What are Wrinkle Maps? (Video Essay)

แชร์
ฝัง
  • เผยแพร่เมื่อ 28 พ.ย. 2024

ความคิดเห็น • 246

  • @kriptionite8412
    @kriptionite8412 3 ปีที่แล้ว +537

    All I can think about is “Sqworm”

    • @Crazylom
      @Crazylom 3 ปีที่แล้ว +7

      Wrinklers....

    • @Thinzy
      @Thinzy 3 ปีที่แล้ว +4

      @@Crazylom wrinklets

    • @SliceJosiah
      @SliceJosiah 3 ปีที่แล้ว +8

      Sqworm
      Yes, we all know who we’re talking about.

    • @bitchass9073
      @bitchass9073 3 ปีที่แล้ว +22

      chris jones gang

    • @vedanttiwari22
      @vedanttiwari22 3 ปีที่แล้ว +12

      Chris Jones Huh?

  • @siha-
    @siha- 3 ปีที่แล้ว +156

    Well, flying pen*s just apeard in my reccomendations :/

  • @yaroslavvaliev5012
    @yaroslavvaliev5012 3 ปีที่แล้ว +100

    "Tension maps are such cool thing! Using them you could create worms, characters, art, worm characters, and art of worms"😂
    Thank you for great explanations of 3d art principles)

  • @mightyfreshmeat9661
    @mightyfreshmeat9661 3 ปีที่แล้ว +12

    I've seen Chris Jones work and was super interested, but the lack of information made it hard to understand or try to replicate. You made it so much more clearer and accessible... Thank you!

  • @SliceJosiah
    @SliceJosiah 3 ปีที่แล้ว +64

    We all know it’s Sqworm but seriously this video is actually interesting.

  • @saltnickel1777
    @saltnickel1777 3 ปีที่แล้ว +118

    After studying software like blender and game engines for 3 years and watching thousands of tutorial this is the first time I heard tension map (btw I'm no pro me dumdum :c ). That is so freaking cool how come this is not popular there's a lot of uses for it like realistic human animation, probably earthquakes, and ehem.. tentacles

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว +5

      its great for skin deformation in faces, and clothing.

  • @Carkoon
    @Carkoon 3 ปีที่แล้ว +17

    Besides learning about "wrinkle maps" I also really liked your explanation of normal and displacement maps. Thanks!

  • @Franckie.G
    @Franckie.G 3 ปีที่แล้ว +1

    Ok , I ‘m just at 2:57 min and yet I must say than after now 4 years self learning 3D sculpting, texturing,animating ,rendering and a km of great ressources found of the web .THAT is one of the best , easiest, easy to get , cool to know , explanation I get on the dark magic art of texturing .

  • @Igrium
    @Igrium 3 ปีที่แล้ว +10

    I've been using Blender for YEARS and I didn't know about this. Great vid!

  • @xweert711
    @xweert711 3 ปีที่แล้ว +4

    Very cool video! I'm a 3D artist who makes a living doing 3D art primarily for games, and i've used tension maps for facial expressions quite a lot, as tension maps are a great way to accurately show the way the skin folds on the face without needing to have a bunch of geometry in order to manipulate the vertices into doing those skin folds through vertex animation (i.e. shapekeys in blender). I've also seen tension maps used in games like MGSV, or Red Dead Redemption 2, in order to emulate the skin creasing against the muscles when certain limbs bend. Tension maps seriously go a *long* way in making something feel a lot more alive, even if they're just a small, little thing!

    • @kextnext
      @kextnext  3 ปีที่แล้ว +1

      That’s so cool! It makes a lot of sense that they’re being used out there, I just wish they were more accessible to freelance artists.

    • @nullvoid3545
      @nullvoid3545 2 ปีที่แล้ว

      Question. Are tension maps used real time in games, or are they best used to bake better animation blends?

  • @allie-ontheweb
    @allie-ontheweb 3 ปีที่แล้ว +9

    You know we're in a lockdown when the thumbnail got me like 🤤😍😜😳😳

    • @NewtGQ
      @NewtGQ 3 ปีที่แล้ว

      😭😭😭 dude

    • @Micromation
      @Micromation 3 ปีที่แล้ว +2

      Girl you thirsty...

    • @JellyAntz
      @JellyAntz 3 ปีที่แล้ว

      🥵 ok chill ma’am

  • @HarnaiDigital
    @HarnaiDigital 3 ปีที่แล้ว +16

    I really appreciate the way you demonstrated everything regarding 3D Animation.
    You've gained a new sub.

