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Matthew DeSa Art
เข้าร่วมเมื่อ 2 ธ.ค. 2011
Just having fun sharing my work on TH-cam.
Rigging In Blender 4.2 for Beginners
Rigging tends to be one of the more challenging aspects of 3D or at least one of the least intuitive parts. I hope that his helps with at least some introduction to rigging and setting up simple drivers. This is bare bones stuff but let me know what you all think and please like and subscribe!
มุมมอง: 858
วีดีโอ
Sketching a Mermaid for #mermay2024
มุมมอง 437 หลายเดือนก่อน
I am always late to these sorts of challenges, but I hope this ends up being somewhat entertaining. It is a short video, and I am sorry that this isn't something that I typically post and for those that follow me for 3D, I do have a plan to make Princess Bubblegum from adventure time, so stay tuned!
Modeling BMO in Blender 4.1
มุมมอง 8337 หลายเดือนก่อน
BMO from Adventure Time! I suddenly was inspired to do some of the cast from adventure time and I wanted BMO to be the first, let me know what you think and which one I should do next! I am thinking of doing either Finn the Human or Princess Bubblegum. #adventuretime #fanart #blender3d #3dmodeling #stylizedart #timelapse
Sculpting a Korok in Blender 4.1
มุมมอง 1298 หลายเดือนก่อน
Hello everyone, I wanted to say thank you all for subscribing and liking my content. I reached 500 subscribers last week! So again thank you! I know there are a lot of content creators out there and I am glad you decide to spend some time with me. I am working on making more content to put out on a more regular basis. This particular one was done on a livestream with one of my buddies @LightWol...
Sculpting Velma In Blender 4.1
มุมมอง 8178 หลายเดือนก่อน
Just a sculpt I did over a livestream with one of my buddies. If you want to check out the livestream check out his channel, @lightwolfart. I hope you all enjoy the video and let me know what y'all think. #3dsculpting #blender3d #Blender #fanart #characterart #timelapse #art
Modeling an Easter Basket
มุมมอง 678 หลายเดือนก่อน
I know it has been a while since I have posted anything and this is probably not what you all would have expected but I felt that I needed to do something this time around. Let me know if you want to see more content like this on my channel, I am working on figuring out a way to do more in depth or personalized training videos or tutorials. Or I can do more just filler stuff like this, when I e...
Modifiers in Blender: Wireframe
มุมมอง 2.1Kปีที่แล้ว
This is one of the uses for the wireframe modifier, hopefully you will be able to think of other uses for it. #blender #3dmodeling #tutorial
Blender Modifiers: Simple Deform (Bend)
มุมมอง 201ปีที่แล้ว
This video is just to show how to use the bend function in the simple deform modifier. I hope this video is helpful or at least interesting. #blender #3dmodeling #tutorial
Applying Materials in Maya 2023 (Arnold)
มุมมอง 13Kปีที่แล้ว
This is how I apply my metal roughness maps in maya for Arnold rendering. This is and Updated and shorter video. Hopefully this helps. #maya #autodeskmaya #arnoldrender #3dmodeling
Blender Modifiers: Mirror
มุมมอง 42ปีที่แล้ว
Some uses for the mirror modifier in blender to help speed up modeling complex shapes. #blender #3dmodeling #tutorial
Bumblebee Tea
มุมมอง 26ปีที่แล้ว
I went a little crazy with the shader after I found it. Thank you CG Cookie. #stylizedart #3d #3dmodeling #blender #blender3d
Hand painting Low-Poly game asset in Blender 3.3
มุมมอง 5352 ปีที่แล้ว
Hand painting Low-Poly game asset in Blender 3.3
Stylized Base Material in Substance Painter 3D
มุมมอง 2.1K2 ปีที่แล้ว
Stylized Base Material in Substance Painter 3D
Creating a cache for nCloth Sim in Maya 2022
มุมมอง 3.9K2 ปีที่แล้ว
Creating a cache for nCloth Sim in Maya 2022
How to make flags, banners, and tablecloths in Maya 2022
มุมมอง 9832 ปีที่แล้ว
How to make flags, banners, and tablecloths in Maya 2022
Making Your Own Smart Materials - Substance Painter 3D
มุมมอง 3552 ปีที่แล้ว
Making Your Own Smart Materials - Substance Painter 3D
Using NCloth to make curtains in Maya 2022
มุมมอง 28K2 ปีที่แล้ว
Using NCloth to make curtains in Maya 2022
How to fake Volumetrics: Godrays in Arnold
มุมมอง 2612 ปีที่แล้ว
How to fake Volumetrics: Godrays in Arnold
Hand Painting Seamless Textures in Photoshop
มุมมอง 2682 ปีที่แล้ว
Hand Painting Seamless Textures in Photoshop
Applying Materials In Maya 2022 (Arnold)
มุมมอง 6K2 ปีที่แล้ว
Applying Materials In Maya 2022 (Arnold)
Exporting Texture Maps from 3D Substance Painter
มุมมอง 3852 ปีที่แล้ว
Exporting Texture Maps from 3D Substance Painter
Thank you very much!!!!
