I'm a cardist, magician and a 3d Artist myself and I saw your 3d animation trailer for playing cards on Instagram and was totally amazed by your work 🔥🔥🔥 Also this tutorial will be helpful for my future animations 🙌 SUBSCRIBED!!!
instead of doing the UV offset thing manually and using Mapping node for the back side of the card, you just simply can add another UV to the object and unwrap the new UV. Then using UV node in shader editor set to the name of the correct UV instead of using Texture Coordinate Node
Dude your work is AMAZING!! Seeing these back when 10 Hun did the cards was awesome- but now seeing the video of the toys is crazy cool! Keep up the great work sir! :)
A few other people have asked about this so there should be some answer in the comments, but Alternatively you can generate a second uv map on the card, and project all from view perpendicular to the cards surface once the array modifiers are applied.
wow thx...must try it....as beginner I dont why this works but it does.... questions me can the array mod.offset be visual controlled in the UV editor ... must try it....thx thx..
I don't think you can visually control it in the UV editor, that must be too complex to implement, that's why I first do a step with all the cards side by side to fine tune everything!
Your Tutos are next level bro ! I'm a bleder beginner and still can do amazing works following your tutorials. I have one question, 4:54 when I tried to create space between cards using Linear proportional editing, only the top card was moving. What did I do wrong?
@@alexandre.albisser Hi Alexandre, Thanks for your reply! Actually, it was a bit of a "duh" moment on my part. Turns out, all I had to do was give that mouse wheel an extra nudge, and voila!😄 Thanks a bunch for your help, much appreciated!
Hi! I am also having this issue, I did set all cards origin to the center of mass. I see you're moving the cards without selecting the move tool, I can't seem to be able to do that on my end, so I'm either using the move tool which moves the whole stack or manually changing the Z axis on the transform window which moves the selected card only. Thanks in advance!!@@alexandre.albisser
When using the array modifier to split the cards out, the generated back of card image does not line up at all. It appears to be lined up when in shader mode without the modifier applied, but when applied the back texture does not duplicate for each card...
I addressed this in the tutorial, you must use other coordinate system than UV for the back (generated or object for example) or it will indeed be displaced Alternatively you can generate a second uv map on the card, and project all from view perpendicular to the cards surface once the array modifiers are applied.
@@alexandre.albisser Yes and the back texture is using a generated system, exactly the same node setup as in the video. I may have to create the second UV map method. Would you apply array modifiers and then lay cards out in the x*y arrangement to then generate the second UV map?
@@Sam-xs9kr if you want allbm cards to have the same UV on the back, it would be best to have them stacked so you can project the same UV on all of them. I might update this tutorial as my new method uses a small geonodes tree and is more convenient for this part!
Several tutorials add the modifier after the loop cuts and the card bends nicely but mine doesn't bend at all, the geometry gets all messed up. Any solutions? I'm using 3.6
@@alexandre.albisser It was an issue with the Simple Deformer modifier, unlike yours mine didn't work properly, seems a lot of people have this issue and to solve it you have to add an empty object to the equation. For the rest I followed your tutorial, thank you.
@@ValzackOh yeah I see, the deform modifier itself behave quite strangely sometimes, it healivy depends on the world coordinates regarding the directions (wont behave the same if you setup your cards along the x axis than the y or z for example) glad you could solve it!
Thanks, glad you like it! Depending on what you plan to use it for and the rights/license you would need for the texture, you can find some great "uncut sheet playing cards" texture on Adobe stocks / Shutterstocks / etc. or if you dont need a license for commercial use or publication you can find them about everywhere from google image.
I think I found mine on Adobe Stock as I have a few credits there because of some commercial projects with clients. I guess you could also scan a deck of cards and do a bit of tweaking inf photoshop/gimp to get a nice high res reference for free!
Also an unwrapped version of the cards is available on my gumroad for free in the Creative Animations pack from another tutorial of mine, but you will need to match the mapping with your cards design
@@alexandre.albisser I don't mind paying royalties for the card layout. Even though I do marketing for casinos, I've never been able to find a card layout as good as this one. Could you reply with a link?
