Yeah, a lot of programming tutorials are like that too the person really just shows you the code instead of explaining why and how it works if it even gets explained at all.
nice leaf... one thing I would comment on is the origin placement which in emitting the leafs onto a tree with particle system would normally be at the base of the stem.
Sir, thank you very much! Your tutorials are very important for me and they help me a lot. But sir... Long time no see. You're a father now, I understand. But don't forget about your other children - students. Have a beautiful day, sir :)
Finally a Blender tutorial that EXPLAINS while you're doing it and WHY. These are so good and this one was EXACTLY what I was looking for today. But when I export is out as a gtlf only the top side is visible. The underside is completely invisible. Help?
That is an awesome video, I had been wondering about how to put textures on both sides of an image. But I also have another question, How do you go about braking the texture both sides of the model and how do you apply them as textures once you place the bakes texture on the model? I am guessing you can used a different material for parts of the model that uses both sides, but I would like to know how to account for that while baking
Probably should have asked this in the previous tutorial, but how do you UV map a complex object, as marking seams on a cube may not be very helpful when working on a model with a lot of different geometry/layers and isn’t flat? Thanks for the great tutorials!
Most commonly modelled complex object can be treated as a combination of smaller simpler objects such as: cubes, cylinder or sphere. This is if you are doing manual uv unwrapping. Another strategy would be to mark any non-planar edges as seams (a non-planar edge is an edge shared by 2 faces and the angle between the faces is 45-90+ degrees). If you are unsure how this works then simply use blender's default unwrapping methods: angle-based (what I just described), cube projection, sphere projection, cylinder projection and so on. Plenty of automatic uv unwrapping methods under the UV menu when you enter Edit Mode. If you are unsure how UV mapping works or you have trouble understanding the concept the most common analogy to UV unwrapping is laying out sides of a cardboard box flat. Once all of the sides of the box are flattened the flattening process is complete. This is your UV map and how common uv mapping methods work (manual or automatic).
Everytime I watch your videos I actually learn something while most tutorials just tell you what to do
Yeah, a lot of programming tutorials are like that too
the person really just shows you the code instead of explaining why and how it works if it even gets explained at all.
nice leaf... one thing I would comment on is the origin placement which in emitting the leafs onto a tree with particle system would normally be at the base of the stem.
Finally video is here.
Sir, thank you very much!
Your tutorials are very important for me and they help me a lot.
But sir... Long time no see.
You're a father now, I understand. But don't forget about your other children - students.
Have a beautiful day, sir :)
Very good. Thanks for video a lot.
How to make the leaf pass some light so it doesnt cast such hard shadows?
A great tutorial my friend, thanks.
Thanks man cool tutorial
you doing a great job thanks
Finally a Blender tutorial that EXPLAINS while you're doing it and WHY. These are so good and this one was EXACTLY what I was looking for today. But when I export is out as a gtlf only the top side is visible. The underside is completely invisible. Help?
That is an awesome video, I had been wondering about how to put textures on both sides of an image. But I also have another question, How do you go about braking the texture both sides of the model and how do you apply them as textures once you place the bakes texture on the model? I am guessing you can used a different material for parts of the model that uses both sides, but I would like to know how to account for that while baking
Good!
Great explanation! What's the procedure to export this in Unity for example?
thank you so much!!
Probably should have asked this in the previous tutorial, but how do you UV map a complex object, as marking seams on a cube may not be very helpful when working on a model with a lot of different geometry/layers and isn’t flat? Thanks for the great tutorials!
Most commonly modelled complex object can be treated as a combination of smaller simpler objects such as: cubes, cylinder or sphere. This is if you are doing manual uv unwrapping. Another strategy would be to mark any non-planar edges as seams (a non-planar edge is an edge shared by 2 faces and the angle between the faces is 45-90+ degrees). If you are unsure how this works then simply use blender's default unwrapping methods: angle-based (what I just described), cube projection, sphere projection, cylinder projection and so on. Plenty of automatic uv unwrapping methods under the UV menu when you enter Edit Mode. If you are unsure how UV mapping works or you have trouble understanding the concept the most common analogy to UV unwrapping is laying out sides of a cardboard box flat. Once all of the sides of the box are flattened the flattening process is complete. This is your UV map and how common uv mapping methods work (manual or automatic).
Good tutorial, but it's a shame that blender does not have a double-sided Shader. Its been in 3d studio max for more than 12 years.
Amazing|!|||
cant download the leaf because 1 credit is for premium only .w.
I thought the title was Two-Sided Loaf Material and now I'm disappointed and hungry.
😿🍞
You sound different in this video!
🙃🤷♂️