I was doing so much wrong😭... Thanx for the tutorial so helpful
<3
Out of curiosity if u wanted to animate two flags but only created one ncache is it possible to just put the existing ncache to the other flag?
Of course, 5:33 is where I go over attaching a cache that you made and attaching it to a mesh that doesn't have a cache. It pretty much saves the cache information, if you wanted to do multiple flags behaving differently, you would need to save/ create new ncaches that you can place on each individual flag.
I’m new to all these 3D stuff, may I ask where you got the different maps you used? Did you made them or downloaded them somewhere?
@@Defflin I made them I substance painter, but you can make them in any 3D texturing software.
thanks mate..Really.. my mind was like a soup before seeing your video about this subject. I totally understood thanks to you.
In germany we would say: "Was eine macher Anleitung"!! Simple, to the point, effective. Thx so much!
Astounding lesson on a complex topic! I've been deep-diving into this process and your video is beyond beneficial. Next up, I'll be trying this process with OpenEXR and OpenEXR Multilayer files for some sequences/VFX setups. Cheers!
i've been working with this video all week off and on. i know nothing about rigging. i've put in about 3 hours and i'm 7 minutes in. that's not a criticism, that's a compliment. there is so much information in here that i have to go super slow. plus, i know nearly nothing about blender, so i'm learning blender at the same time - and restarting parts over and over again. amazing video. i'm learning so much.
next time u ever do Animation , just mention when you set the KeyFrames ;) and dont just imply it.
thank you😊😊
Very awesome bro but I wish that if we can apply without ub map
I am not a huge fan of working with procedural materials in Arnold. You can do it, but I have found the hypershade menu to be prone to crashing. Which is why I prefer to work with substance painter and UV maps when I am working with objects in Maya.
Brother and what about displacement if we want it manually@@matthewdesaart
I'm late to the party but where do you get or how do you create generators?
You can right click on the layer that you want to apply the generator to, and at the bottom there should be a tab that says generator. Then it will be in your layer properties menu. As for getting more generators, you really cant, but you can adjust them and change the types of grunge maps they are using.
@@matthewdesaart For some reason I don't have a generators tab in the shelf and none show up when trying to add one in layer properties. I've found that just adding a new layer with the desired material and a Smart Mask works basically the same. I've done some more research and I think you can create generators in Substance Designer. Thanks for the tutorial and reply!
I would like to express my gratitude for the fantastic tutorial. Despite encountering some challenges, I found that they were beneficial as they allowed me to develop my own methods and learn numerous valuable tips and tricks. I have some suggestions for your future TH-cam tutorials. It would be helpful to include a tool that displays the keys being pressed on the screen during the tutorial. It would also be beneficial if you could clearly verbalize which bone or object you are selecting. In case you forget to mention it while recording, you can always add it during the editing process. Thank you for generously sharing your knowledge with us. I am pleased to report that I successfully modeled and rigged the ball and its tail. Once I have gained more experience with keyframes and graphs, I plan to add eyes and a mouth.
Thanks for the advice, I tend to jump ahead of myself or assume too much of the people following along when I do some of these sorts of things. I used to have a plugin that let me show the keys being pressed, with the new update I have added that to my addons, so new videos will have that. And I am glad you were able to make the ball and tail rig!
you say what bone you select instead you say this should be connected and we can't see which bone you are connecting to which bone which is very confusing. another problem is that placing the ball very far means too much zoom out and we can't see the names of the bone or the bone you select.
Great tutorial Could we had more controls on the eyes to express more feelings like anger, pain etc ? a little bit like this robot eyes : th-cam.com/video/LspjI7lsjW0/w-d-xo.html
This is actually a great video
Also great video 👌 I'll have to watch for my own rigging of characters 😌
Heck yeah! Almost at the 600 mark now 🎉
Amigo muchas gracias eres el mejor!!! Nuevo suscritor.
exactly what I was looking for, thanks a lot!
can you please tell me how you got the fingers to seperate, i saw that you extruded individual faces then scaled it down. When i try that it stays connected
Sure! When you go to extrude, press alt + e and you will get an extrusion menu. Select extrude individual faces and it will separate out the faces. Hope that helps!