  • @matheusviniciusdemoraes9420
    @matheusviniciusdemoraes9420 ปีที่แล้ว +1

    When I saw it on the thumbnail I sweared it was somethings meater

  • @jobotronic
    @jobotronic 3 ปีที่แล้ว +2

    Nice little overview! Well done. One point: Normal Maps do not displace. They actually only "bend" normals and only use the R and G Channel as one can only "bend" in two directions. That's why Tangent Space Normal Maps are always blueish (B is set to 0.5)

  • @Porus3D
    @Porus3D 3 ปีที่แล้ว +1

    First time understanding all these properly. thanks.

  • @deanbowen658
    @deanbowen658 3 ปีที่แล้ว +2

    Great explanation. I'll try using tension maps soon.

  • @DesiAngryYoungMan
    @DesiAngryYoungMan 3 ปีที่แล้ว +1

    Best explanation I have seen on TH-cam. Great content on this channel.

  • @wishinghand
    @wishinghand 3 ปีที่แล้ว +3

    Why was it removed from Blender?

  • @bUildYT
    @bUildYT ปีที่แล้ว +1

    thats a really good video, wish i had seen that before starting with blender :D

  • @antonkoekemoer4136
    @antonkoekemoer4136 3 ปีที่แล้ว +23

    *Me* : "It's an Earthworm. It's an Earthworm. It's an Earthworm. It's a-
    *My brain* : "hehe flying genital"

  • @mrspecs4430
    @mrspecs4430 3 ปีที่แล้ว

    you need to distinguish between displacement- and height/bump maps.
    Height or bump maps are monochrome and only carry unidirectional (height) displacement information.
    While on the other hand a displacement map is similar to a normal map in that it creates a 3d vector for the direction and amount of how to move a given point/vertex

    • @sr1488
      @sr1488 3 ปีที่แล้ว

      kind of! bump maps dont displace vertices and are black/white, displacement maps do displace vertices but are black and white, and vector displacement maps displace vertices in 3 dimensions so they can do things like create a hook that comes out of a surface.

  • @Waterbug1591
    @Waterbug1591 3 ปีที่แล้ว

    Thanks for explaining this new map feature no one's ever talked about in the CG community. Chris Jones' CG demonstrations of skin stretching are insane because of this added feature like 10 years ago.

  • @Sus-nn8sv
    @Sus-nn8sv 3 ปีที่แล้ว +20

    Came here from Chris Jones

    • @SliceJosiah
      @SliceJosiah 3 ปีที่แล้ว +3

      Ah yes, Chris Jones.
      yea boi

    • @abhijaik70
      @abhijaik70 3 ปีที่แล้ว

      Sqworm

  • @Dilligff
    @Dilligff 3 ปีที่แล้ว

    I had toyed around in my head the idea of weight painted 'crumple zones' a while back for giving more consistent results to cloth wrinkling and skin folds. Especially after looking for similar results and finding some pretty convoluted solutions. I also considered adjacent vertex proximity as a means of driving those results. Glad to see that people smarter and more capable than myself have actually made it happen, though I'd still like to see the addition of weight painting to fine tune the strength of where those folds should occur. Though I'm probably overreaching since this appears to be handled at the shader level and can be accomplished by using masks.

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      yes, the addon can output vertex groups, these groups can be combined with manually painted vertex groups to get the adjustable effect you want.

  • @klauszwegert6382
    @klauszwegert6382 3 ปีที่แล้ว +1

    Intresting.... We had this in rigging classes with Maya.

  • @Wzxxx
    @Wzxxx 4 ปีที่แล้ว +69

    Really interesting. Didn’t know about this. Nice channel. Subed.

  • @jamaalsineke2405
    @jamaalsineke2405 ปีที่แล้ว

    Hi this is an awesome idea. Do you have tutorials on how to do this in Blender 3.4+? Also what would I need to export these simulations/animations into a game engine?

  • @DjTasteless
    @DjTasteless 3 ปีที่แล้ว

    very nice explanation of basic 3d essentials!

  • @David0gden
    @David0gden 3 ปีที่แล้ว

    Tension maps? That's going right my tool belt. Thanks for the informative video.