You really need to explain what you're doing. You make a ton of changes that you don't talk about and a beginner trying to follow along wouldn't know what you're doing. Do better...
Well I don't make beginner friendly tutorials as they are a bunch of them and I mainly work on this kind of tips and advances Gnodes stuff, also for free so "sorry"
I had no idea arrays could have offset UV's! This alone is worth a video!
I'm a cardist, magician and a 3d Artist myself and I saw your 3d animation trailer for playing cards on Instagram and was totally amazed by your work 🔥🔥🔥
Also this tutorial will be helpful for my future animations 🙌
SUBSCRIBED!!!
Thanks a lot, glad you like my content, welcome here! :)
This is amazing! So easy, and such useful automation. Thank you so much for sharing!
Glad you like it!
WOW, Brilliant Method, my Brother!! Merci infiniment. 🙏🏾 I just subscribed. 😊😊
Thanks a lot, glad it could be useful!
@@alexandre.albisser Very Welcome :)
you're really awesome great tutorial and narration smooth and crispy clear thank you!
Glad you enjoyed it!
Great one! Keep them coming :)
Wonderful techniques, 3 techniques learned
Glad you enjoyed it!
The UVs in the back of the cards was changed too ? any help ?
this is so smart, thanks for sharing!
Glad you liked it!!
Awesome tutorial! Thanks!
instead of doing the UV offset thing manually and using Mapping node for the back side of the card, you just simply can add another UV to the object and unwrap the new UV. Then using UV node in shader editor set to the name of the correct UV instead of using Texture Coordinate Node
Absolutely, there are a bunch of ways to go about it!
that was incredibly useful. thank you!
You're welcome!
Dude your work is AMAZING!! Seeing these back when 10 Hun did the cards was awesome- but now seeing the video of the toys is crazy cool! Keep up the great work sir! :)
Thanks, that means a lot :)
hi! great video
This is just a random uncut sheet design found online, the exact dimensions will depend on the manufacturer, number of cards, etc
@@alexandre.albisser thank you, alexandre! looking forward to your next content 🫶🏻
The back texture of my cards are not repeating - any ideas? Have set up the vector mapping as in the video.
A few other people have asked about this so there should be some answer in the comments, but Alternatively you can generate a second uv map on the card, and project all from view perpendicular to the cards surface once the array modifiers are applied.
Thanks mate. Really useful tutorial ❤
Glad it helped! :)
PERFECT!
Thank u so much
You're welcome!
That was amazing!
wow thx...must try it....as beginner I dont why this works but it does....
questions me can the array mod.offset be visual controlled in the UV editor ...
must try it....thx thx..
I don't think you can visually control it in the UV editor, that must be too complex to implement, that's why I first do a step with all the cards side by side to fine tune everything!
Your Tutos are next level bro ! I'm a bleder beginner and still can do amazing works following your tutorials. I have one question, 4:54 when I tried to create space between cards using Linear proportional editing, only the top card was moving. What did I do wrong?
Glad you like those! Did you set all the cards origin to the center of mass? Or are all the cards origin still the same?
@@alexandre.albisser Hi Alexandre, Thanks for your reply! Actually, it was a bit of a "duh" moment on my part. Turns out, all I had to do was give that mouse wheel an extra nudge, and voila!😄 Thanks a bunch for your help, much appreciated!
Hi! I am also having this issue, I did set all cards origin to the center of mass. I see you're moving the cards without selecting the move tool, I can't seem to be able to do that on my end, so I'm either using the move tool which moves the whole stack or manually changing the Z axis on the transform window which moves the selected card only. Thanks in advance!!@@alexandre.albisser
Ah! Figured it out, my proportional fall off was way off 🤦♂
lots of thanks
For the second array u just have to type the negative 'U' in the first one 4:10
When using the array modifier to split the cards out, the generated back of card image does not line up at all. It appears to be lined up when in shader mode without the modifier applied, but when applied the back texture does not duplicate for each card...