@@matthewdesaart i tried that but it still does not work. do you think im doing something wrong
@@keanuvanwyk6755 if you did that then the next step would be to make sure that you change your transformation pivot point. By default blender has it set to median point, you can switch it to individual origins and scale it from the faces. To change it you will see a symbol at the top that looks like two circles with a dot between them. Click on that and it will give you a drop down. Just change it to individual origins
@@matthewdesaart its me again how did you put the bones on the other arm and leg
@@keanuvanwyk6755 you can symmetrize your armature in edit mode. But blender only allows you to do an x axis symmetry. You need to name your bones with a .R or .L example: ARM.L or ARM.R blender will automatically rename the new bones. To symmetrize you need to select the bones you want to make symmetrical and go up to armature and go down to symmetrize
Thank you for posting this, the tutorial is easy to follow. Helps me a lot :D. Keep posting more!
Fantastic 👌
u r a life saver bro
Thats so coooooooll🔥
Thank you!
@@matthewdesaart ❤️❤️❤️
Sweet :D I'd love to try this on my character I'll be making!
FSpy or P.Plotter for the image setup?
Horray!
好
Now that’s Velma!!!
WOOO!!!! YEAHHHH!!!!!!!!!
Happy Easter! 🐇🐰 P.s. I am the friend he mentioned at the beggining
Visit his channel if you want to see some waifu artistry!
@@matthewdesaart Yes, there we will make wonderful waifus both fanarts and original. #Makewaifusgreatagain ✊😤
do you do private lessons?
I wish I could say yes, but I am not currently set up to do private lessons but I can do tutorials based upon your suggestions
Bro At least add music to it so it'll be more exciting to watch
god tutorial mate
Nise tutorial Thank s you so much bro
Very nice. (Thumbs up emoji) 👍
Thanks dude! I hope people like this kind of content
Thank you for the tutorial!! Is there any way to make the outline a bit handpainted style? like a bit uneven paint stroke.
Your welcome and thank you for watching! You could potentially separate the mesh from the outline mesh, subdivide it and add noisy displacement map at a low value to the outline mesh. That way the only object getting the noise is the outline material.
I saw something saying if bit rate is too high then the video may lag a bit. But not entirely sure how high that has to be for it to mess up 🤷♂️
Idk I didn't see too much lagging in the stream, it was recommending a bit rate of 13000 I was running at 2600
I missed it 😬
🥲🥲🥲
Im in
Issues I've encountered with Maya 2023 and how I handled them: 1) In case you select the vertices as Matthew has done at 3:20 ish and you can't select the cylinder via Viewport, do it via Outliner holding the CTRL key. This also works when extruding a cylinder along a curve to make pipes for example. 2) If your mesh looks like it's snapping into itself during the animation at level 2 of self colliding scale as Matthew did, it's probably because your mesh is smaller than his mesh and so the world scale threats it differently, resulting in self-comp. . Consider messing around with this value until you don't get the desired result without it compenetrating into itself. 3) If you've set your animation framerate to 24FPS but your animation still is faster than 24FPS, it's because you've set it to "play every frame" in the Animation Preferences tab. You can find it at the very bottom right corner, under the "go to End of the animation" button. Switch to 24FPS x1 to get 24FPS framerate, however you can set it to whatever you want. Many thanks Matthew for sharing your skills with us!
Thank you, thank you, thank you!! I needed this very much to bake the textures, new to Maya :)
It's a fish person.
great
you made this video like you are also learning with as that is what you connect with the audience 🙂🙂🙂
I kind of am, it's more that I am working with an unfamiliar program. I used to do my work in Maya until I just couldn't deal with Autodesk anymore. I switched to blender a long time ago so I typically do this stuff in blender. Working in Maya is a little odd for me sometimes, and it is a trial remembering how Maya handles certain things. 😅
In my work I often need to render furniture placed in white backgrounds. However, sometimes these pieces of funiture cast very dark shadows onto the plane. What do I need to change in this workflow in order to maintain the white ground plane, whilst still being able to alter the opacity of the shadow?
If you want to keep a white background you can always add another layer and render that on its own, you just have to make sure you also have that setup as the shadow catcher in your shadow layer and have it setup as bounced lighting only in your base layer. That way you get the bounced lighting of the white background on you main object and you have a plane to catch the shadows from the lights in your scene. Plus, you can always change the darkness of your shadow render, by either turning down the opacity in photoshop or any other photo editing software. What I found works fairly well is doing a hue and value shift to adjust colors and overall darkness of the shadows.
@@matthewdesaart Thanks, I'll try it!
This is not a shader, it's a smart material