? Final result (renders) or references?
If renders - check description there you'll find artstation link.
i was thinkung of the refrences :D
please can u share references...!!!!!
Pickelheinz tnvc.com/shop/bnvd-g-binocular-night-vision-device-w-gain-control-gen3-pinnacle/
i need the blueprint
Hey man, nice work there! My question is: why do you explode your mesh? You can bake by mesh name, and in combination with right max frontal/rear ddistance you will recieve perfect bake, with no artifacts.
very pretty work. where can I find such images for work?
Thanks!
Hm, i find this image references from google. Just write what you need :)
What’s your workflow how did you turn high poly to low poly so quickly?
From wich ressource you got all your smart materials?
А можете ещё показать, как правильно экспортить карты из substance painter, например в 3дс макс, просто результат в substance painter, часто, на много лучше чем в 3дс макс vray, плюс карты сами по себе странные.
Why didnt you count the number of indents and used that as number for the vertices of the cylinder. You then can make much cleaner mesh for the indents and raises
Can you please explain roughly what did you mean?
If im correct and remember well it on the dials and dials, you did it with seperate meshes. If you cant the number of ribs then you can use that number with a multiply for adding correct number verts, then you can make one mesh.
You make good use of the Boolean isee, i need to start leaning that part and use it more. I always want quads, but this can give me headaches.
I tried modeling this thing by eyeballing your pictures, no references used like you did. Hope you dont mind.
www.dropbox.com/s/u6326od8v7jffp4/Back_greybg.png?dl=0
www.dropbox.com/s/yf7nt5kw2totqlx/Front_greybg.png?dl=0
here's what i mean, i count the undents and added x amount of verts for the sides. Then i get nice clean topo
www.dropbox.com/s/ea1oqcim86qxzcr/topology_rings.png?dl=0
And the other bulging things
www.dropbox.com/s/tt672b9mpfsuakc/topology_rings_bulgign.png?dl=0
wow thanks, I'll check this out :)
and how long did it take?
How long did the complete creation of the goggles take you? Also, do you think that hardops is worth it?
What was the polycount?
what modeling addons are you using?
Если Автор ответит - буд очень признателен: я упустил момент - вы делаете лоу поли модель или нет? На каком-то этапе непонятно - с какой на какую модели вы запекаете нормали...
how many hours did this take?
Автор молодец, но вот не плохо бы увидеть полную (не ускоренную версию)
Спасибо! В настройке видео можно замедлить видео в 4 раза.
kenprol благодарю за подсказку :)
Привет, друг, я хотел бы узнать, как текстурировать в моделировании вещества в Blender, но я не понимаю, могу ли я сделать учебное обучение от Blender до substance?
Здравствуйте, объясните как вы развернули модели, смотрел в слоумо, но все равно ничего не понятно. Каким образом, вы развернули все объекты на единый плейн, и что происходит с развертками на 31:44.
я так понимаю он продублировал линзы на новый тайл развёртки. Эти линзы как бы симметричны и не занимают места в основном слоте
Do you ever use subsurf modifier in something like this, or do you do most things with HardOps? Sorry if this may seem like a dumb question, i'm not too sure what HardOps is all capable off, I'm used to using subsurf and adding supportive loop cuts.
Imetysaw you dont need hardops or subsurf for this. just model
may i ask what was the thing he used during UV, that shows some weight painting in the image editor? and what is it used for?
Its call Subtance Painter.
Raad Rahman I mean w/en he is still inside bleder
No thats a another software for texturing
Raad Rahman check again, I mean when he was unwrapping the model in blender, see my first comment I mentioned UV...
It simply shows UV deformation in angle and shape
Hey I was just wondering what plugin you used to spawn in the screws
Bolt factory maybe .
but what is this for?
seth daigle Purly Artstation Portfolio
What did you use to make a cut like that ? 2:43
This is HardOps addon.
(boolean operation)
Что за инструмент на 19:14 ? Который ребра сам создает
Если ты про то,что создает треугольники то Ctrl+T
Если про создание ребер из одной вершины к другой, то кнопка J
Ctrl+T
Hah beta use blender ı use rhino😎😎😎😎😍😍😍