  • @brudamonas8208
    @brudamonas8208 3 ปีที่แล้ว

    Underrated
    Thanks youtube algorithm

  • @valtabohm
    @valtabohm 2 ปีที่แล้ว

    Dang bro this video is Epic. Just subbed

  • @MistaGeenie
    @MistaGeenie 3 ปีที่แล้ว

    Ive been trying to make a tentacle for a few days now this helped so much thx!

  • @griffithe2438
    @griffithe2438 3 ปีที่แล้ว

    This is the first time I've ever heard about them. Thanks. : )

  • @deft9183
    @deft9183 3 ปีที่แล้ว

    I saw the thumbnail and immediately thought Chris jone or something like that

  • @rikovladimir8655
    @rikovladimir8655 3 ปีที่แล้ว +1

    I'll check this one out, thanks for the vid

  • @silentvoidx9267
    @silentvoidx9267 3 ปีที่แล้ว

    Chris Jones is a wizard

  • @the-ai-art
    @the-ai-art 3 ปีที่แล้ว

    Tension maps are still on blender's new versions. They can be found in the animation nodes :)

  • @flynndonald6892
    @flynndonald6892 4 ปีที่แล้ว +2

    Nice man. This will definitely help course. Keep up the good work and stay safe.

  • @gejirz5349
    @gejirz5349 3 ปีที่แล้ว +3

    am i the only one who clicked cause of chris jones`s worm on the preview?

    • @kextnext
      @kextnext  3 ปีที่แล้ว

      Actually that’s my worm! I recreated his worm with the tension map addon.

    • @gejirz5349
      @gejirz5349 3 ปีที่แล้ว

      @@kextnext wow, nice blender knowledge!

  • @infographie
    @infographie ปีที่แล้ว

    Excellent

  • @Cobalt3351
    @Cobalt3351 ปีที่แล้ว +1

    Am I the only one who thought of Chris Jones' sqworm animation?

  • @0Baian0
    @0Baian0 3 ปีที่แล้ว

    TL:DW
    they create vertex color maps in tension areas and stretch areas
    blender used to have them but now you need a plug-in.

  • @crolex6443
    @crolex6443 3 ปีที่แล้ว

    Best expaination ever. Thank you!

  • @maxmustermann3938
    @maxmustermann3938 3 ปีที่แล้ว

    For people that want this in a game engine:
    If I got the explanation right, the blender addon uses neighborhood information for the mesh which you often do not have in a game engine. However, I think you can implement a feature like this by using the transformation matrix of the given vertex. For models animated with bones, this matrix is different for each vertex. You can then deconstruct the matrix in the shader to extract the part of the matrix that is scaling and use that. This would give you a scale for each axis, which is information you can use to properly align wrinkles or something. I cannot say for sure that this is how it works, but you can give it a try

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      the only information needed when using this in a game engine is variation in length, typically 3 sets of normal maps are used. relaxed, compressed and stretched, these are then blended using the information gathered from relative edge length...

    • @maxmustermann3938
      @maxmustermann3938 3 ปีที่แล้ว

      @@Great.Milenko where do you get relative edge length from in a standard rendering pipeline?

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      @@maxmustermann3938 I dont know TBH, lol I dont often work with game engine shaders, however once you DO get this, its the only info you need for a tension map, since the shader doesnt need a vector from each vert since tension maps dont work directionally, they only work to blend between a few different normal maps rather than trying to create a normal map on the fly.

    • @maxmustermann3938
      @maxmustermann3938 3 ปีที่แล้ว

      @@Great.Milenko yea, my comment was about how one could potentially get that info in a game engine, but I am not sure that what I described would work. You'd usually use rigged and skinned meshes and thus you have a transformation matrix for each vertex. Rasterization pipeline focuses on vertices, so you really don't have neighborhood info like edges if you don't manually make sure of that. Which is why so thought just using the vertex-local transformation and grabbing the scaling portion of that might work. This way you essentially generate your "vertex colors" on the fly in a vertex Shader without the need for any of that stuff. Could work but I really don't know lol. You do get more than one scale, as in one scale per axis, which I guess you could just combine into a single scale or somehow make use of for whatever you want if you can come up with something

  • @ericr154
    @ericr154 3 ปีที่แล้ว +1

    "Floppy hotdog" uh huh

  • @KuDastardly
    @KuDastardly 3 ปีที่แล้ว +1

    Using tension maps. "We all know where this is going". >.>

  • @imnotmatthew
    @imnotmatthew 2 ปีที่แล้ว

    Love this. Great video!

