Jonny Shields
Jonny Shields
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NRC Games Student Showreel 2024
Showcasing NRC Level 3 Games student projects for 2024.
มุมมอง: 92

วีดีโอ

Digital Games Development Course Promo - NRC
มุมมอง 85ปีที่แล้ว
Promo video for Level 3 Creative Media Practice in Games Development at Northern Regional College, Newtownabbey. Apply now at www.nrc.ac.uk/ Music: Spirit by Aritus Artist: soundcloud.com/aritusmusic Track: soundcloud.com/aritusmusic/aritus-spirit Creative Commons Attribution 3.0 (CC by 3.0) creativecommons.org/licenses/by/3.0/
1 Point Perspective - Designing Interior & Exterior Scenes
มุมมอง 49ปีที่แล้ว
An introduction to the use of 1-point perspective to establish the camera height, scale and realistic proportions within a scene.
1 Point Perspective Drawing - Grids
มุมมอง 45ปีที่แล้ว
Drawing in 1 Point Perspective, starting with an understanding of the Vanishing Point, Horizon Line and Orthogonal Lines, then using Photoshop to construct grids and use them to draw shapes in 3D space.
Opacity in Substance Painter
มุมมอง 1.4K2 ปีที่แล้ว
Quick tip on enabling and using an opacity channel in Substance Painter.
Normal Map Baking: Blender + Substance Painter
มุมมอง 18K2 ปีที่แล้ว
Baking normal maps from a high to low poly 3D model - Blender Substance Painter How you name the mesh objects in Blender's Scene Collection does matter! Use the suffix _high and _low or use your own and set up custom suffixes in the Substance Painter Bake Mesh Maps options.
World Book Day Intro - Motion Graphic
มุมมอง 1223 ปีที่แล้ว
World Book Day Intro - Motion Graphic
Using ID Maps in Substance Painter
มุมมอง 18K3 ปีที่แล้ว
Creating ID Maps in Photoshop to quickly apply Smart Materials in Substance Painter
Substance Painter - Getting Started + Using Masks
มุมมอง 1.2K3 ปีที่แล้ว
Timestamps: 0:07 Setting up model UV layout 1:20 Substance Painter project settings 2:49 User Interface 3:09 Material issues 4:15 Change light angle (shift RMB) 5:12 Baking texture sets (AO, Curvature, Position) 6:22 Viewing individual maps 7:26 Brush tool 8:02 Brush alpha shapes 8:37 Applying base materials 11:22 Using masks 15:57 Editing smart material settings 18:49 Painting normal details 1...
Baking Normal Maps - High to Low Poly - Maya
มุมมอง 18K3 ปีที่แล้ว
The basics of baking normal maps in Maya
3D Modelling: Exporting a Mesh as FBX
มุมมอง 5863 ปีที่แล้ว
0:15 Combine or Separate Meshes 0:37 Set Pivot Point 2:11 Freeze Transformations 2:41 Delete History 3:22 Export Selection as FBX 3:55 FBX Options 5:42 Enable FBX Exporter Plug-in 6:29 Smoothing Groups 10:16 Material IDs
Photoshop: Hand Painted Textures
มุมมอง 4.2K3 ปีที่แล้ว
0:20 Resizing a UV Map 0:51 Import and lock UV and reference layers 1:30 Create a background layer 1:59 Create Colour ID Layers for each object 4:21 Exporting an ID map 5:05 Using Layers to create Masks 7:32 Checking the orientation of objects 8:33 Lasso tool to add details 11:10 Preview texture in Maya 13:30 Fixing errors in the texture map 16:41 Reloading Maya textures 17:18 Texture blending ...
UV Mapping: Maya UV Tools
มุมมอง 3.3K3 ปีที่แล้ว
UV Mapping tools and techniques in Maya 0:04 UV Editor overview 0:34 Delete History before UV Mapping 1:12 UV Mapping theory 2:31 Unwrap preset options 3:55 UV Shells 4:54 UV Toolkit 6:04 3D Cut and Sew UV Tool UV \ Camera-based to clear UV shell borders UV \ 3D Cut and Sew UV Tool 7:04 Mark UV Shell edges; Right-click \ Component \ Edge \ *select edges - they turn white* *Double click or tab t...
3D Modelling: Modelling Basics
มุมมอง 943 ปีที่แล้ว
0:05 Polygon Primitives 1:00 Using Shelves for Tools, hotkeys 1:37 Last tool used settings (G to repeat) 2:22 Channel Box/Layer Editor 4:23 Modelling Toolkit 5:07 Attribute Editor (attributes and surface material) 7:35 Selecting faces - Select tool, Marquee and Tab Paint 9:40 Extrude tool workflow (front view) 12:58 Outliner Window (hide/show objects) 13:27 Extrude tool (side view) 17:14 Insert...
Concept Art: Making Measurements
มุมมอง 533 ปีที่แล้ว
Using the human form to set the scale for your scene or reference images.
3D Modelling: Setting up a Maya Project with Reference Images
มุมมอง 2603 ปีที่แล้ว
3D Modelling: Setting up a Maya Project with Reference Images
Concept Art: References for 3D Modelling
มุมมอง 2233 ปีที่แล้ว
Concept Art: References for 3D Modelling
Concept Art: Colour and Texture
มุมมอง 3523 ปีที่แล้ว
Concept Art: Colour and Texture
Games Logo Reproduction
มุมมอง 293 ปีที่แล้ว
Games Logo Reproduction
Photoshop: Basic Tools
มุมมอง 973 ปีที่แล้ว
Photoshop: Basic Tools
Monogram Design Feedback
มุมมอง 183 ปีที่แล้ว
Monogram Design Feedback
Concept Art: Creating Thumbnails
มุมมอง 2593 ปีที่แล้ว
Concept Art: Creating Thumbnails
NRC Games Development Showreel 2020
มุมมอง 4484 ปีที่แล้ว
NRC Games Development Showreel 2020
NRC Games VR Showreel 2019
มุมมอง 715 ปีที่แล้ว
NRC Games VR Showreel 2019

