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I like this, good work. In future videos you can talk a bit more about some of the modelling considerations like when you decide to mirror parts of the model, you model first, then cut parts out and UV only the parts you need then add mirrors (if I understood correctly) then you need to make the full model again from the mirrored parts? and also about the part where you decide between materials (that I didn't really get). You just assign faces in Painter and add the material to each face? or you assign the material in the 3D program? I tried to make something with multiple materials not long about it was not really how I expected it. I assigned a different materials to the stuff I wanted, like metal and wood, and when I imported my low poly to painter, it recognized that I have multiple materials, but the problem was when I exported, it created a texture map for metal, another for wood etc, not 1 texture map for all, so I'm not really sure yet how to assign multiple materials to 1 texture. (Also when I had 4 material slots and added the 3Dex material to it, my computer run out of memory :D) Also, for baking details, you keep the model in parts? I run into something when I was sculpting details to my model. When I sculpted the model was in 1 piece and when I baked, the line between wood and metal were a bit wonky. So I guess I should have sculpted in parts?
You apply different materials in painter and mask parts accordingly using the masking options by faces, uv shells, etc or mask by hand. You can also mask by ID map to separate different materials. I prefer to keep things separate to avoid texture bleeding between models that intercept; by by name mesh to avoid that.
@@3dextrude Surprisingly, I understand what you wrote 😁 I don't know how ID masks work yet though, but I think I have some concept of masking. I usually had 1 model and 1 texture but there are use cases for more material slots and separating models as well. I don't know much about what would be the good approach, but I suspect it depends on the model and how far you want to use it. but since there are many approaches, it's hard for a beginner to know which one to use. Maybe you can have a longer video sometime in the future, where you walk around these topics in 1 go, like when to jut have 1 model 1 UV, 1 map, then 1 model more material slots, then separate parts 1 map, separate parts & more maps and go into how it will effect the output both for rendering only or in games. also how it will behave if you use Substance painter what will it recognize and what not. The final models in games will need different approach, like trees I think will need the top and trunk separate material so you can apply wind in game engine, with that in mind the whole modelling and painting is different.. If you have a model with more parts like metal and wood, what is the best approach? keep them in parts, or merge or at what point? What if you want details sculpted? because when you bake high poly sculpts then the details will bleed over to other parts so you probably need more materials, but then you need to make 1 map at the end.. I think it would be a useful addition to the world if someone would walk around these topics a bit. For a beginner it's quite challenging to judge what approach they need and what will be the end result, or if they want a specific end result what they need to consider when they start the model. I guess this would be a topic for an hour long video or more :D
I notice that you only chamfer particular edges on the low. Is there any thought process when choosing which edges to chamfer? I'm a little confused because on the 90 degree angle the rays that cast from baking the normal sometimes causes some artefacts on my models. Thanks 3dEx love your vids man.
Most of the time you will get hard edge looking edges on unbeveled 99 degree edges unless you bevel or have a really high res texture. It really depends on the use for the model and how close up you get to it. If you need to see it upclose than beveling is the safest to avoid artifacts.
@@3dextrude Hmm makes sense, idk I was asking because it seems when ever I bake high poly model to low poly I always get tearing and I can't seem to fix it even though I tried everything
Let's make things glow!
Thank you to Premium Members!!
New Members : 煜亮 郑, roberto bucca, Stephanus Anggit, Simon, Clayton Bradley-Phillips, Fred
To join the group: 3dex.net/premiumpage/
Dude! Those candles are fantastic! Amaizing job! :D
I've learned more from your videos than any of my university courses. Thank you for helping this student avoid flunking out! haha!
Nice! Glad these have helped in some way :)
Ow finally I'm find "Revers normals" thanks u so much!
Glad I could help
3:28: Why is welding pieces together better for games?
It's not strictly necessary but in my experience sometimes you can get lighting artifacts with some models that are just intercepting versus welded.
this modeling can work as so games as cinematic ?
How did algorithm know I was struggling in making a candle chandelier!!!!