  • @rofdo1489
    @rofdo1489 3 ปีที่แล้ว +1

    Good video.

  • @hotandspicydk
    @hotandspicydk 3 ปีที่แล้ว

    Thank you

  • @von.3d
    @von.3d 10 หลายเดือนก่อน

    Why was it removed?

  • @Great.Milenko
    @Great.Milenko 3 ปีที่แล้ว

    I use these a lot, theyre also found in many modern game engines.

  • @JeanEdouardKevin
    @JeanEdouardKevin 3 ปีที่แล้ว

    great video, i can't believe you only have 3.5k subs

  • @sanketvaria9734
    @sanketvaria9734 3 ปีที่แล้ว

    well then how to do it for unity and unreal engine?

  • @netkob
    @netkob 3 ปีที่แล้ว

    So cool. Thank

  • @ohdahngboi_2237
    @ohdahngboi_2237 3 ปีที่แล้ว +4

    "meat"
    -vinesauce
    0:00

  • @marcfuchs6938
    @marcfuchs6938 3 ปีที่แล้ว

    Oh well, the 3D animation essentials were better explained than in most actual tutorial videos. Good work there!
    I don't suppose tension maps are available for use in Blender 2.79 internal?

  •  3 ปีที่แล้ว

    Brilliant!

  • @ATWStudios
    @ATWStudios 3 ปีที่แล้ว

    This was really helpful!

  • @fusion1203
    @fusion1203 ปีที่แล้ว

    Doesnt Chris jones sell a wrinkle map thing?

  • @leon_bv
    @leon_bv 3 ปีที่แล้ว

    Good job on this!

  • @kaizo11
    @kaizo11 4 ปีที่แล้ว +1

    epic video thx for the info

  • @rofdo1489
    @rofdo1489 3 ปีที่แล้ว +1

    1:18 Isn't there a wrap modifier for this kind of animation?

    • @MrMoon-hy6pn
      @MrMoon-hy6pn 3 ปีที่แล้ว

      Not quite sure what you mean, but that was just a cloth simulation

    • @kextnext
      @kextnext  3 ปีที่แล้ว

      It was a low-poly cloth sim just to demonstrate what I was talking about

  • @maayanon1247
    @maayanon1247 3 ปีที่แล้ว +1

    Amazing video! An interesting decision to make to video understandable for none-cg artists, why did you chose that?

    • @kextnext
      @kextnext  3 ปีที่แล้ว

      Not sure. Just a change in pace from my usual content, I guess.

  • @octagonal8905
    @octagonal8905 3 ปีที่แล้ว +2

    For me the most difficult part about 3D is rendering ... You have to learn what are matrices, and it's really not that easy. (Maybe i should use unity instead of OpenGl ...)

    • @VirtualMethod
      @VirtualMethod 3 ปีที่แล้ว +1

      You really have to understand transforms (in matrix form, or in vector/quaternion form) and vector spaces if you want to do any 3D, be it in a game engine like Unity, Unreal, or a raw graphics API like OpenGL. You just can't escape them. Good news it that once you understand, a world of possibilities opens up :)

    • @XxxTheGoldenApplexxX
      @XxxTheGoldenApplexxX 3 ปีที่แล้ว

      @@VirtualMethod i dont think you need to understand matrix to use unity, ive made 5 games and ive only used matrix once in one line of code out of tens of thousands.

    • @VirtualMethod
      @VirtualMethod 3 ปีที่แล้ว

      @@XxxTheGoldenApplexxX Not talking about Matrix4x4, but about Transform, which you have to use in pretty much any game (unless it's extremely simple). Once you understand things like world/local space, converting data between spaces, transform composition, rotation order, etc matrices are just one way of representing them.
      Imho what's difficult is not understanding what a matrix is, but how transforms work. Once you can juggle transforms, putting them in matrix form is easy: get the identity matrix, slap the orthonormal axis in the first 3 columns (or rows, if using row major) and the position in the fourth, that's it.
      Projection matrices are a different beast, but dealing with them directly is much more uncommon.

    • @XxxTheGoldenApplexxX
      @XxxTheGoldenApplexxX 3 ปีที่แล้ว

      @@VirtualMethod i dont think you need to understand transform as a matrix in unity. Its just 3 variables, one for each axis.
      Also what kind of game mechanic requires you to convert transform from local space to world space? Also dont unity already has specific variables for both local and world space?
      Idk its been a while since ive touched unity.