I addressed this in the tutorial, you must use other coordinate system than UV for the back (generated or object for example) or it will indeed be displaced
Alternatively you can generate a second uv map on the card, and project all from view perpendicular to the cards surface once the array modifiers are applied.
@@alexandre.albisser Yes and the back texture is using a generated system, exactly the same node setup as in the video. I may have to create the second UV map method. Would you apply array modifiers and then lay cards out in the x*y arrangement to then generate the second UV map?
@@Sam-xs9kr if you want allbm cards to have the same UV on the back, it would be best to have them stacked so you can project the same UV on all of them.
I might update this tutorial as my new method uses a small geonodes tree and is more convenient for this part!
@@alexandre.albisser Oh right, that makes more sense for sure. Thank you I will give it a go!
This is just what I needed, but it is hard for me to understand what you say sometimes. Could you add captions? The automatic ones are way off.
Thank you for your comment, is there a specific part you are having troubles with?
Several tutorials add the modifier after the loop cuts and the card bends nicely but mine doesn't bend at all, the geometry gets all messed up. Any solutions? I'm using 3.6
I'm afraid I don't have enough information with this to understand your problem
@@alexandre.albisser It was an issue with the Simple Deformer modifier, unlike yours mine didn't work properly, seems a lot of people have this issue and to solve it you have to add an empty object to the equation. For the rest I followed your tutorial, thank you.
@@ValzackOh yeah I see, the deform modifier itself behave quite strangely sometimes, it healivy depends on the world coordinates regarding the directions (wont behave the same if you setup your cards along the x axis than the y or z for example)
glad you could solve it!
I'm trying to add different textures to the front and back of the cards but it's not working, Is there any way to resolve this?
Just replied to you on Instagram!
i confuse for the back it have 2 changed, 1 right and 1 wrong UVs
Sorry I don't understand what you mean
Great lesson! Do not tell me where such a texture with playing cards can be downloaded?
Thanks, glad you like it!
Depending on what you plan to use it for and the rights/license you would need for the texture, you can find some great "uncut sheet playing cards" texture on Adobe stocks / Shutterstocks / etc. or if you dont need a license for commercial use or publication you can find them about everywhere from google image.
@@alexandre.albisser Thanks!
GG pour ton boulot du est très doué ( je viens de la chaine de balo ) je m'abonne instant.
Merci beaucoup et bienvenue sur la chaîne !
don't know why, but can't use mapping node, changing the value, but nothing happen
If you send me a picture of your shader nodes setup via Instagram I could take a look!
can i ask what reference youre using? i cant find a clean HD reference for my deck
I think I found mine on Adobe Stock as I have a few credits there because of some commercial projects with clients.
I guess you could also scan a deck of cards and do a bit of tweaking inf photoshop/gimp to get a nice high res reference for free!
Where can I get the project file? Big thanks to anyone who can help!
The project file of this one is not available as the settings will depend on your cards design and the one I used in this demo isn't royalty free
Also an unwrapped version of the cards is available on my gumroad for free in the Creative Animations pack from another tutorial of mine, but you will need to match the mapping with your cards design
Thank you
@@alexandre.albisser
@@alexandre.albisser I don't mind paying royalties for the card layout. Even though I do marketing for casinos, I've never been able to find a card layout as good as this one. Could you reply with a link?
where can i find the texture?
Google, but make sure you use something you have the rights to use
@@alexandre.albisser thankss
Thank you very much, very helpul . - Je m'abonne ! - Ps : I'm also a poker player :-)💰💰
You really need to explain what you're doing. You make a ton of changes that you don't talk about and a beginner trying to follow along wouldn't know what you're doing. Do better...
Well I don't make beginner friendly tutorials as they are a bunch of them and I mainly work on this kind of tips and advances Gnodes stuff, also for free so "sorry"