Making low poly characters was my biggest fear in blender, I had done everything else easily as it felt simple. Thank you imphenzia you are the person who has given me boost to create in blender
Yeah!!! Ma favorite E2Extrude-S2Scale with new LP-10min is back again! I hope i can sleep this night ....Scherz! And I like your Shading-Method and have all your Col-pallets to do. But can you explain to do this Shadings (with Shadows and Outlines) in Unity? Or have you always done?
One question, is this compatible with IK with the arms? or I need to implement constrains and poles to it? is there any video where you perform that? thanks in advance mate and grate content btw.
I was quite inactive for 12 months when relocating and that sent the channel popularity down, but I will do my best to stay active and try to create content that is valuable. It's a tricky balance to try to stay with the times too because if you try to cover some modern technology, like AI which will be important for future game development, it gets some instant downvotes and unsubscribes - but I will try to do the balancing act :)
Line War is so fun and I love the 10 min model/rig vids:) You popped into one of my 1v1's as I was was closing it out, sorry I had to run. If you made a balanced 1v1 map with pre picked positions you could make an AI slap buildings down in a coroutine with pre programmed arrows aimed at the players pre picked position.
Yes, when possible, I like to use the same armature because it makes animation sharing easy and reliable. I am pretty sure even Fortnite does that with a single female armature and a single male armature, it would describe why all characters have the same proportions and the way emotes always work. Like I suspect Epic will have done, you could add more layers to the armature with bones if you want to support features like tail, ponytail, and cape for example.
@@Imphenzia Well, then I was doing it wrong this whole time, lol. I've been making armatures for each mesh, and it slowed my animation timeline quite a bit. I would have multiple NLA tracks of the same animation. I am happy to have learned this from your content! I have watched your content quite a bit, and you are very inspiring. Thanks for helping me out with the armature issue indirectly, lol.
Any idea why skeleton in Mixamo is massive? The figure has been scaled correctly at about 2m tall and scale is set to 1.0. If I scale it to 100 in the fbx export, the skeleton looks fine but now the whole thing is ginormous! I tried the Apply Transform option to no avail.
It is truly remarkable how you manage to accomplish all of this within a mere 10-minute timeframe🙌
Making low poly characters was my biggest fear in blender, I had done everything else easily as it felt simple. Thank you imphenzia you are the person who has given me boost to create in blender
I love these videos. They remind me not to overcomplicate things.
I'm on a time crunch with a project and after messing up one tutorial this tutorial helped me out so much! I appreciate it.
Yes! Another one already! Thanks for the big dub blender stuff.
Come for the modelling, stay for the dancing.
Very educational and entertaining i might add
I love what you're doing. Thank you
Imphenzia Number One Modeling in 10 minutes still as efficient blender3D The Best 🐒👍🏻
Yeah!!! Ma favorite E2Extrude-S2Scale with new LP-10min is back again! I hope i can sleep this night ....Scherz!
And I like your Shading-Method and have all your Col-pallets to do.
But can you explain to do this Shadings (with Shadows and Outlines) in Unity? Or have you always done?
Wow! That was impressive.
One question, is this compatible with IK with the arms? or I need to implement constrains and poles to it? is there any video where you perform that? thanks in advance mate and grate content btw.
Waiting ☢️
So do i
How did you get the color thing on the left?
Nice video :D ended with coffe dance hehe :D
This was awesome. Will definitely check the old tutorial
It's a pretty new tutorial, only 3 weeks old I think.
I don't know why this channel not growing
I was quite inactive for 12 months when relocating and that sent the channel popularity down, but I will do my best to stay active and try to create content that is valuable. It's a tricky balance to try to stay with the times too because if you try to cover some modern technology, like AI which will be important for future game development, it gets some instant downvotes and unsubscribes - but I will try to do the balancing act :)
Line War is so fun and I love the 10 min model/rig vids:) You popped into one of my 1v1's as I was was closing it out, sorry I had to run. If you made a balanced 1v1 map with pre picked positions you could make an AI slap buildings down in a coroutine with pre programmed arrows aimed at the players pre picked position.
Hey, thanks! Sorry for missing you in the 1v1, maybe our paths will cross again :) AI is coming, and community scriptable tools
thank you for sharing i am learning from you alots
Gracias profe siempre nos animas con tus enseñanza aprendemos mucho en el world blender fantastic Thank you like
Great tutorial, thanks a lot!!👍
el mejor puto canal de low poly de Blender, es una pena que yo no sepa inglés, pero aún así todo es compresible 100%. Deseando ver el nuevo vídeo
This is getting insane lol... 3 rigs in 10 min
Imphenzia says "okie dokie" and spurs a request: Nicole Coenen log chopper 10 minute challenge.
thank you
So, you only make one armature for each base character mesh? Is that to avoid having to make 3 armatures, since you can just reuse the same armature?
Yes, when possible, I like to use the same armature because it makes animation sharing easy and reliable. I am pretty sure even Fortnite does that with a single female armature and a single male armature, it would describe why all characters have the same proportions and the way emotes always work. Like I suspect Epic will have done, you could add more layers to the armature with bones if you want to support features like tail, ponytail, and cape for example.
@@Imphenzia Well, then I was doing it wrong this whole time, lol. I've been making armatures for each mesh, and it slowed my animation timeline quite a bit. I would have multiple NLA tracks of the same animation. I am happy to have learned this from your content! I have watched your content quite a bit, and you are very inspiring. Thanks for helping me out with the armature issue indirectly, lol.
Any idea why skeleton in Mixamo is massive? The figure has been scaled correctly at about 2m tall and scale is set to 1.0. If I scale it to 100 in the fbx export, the skeleton looks fine but now the whole thing is ginormous! I tried the Apply Transform option to no avail.
This whole video feels like the crows are forcing you to model
Proper Haircut at last.
Haha, yeah, 8 months it took me. Even got a proper shave in the process, but that started to grow back :)
Can we have a devlog next week? How's the game going so far?
I tend to right click and symmetrise appears in the list instead of F3 and searching for it.
why rig it with ik ? in mixamo you can use the autorig function? just model the character and then import to mixamo
Can you kindly drop the link to your Discord ?
Im lost in min 1, cant do the same thing like u when pressing a, tab, a, s, g. Xd
Hi, friend. Show how to make zombies. For a first person game.