ความคิดเห็น

  • @virturii2571
    @virturii2571 21 วันที่ผ่านมา

    Wonderful tutorial!!

  • @erazjel3771
    @erazjel3771 หลายเดือนก่อน

    nice, but can you talk just a little bit slower? ;)

  • @momoom2915
    @momoom2915 3 หลายเดือนก่อน

    Thank you so much <3

  • @marco4342
    @marco4342 3 หลายเดือนก่อน

    thank you so mush!!!!!! this help me a lot.

  • @hugemonkey38
    @hugemonkey38 4 หลายเดือนก่อน

    thank you so much, best tutorial by far. quick and easy to understand

  • @mcroman-superfeat
    @mcroman-superfeat 4 หลายเดือนก่อน

    Long time I wonder what ID Map or TEXTURE is and HOW to use it ( and the other TEXTURE too )) - and my tonight you SPIKE IT! - Super Great Explanation - and BIG THX for sharing this... /// McRoman /// SWEDEN... I also save this in a Special MAP so I can go back and learn and understand again... ;) ... Who say LIFE is Easy ! ...

  • @MSalmanAlvi
    @MSalmanAlvi 4 หลายเดือนก่อน

    Thanks

  • @MSalmanAlvi
    @MSalmanAlvi 4 หลายเดือนก่อน

    Great info. Can you also explain texture bake ? Thanks

  • @stefana.jansson32
    @stefana.jansson32 5 หลายเดือนก่อน

    hey. a question. why am i getting clear UV seams in the curvature generator?

  • @OX_Tools
    @OX_Tools 6 หลายเดือนก่อน

    Pefrect thank you. ctrl + drag is the secret.

  • @DarkHarpuia
    @DarkHarpuia 7 หลายเดือนก่อน

    Oh my god, this is genius. I kept looking at the ID map option and thinking "what the hell even is this", and now that I know what this is, my mind is blown.

  • @NickelCityPixels
    @NickelCityPixels 10 หลายเดือนก่อน

    Why would you need ID maps if everything is separated out as UV islands? It doesn't save any time or work.

  • @biostarstepa
    @biostarstepa ปีที่แล้ว

    For some reason, even wiht ID map new materials are applied to overall model (masks are not automatically created). I see ID map on model but something's just wrong. Anyway, I can still import masks created in photoshop and set them manually to groups of layers but, even that works in the same way, it's really waste of time. Must find out what I'm not doing in the right way. Great tutorial anyway.

    • @jenyazdes
      @jenyazdes 7 หลายเดือนก่อน

      If I understand correctly, you can try to create one multimat in your 3d software, then set different colors to certain parts you need to texture separately. After that you will be able to bake id map in marmoset or substance.

  • @edwearddemylae2279
    @edwearddemylae2279 ปีที่แล้ว

    Gently, gently... Talking to you much too quickly... it's incomprehensible... especially when English is not the native language...