However thx always for gorgeous tutorial🙏🙏
Haha nice
do you know why when I bake on a hard edge still a hard edge? :(
Nice 👍🏻
Thanks ✌️
I like this, good work. In future videos you can talk a bit more about some of the modelling considerations like when you decide to mirror parts of the model, you model first, then cut parts out and UV only the parts you need then add mirrors (if I understood correctly) then you need to make the full model again from the mirrored parts? and also about the part where you decide between materials (that I didn't really get). You just assign faces in Painter and add the material to each face? or you assign the material in the 3D program? I tried to make something with multiple materials not long about it was not really how I expected it. I assigned a different materials to the stuff I wanted, like metal and wood, and when I imported my low poly to painter, it recognized that I have multiple materials, but the problem was when I exported, it created a texture map for metal, another for wood etc, not 1 texture map for all, so I'm not really sure yet how to assign multiple materials to 1 texture. (Also when I had 4 material slots and added the 3Dex material to it, my computer run out of memory :D) Also, for baking details, you keep the model in parts? I run into something when I was sculpting details to my model. When I sculpted the model was in 1 piece and when I baked, the line between wood and metal were a bit wonky. So I guess I should have sculpted in parts?
You apply different materials in painter and mask parts accordingly using the masking options by faces, uv shells, etc or mask by hand. You can also mask by ID map to separate different materials. I prefer to keep things separate to avoid texture bleeding between models that intercept; by by name mesh to avoid that.
@@3dextrude Surprisingly, I understand what you wrote 😁
I don't know how ID masks work yet though, but I think I have some concept of masking.
I usually had 1 model and 1 texture but there are use cases for more material slots and separating models as well. I don't know much about what would be the good approach, but I suspect it depends on the model and how far you want to use it. but since there are many approaches, it's hard for a beginner to know which one to use.
Maybe you can have a longer video sometime in the future, where you walk around these topics in 1 go, like when to jut have 1 model 1 UV, 1 map, then 1 model more material slots, then separate parts 1 map, separate parts & more maps and go into how it will effect the output both for rendering only or in games. also how it will behave if you use Substance painter what will it recognize and what not. The final models in games will need different approach, like trees I think will need the top and trunk separate material so you can apply wind in game engine, with that in mind the whole modelling and painting is different.. If you have a model with more parts like metal and wood, what is the best approach? keep them in parts, or merge or at what point? What if you want details sculpted? because when you bake high poly sculpts then the details will bleed over to other parts so you probably need more materials, but then you need to make 1 map at the end..
I think it would be a useful addition to the world if someone would walk around these topics a bit. For a beginner it's quite challenging to judge what approach they need and what will be the end result, or if they want a specific end result what they need to consider when they start the model.
I guess this would be a topic for an hour long video or more :D
Could you please make a video for backburner 2021 running on a Mac to a Mac using Maya 2022 and macOS 11.2.3. Thanks
Unfortunately I can't as I don't use either, sorry
Hi did you use mesh light for the flames? I saw the light reflect on the metal thats why
It's emissive, I added point lights there too when rendering in Marmoset
Where do you do the render? and... NICE VIDEO!
Marmoset Toolbag
Could someone tell me where I can find those brushes?
For the orb brushes you can do a google search for orb brush pack and that should lead to the gumroad page to get em
Your payed videos are the same than this or.more slow?
They are the same version at regular speed, no audio though.
do you use tablet for sculpting ?
Yes I do
How can be render when candle flame really making light? (Redshift preference.) Actually this render too amazing
I use marmoset for renders.
I notice that you only chamfer particular edges on the low. Is there any thought process when choosing which edges to chamfer? I'm a little confused because on the 90 degree angle the rays that cast from baking the normal sometimes causes some artefacts on my models. Thanks 3dEx love your vids man.
Most of the time you will get hard edge looking edges on unbeveled 99 degree edges unless you bevel or have a really high res texture. It really depends on the use for the model and how close up you get to it. If you need to see it upclose than beveling is the safest to avoid artifacts.
Looks cool, but is it wooden next to an open fire?
haha totally safe ;)
Awesome model as always, question though as a 3D student, does real world scaling matter?
Depends on the use for the model. If you are making a scene which is meant to mimic real world than that would be important.
@@3dextrude Hmm makes sense, idk I was asking because it seems when ever I bake high poly model to low poly I always get tearing and I can't seem to fix it even though I tried everything