    • @VirtualMethod
      @VirtualMethod 3 ปีที่แล้ว

      @@XxxTheGoldenApplexxX " i dont think you need to understand transform as a matrix in unity. Its just 3 variables, one for each axis." Nope. A transform is a position, a rotation, and a scale, so 10 variables if the rotation is in quaternion form (3+4+3). 9 if the rotation is euler angles. 16 in 4x4 matrix form. With 3 variables (one per axis), you only get a position.
      "Also what kind of game mechanic requires you to convert transform from local space to world space?" Something as basic as shooting in a FPS: the direction you shoot is "forward" in the character's local space, but you have to convert that to world space to shoot (as the bullet is typically not parented to the character). Same for strafing, you move "left" or "right" in local space, but you need to convert these to world space. If you know about matrices, and how they're built, you can get the local axis expressed in world space from the character's matrix first 3 columns/rows, though.
      Another typical example is a character standing in a moving platform. Usually you'd want to convert data from character local to platform local, so that's character->world->platform. Can be done much more efficiently by multiplying matrices together to get a "character to platform" matrix.
      Any non-trivial UI: you drag an icon from one panel to another (think inventories) and you need to convert the click/release mouse positions from screen space to panel local.
      Many camera setups (arcball, third person, etc) also require you to deal with these. My point is that in all the years I've been making games there's not a single game where I hadn't had to convert stuff between vector spaces. So if you're serious about making anything 3D matrices are a extremely valuable and powerful tool, investing time in them is totally worth it. If you write your own shaders or modify the render pipeline (not everyone needs or wants to, but many intermediate-advanced stuff requires it), matrices/spaces are everywhere as you need to understand object, tangent, world, camera, and clip space.
      "Also dont unity already has specific variables for both local and world space?" For convenience, Unity gives you local and world space rotation/position for each transform. But that does not help with converting to a different local space (as in the platform example), and in many other cases. Once scale is involved, things get much hairier as composing rotation and scale gives rise to skew (which is generally undesired) and doesn't help there either.

  • @LtdJorge
    @LtdJorge 3 ปีที่แล้ว

    Normal maps don't display displacement. Normals tell where a suface is pointing to.

  • @MartynDerg
    @MartynDerg 3 ปีที่แล้ว +1

    "if you were playing a game with millions of vertices, you'd break your laptop!"
    *looks at my pc/vr setup* yeah... laptop...

  • @Lord2225
    @Lord2225 3 ปีที่แล้ว

    2:09 Normalmaps have use in industry too. This method gives detail for free.

    • @kendarr
      @kendarr 3 ปีที่แล้ว

      its what we mostly use it for, free detail

  • @forgottenalex
    @forgottenalex 3 ปีที่แล้ว

    little do you know Wrinkle maps are something the SFM and Source Modding communities have been using and making for over 10 years

  • @Quarkburger
    @Quarkburger 3 ปีที่แล้ว

    Skip to 3:32 for the subject of the video

  • @mcdev6868
    @mcdev6868 3 ปีที่แล้ว

    Never heard about this, thought this is going to demonstrate vector displacement. But I think one should stick to elaborated terms and not make up new ones that confuses people. Tension describes exactly what it does, wrinkle doesn't. It's like calling displacement maps terrain maps, because most people use it for that, but it's not limited to.

  • @kormareads1441
    @kormareads1441 3 ปีที่แล้ว

    you could've chosen anything as the thumbnail and you went with the thing from "slither"

  • @Automatik234
    @Automatik234 3 ปีที่แล้ว

    This is epic!

  • @21EC
    @21EC 2 ปีที่แล้ว

    Why would Blender ever want/need to remove such a super cool/awesome and advanced feature...? I don't see any reason for that, they should bring the tension map back to Blender to make it an even better 3D free software.

  • @GENIUSGT
    @GENIUSGT 3 ปีที่แล้ว

    Valve just calls this wrinkle maps. They've been using it since TF2.

