Love your videos, you always explain so well and theyre really engaging, the ammout of skill you have is shocking, i first thought this project took alot of time concidering the polish of the models compared to other game showcases. This game seems quite engaging and fun and could be quite popular if it had multiplayer
I have so much adoration 4 u n ur channel man, thanks for putting out such quality m8, it's impeccable nd very much appreciated! Keep up the 1st grade work man... nd it's great from this persons perspective aswell as more than vaguely intresting.
im now getting to the level where i need to learn more about surfacing and topology and i find your videos so increidibly helpful since i can see how you make the complex surfaces in the models. However i would have a few questions, why did you duplicate the model of the controller and changed just a few details on one and a few details on the other? and how do you combine them back togheter ? i have never seen that And also just out of curiousity what tools do you use for modeling? do you do everything with a mouse? a space mouse or a pen or what is your go to option ?
You can right click on the top of the object hierarchy list (the label that contains all the objects in your project, just above "Document Settings") and you have the "Save as STL" option there too. This time it will save you all the objects.
Hey "name notimportant", is there a way to contact you? I am trying to use the form tool on fusion but there are some parts of my model I am having a really bad time. Would you give me an advise? Thank you!
You really should try out UE5. Using the new Nanite system you can skip the low poly process entirely. And because it was made parametrically in Fusion, it has UVs, so you can just repack them and use a painting program to make textures.
I am always a big fan of your videos and content about Fusion 360, and it has inspired me to start the Fusion 360 tutorials series on my RUclips Channel "3Diest".
Maybe... I've wanted to do another sneaker for a while now... But I don't want it to just be digital - been working on how to make that happen. Don't know when or if it'll become a video, but definitely high on the list.
It still needs a lot of work, right now it only runs on Quest through Link. I may eventually try and get it running on Quest, but then the only way to share without having people sideload it is to have it in the app store, which is... unlikely. If I get to a point where I'm happy with it, I may have it as a windows app you could run through Link.
I get it was some sort of a challenge, but doing it in polymodeling would yield much better results in terms of mesh and UVs and much faster :) just sayin
I did this in the godot subreddit and was called crazy!
so good to see that I was correct.
Considering how good Fusion is at making hard surface models, I'm really glad you've detailed the process of using it to make game assets.
I appreciate your content, hope you have a fantastic day!
Dude! Thank you so much. This video helped me crack the code on how to pull hard surface models into Mudbox to then sculpt.
I stumbled upon your tutorials and I'm really liking them. Please keep on making them!
Random RUclips suggestion.... But watched the whole thing. You've got some real talent.
Dude, what the heck. This is fantastic!
Always looking forward to seeing more of your work, impressive as always. Keep rolling man :)
Love your videos, you always explain so well and theyre really engaging, the ammout of skill you have is shocking, i first thought this project took alot of time concidering the polish of the models compared to other game showcases. This game seems quite engaging and fun and could be quite popular if it had multiplayer
2:32 Nice example of a Stripe modeling workflow)
I have so much adoration 4 u n ur channel man, thanks for putting out such quality m8, it's impeccable nd very much appreciated! Keep up the 1st grade work man... nd it's great from this persons perspective aswell as more than vaguely intresting.
Those physics looked pretty great! If you could make a 2wd buggy game I am sure you'd have customers.
im now getting to the level where i need to learn more about surfacing and topology and i find your videos so increidibly helpful since i can see how you make the complex surfaces in the models. However i would have a few questions, why did you duplicate the model of the controller and changed just a few details on one and a few details on the other? and how do you combine them back togheter ? i have never seen that
And also just out of curiousity what tools do you use for modeling? do you do everything with a mouse? a space mouse or a pen or what is your go to option ?
You can right click on the top of the object hierarchy list (the label that contains all the objects in your project, just above "Document Settings") and you have the "Save as STL" option there too. This time it will save you all the objects.
Have a look at my quick example: ruclips.net/video/5Csy3pyKUJI/видео.html
Great workflow!
These are great! More videos please!!
This is perfect!
Top notch content! Thanks!
Finally new video
Hey "name notimportant", is there a way to contact you? I am trying to use the form tool on fusion but there are some parts of my model I am having a really bad time. Would you give me an advise? Thank you!
Great!
You really should try out UE5. Using the new Nanite system you can skip the low poly process entirely. And because it was made parametrically in Fusion, it has UVs, so you can just repack them and use a painting program to make textures.
I am always a big fan of your videos and content about Fusion 360, and it has inspired me to start the Fusion 360 tutorials series on my RUclips Channel "3Diest".
Thanks that was cool. Can you please do another fusion 360 shoe vid like a bball shoe or runner?
Maybe... I've wanted to do another sneaker for a while now... But I don't want it to just be digital - been working on how to make that happen. Don't know when or if it'll become a video, but definitely high on the list.
I love you!
Your voice, so familiar...
Can we play it on Quest?!
It still needs a lot of work, right now it only runs on Quest through Link. I may eventually try and get it running on Quest, but then the only way to share without having people sideload it is to have it in the app store, which is... unlikely.
If I get to a point where I'm happy with it, I may have it as a windows app you could run through Link.
I get it was some sort of a challenge, but doing it in polymodeling would yield much better results in terms of mesh and UVs and much faster :) just sayin