  • @jennarosebernardo9359
    @jennarosebernardo9359 ปีที่แล้ว

    My edges are applied all over even when I use the generator and idk why is my UV is not seamless. Can you tell me what I did wrong?

  • @n0ni22
    @n0ni22 ปีที่แล้ว

    underrated, thanks

  • @cherrygirl8204
    @cherrygirl8204 ปีที่แล้ว

    Wow amazing!! I’m learning a lot with this but would like to request if you can make an update version 2023 please 🙏

  • @kappy_lgr
    @kappy_lgr ปีที่แล้ว

    Thanks a lot, great tut

  • @semihaksoy8182
    @semihaksoy8182 ปีที่แล้ว

    Very good explanation. Thank you. You got a new subscriber

  • @anissar7301
    @anissar7301 ปีที่แล้ว

    thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt

    • @JonnyShields
      @JonnyShields ปีที่แล้ว

      That's a reasonable question. Zbrush is generally better at handling very high definition meshes (with a high level of detail). It's often the software of choice for AAA games sculpting. I use Blender because it's free, efficient in creating indie game assets, students can easily download it from home, it's lightweight with a small download size and runs well on laptops, and it has decent poly modelling tools. Blender's sculpting is getting better, but will likely never be as powerful as Zbrush for generating normal maps from a high definition sculpt. Having said that, I prefer using Substance Painter for normal map baking and would use it to bake Zbrush models too.

    • @anissar7301
      @anissar7301 ปีที่แล้ว

      @@JonnyShields Thank you so mcuh for clarify this to me. I really appreciate your help.

    • @JonnyShields
      @JonnyShields ปีที่แล้ว

      @@anissar7301 No problem!

  • @madmanga64
    @madmanga64 ปีที่แล้ว

    This is one of the few tutorials like this, straightforward and accurate, thanks!

  • @moonchild887
    @moonchild887 ปีที่แล้ว

    Here king, you dropped your crown! I have been searching for a video on this topic for the past hour, and I must say, your video was extremely helpful. Unlike other videos I came across, which were either too lengthy or poorly explained, your video was just perfect. I really like the pace at which you explained everything - not a single second was wasted, and every bit of information was so so valuable. Thank you so much!! As a student who is still new to this subject, this was incredibly helpful. I almost never leave comments on videos, but this one really deserved it

  • @itshyperstar
    @itshyperstar ปีที่แล้ว

    Thank you this was very helpful

  • @Blendercage
    @Blendercage ปีที่แล้ว

    Thank you

  • @marcos_ferreira1997
    @marcos_ferreira1997 ปีที่แล้ว

    man this is huge thank you

  • @yrop6188
    @yrop6188 ปีที่แล้ว

    thank you, I accidentally made png ID, not vertices ID, you saved my work :D

  • @davidstedmond7705
    @davidstedmond7705 ปีที่แล้ว

    I don’t want to apply the subdivision surface and bevel modifier in my blender project so that I can keep a low poly count. Can I instead tick the box to apply the modifiers on export to substance painter then do the texturing in substance painter and import those textures back into blender and add them to the models with the modifiers? Would that work or would it cause issues or do I need to apply the modifiers before exporting or instead add high poly texture to low poly mesh as shown in your video.

  • @alinarangi7826
    @alinarangi7826 ปีที่แล้ว

    Hi thanks for your tutorial, recently I finished my first 3d model, unwraped, sculpt and the issue is baking normal this is part of mesh I want to know why the seams appear in sculpted places, im trying lots of methods, if you take a look at my mesh very appreciate it drive.google.com/file/d/1hj9iWgLCP-JQ-pjv22TPxEa7Xg8pYPP8/view?usp=drivesdk

  • @TheOnlyOOKS
    @TheOnlyOOKS ปีที่แล้ว

    This video is very helpful. I just started learning Substance Painter today and was able to get some great results. Thank you from Japan!

    • @JonnyShields
      @JonnyShields ปีที่แล้ว

      Glad it helped Oskar. Cheers from Northern Ireland!

  • @christianm6042
    @christianm6042 ปีที่แล้ว

    Dude this is one of the most straight to the point tutorials i have found, thankyou so much! i can now move on to learn stylized artstyle with this for games!

    • @JonnyShields
      @JonnyShields ปีที่แล้ว

      Brilliant, so glad it helped!

  • @inedia8871
    @inedia8871 ปีที่แล้ว

    thank you a lot for that! Helped me a lot!

  • @eduardo.carvajal
    @eduardo.carvajal ปีที่แล้ว

    I finally found a tutorial that explains in a simple way the ID Maps. Thanks!

  • @dibritto1298
    @dibritto1298 ปีที่แล้ว

    thank you bro, this really help me

  • @torytar5435
    @torytar5435 2 ปีที่แล้ว

    What if i want to bake a sword per example? in which the blade and the handle are separate objects.. do i just join them? or..?

    • @TheOnlyOOKS
      @TheOnlyOOKS ปีที่แล้ว

      You don't have to join them necessarily. For example I just made a pirate ship wheel today and I kept the spokes, inner part, main wheel, and base as separate objects but I exported them together as a FBX to be brought into Substance Painter. If you make sure they can all use the same UV space without overlapping it's all good. If you stack UVs just make sure that you move each stack into its own UV space.

    • @bakiyagzdindar7334
      @bakiyagzdindar7334 ปีที่แล้ว

      @@TheOnlyOOKS bro how do i put all my UV's in the same space?

  • @omarrrfahmy1
    @omarrrfahmy1 2 ปีที่แล้ว

    thats helps alot thank you bud!

  • @raycheung2553
    @raycheung2553 2 ปีที่แล้ว

    I was searching for what an ID map is used for untill I watched this video. After watching this, I got the idea that next time I don't have to assign different materials to different parts, because it will create several texture sets and load more works. With this bravo skill I get from here, I can just use an ID map which could be more efficient than painting quats one by one. Much thanks❤

  • @clumsymoe
    @clumsymoe 2 ปีที่แล้ว

    it's recommended to set the playback speed to 0.75x or lower 😉

  • @beepbeep-m6m
    @beepbeep-m6m 2 ปีที่แล้ว

    Need more tutorials like this. So many people just blabber on. Thanks a lot.

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Glad this style of tutorial worked for you, cheers!

  • @notpumkin
    @notpumkin 2 ปีที่แล้ว

    Exactly what I was looking for. Cheers!

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      You're welcome, thanks for the feedback!

  • @GeorgeKarala
    @GeorgeKarala 2 ปีที่แล้ว

    Finally good tutorial

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Thanks for the feedback :)

  • @Brennan3D
    @Brennan3D 2 ปีที่แล้ว

    This is amazing!

  • @Corrack
    @Corrack 2 ปีที่แล้ว

    ty for short and useful info =)

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Glad it was useful :)

  • @Rictue
    @Rictue 2 ปีที่แล้ว

    bro you are a god ty so much

  • @kiranjawade7624
    @kiranjawade7624 2 ปีที่แล้ว

    what is game name

  • @cycon124
    @cycon124 2 ปีที่แล้ว

    you can use layout option rather then scaling maually

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Very true. Best to use these tools where possible

  • @alexthefong
    @alexthefong 2 ปีที่แล้ว

    Incredibly useful. Thank you so much

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Glad it was helpful, cheers!

  • @icesakura4056
    @icesakura4056 2 ปีที่แล้ว

    Nice tutorial, thanks you so much!!

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Thanks for the feedback!

  • @Brettski
    @Brettski 2 ปีที่แล้ว

    I did all steps in this video but my normal map is still appearing blank?

    • @Brettski
      @Brettski 2 ปีที่แล้ว

      Nevermind, my normals were flipped wrong.

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      @@Brettski Glad you got it sorted!

  • @gabrielfloresgonzalez910
    @gabrielfloresgonzalez910 2 ปีที่แล้ว

    Great video! regarding the texel density I would recommend to use in the "UVToolKit" under "transform" the "texel density(px/unit)" tool by selecting one UVshell then clicking in GET, then selecting all of the UVshells you want to be affected and then click Set, that way you will have all of theselected shells under the same texel density much quicker than by doing one by one. Great video and a lot of valuable information.

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      Excellent tip, thanks for sharing!

  • @isak_art
    @isak_art 2 ปีที่แล้ว

    Awesome video man! I hope you keep up uploading new ones. It's difficult to find a good basic explanation of normal maps/baking and It's quite and essencial knowledge

    • @isak_art
      @isak_art 2 ปีที่แล้ว

      btw, is someone really baking in maya? I've used maya as my main tool since I started 3d and I didnt even know baking in maya was a thing. I truly recommend marmoset for baking! It has a lot of parameters to control baking and real-time display with the light setup you want.

    • @JonnyShields
      @JonnyShields 2 ปีที่แล้ว

      @@isak_art Thanks for the feedback. I made this for students who were just beginning 3D Modelling in Maya to keep it in the same software. We quickly move to Substance Painter for all normal baking. Thanks for the tip, will check out Marmoset!