  • @noobandfriends2420
    @noobandfriends2420 2 ปีที่แล้ว

    Wrinkle maps are back in blender though geometry nodes. Here's a video by Bad Normals: th-cam.com/video/bNGGwaHOzHY/w-d-xo.html

    • @kextnext
      @kextnext  2 ปีที่แล้ว

      Lol yeah, this was made before geo nodes, I’m so glad blender is progressing as much as it is!! Hopefully one day it gets to the level houdini is on but it’d need to be ALL nodes for that

  • @syth-1
    @syth-1 3 ปีที่แล้ว

    Wish I watched something like this when I started with 3d

  • @kendarr
    @kendarr 3 ปีที่แล้ว

    Blender didin't had it, we had a addon that was very old and quite clunky, Steve did us a solid and ported it to the new API of blender and it works great

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      nope, blender 2.79 and earlier had tension maps, even if it was a little used features rarely mentioned with basically zero documentation.
      Edit, it was called stress and was a kind of texture space

    • @kendarr
      @kendarr 3 ปีที่แล้ว

      @@Great.Milenko Rly? i only knew about it after the addon

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว +1

      @@kendarr yeah it was super confusing to use though and while it could get the same effect as tension maps it was done entirely differently

  • @riley_621
    @riley_621 3 ปีที่แล้ว +1

    sacrifice for the skin worm

  • @4.0.4
    @4.0.4 3 ปีที่แล้ว

    Sorry but millions of vertices is totally something even a laptop can render today. I know, it sounds insane! But it's not uncommon for a game to show millions of vertices per frame. And at 60fps that's around 16ms! Insane. Also, I thought this video was aimed at 3D folks when I clicked! (It starts explaining some stuff that's a bit... patronizing if it was a video aimed at people who use 3D in any form)

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      millions of verts is easily rendered during gameplay in a modern game engine, however if every object were using displacements instead of normal maps, the number of verts on screen would be nsane even for the highest end graphics cards. good luck throwing 15 billion verts around at a high framerate, this is why hardware tesselation was developed, you can get adisplacement from the GPU without needing to internally render every vert. but hardware tesselation and displacement maps are very different even if they look similar.

  • @claimingagate
    @claimingagate 3 ปีที่แล้ว

    my computer crashes just trying to render small models

  • @ismile_xv
    @ismile_xv 8 หลายเดือนก่อน

    Bro could use another material, but chose exactly this one

  • @DxBALLxD
    @DxBALLxD 3 ปีที่แล้ว

    I'm wondering if Blender didn't put off the implementation because I suspect they're sneakily trying to move towards an "addon" kind of business. Where base blender is free (which it has to be due to licencing) but they'll slowly stop updating various tools for each version and reintroduce them sometime later as addons to pay for.

    • @AshriyaJaveed
      @AshriyaJaveed 3 ปีที่แล้ว

      True..that's something to think about...but I don't think it matters for me because I use 3ds max..

    • @TheMrRuttazzo
      @TheMrRuttazzo 3 ปีที่แล้ว

      As long as the "father" of Blender is still alive, I'm certain that they won't do this kind of stuff (Watch Blender Guru's interview with him). You can monetize/sell your own developed addons, sure, but not the Blender Foundation.

  • @cavedweller4111
    @cavedweller4111 3 ปีที่แล้ว

    someone needs to recreate the Alaskan bullworm from spongebob

  • @invaliduser9395
    @invaliduser9395 3 ปีที่แล้ว +1

    fun fact from a 3D modeler: source 1 models from half life 2 have very bad topology. they are made up completely of triangles, which is usually referred to as bad because they are hard to work with.

    • @Matojeje
      @Matojeje 3 ปีที่แล้ว

      But it's very common to triangulate your meshes before exporting

    • @Hwyadylaw
      @Hwyadylaw 3 ปีที่แล้ว

      Harder to model, easier to develop a game engine for.

  • @Sufkio
    @Sufkio 3 ปีที่แล้ว

    💖💖💖

  • @vehicleboi5598
    @vehicleboi5598 ปีที่แล้ว

    now i can make the squom

  • @lofised9588
    @lofised9588 3 ปีที่แล้ว +1

    Wheres the creds to Sqworm?

    • @kextnext
      @kextnext  3 ปีที่แล้ว

      It’s created by Chris Jones, who I’ve referenced in the video. As for the thumbnail, I recreated it myself using the addon, so it’s my image.

  • @surajkondagurla7095
    @surajkondagurla7095 3 ปีที่แล้ว

    Love you from india

  • @SpaceKat8352
    @SpaceKat8352 3 ปีที่แล้ว

    1:45 legacy sphere

  • @mitch9244
    @mitch9244 3 ปีที่แล้ว

    This already exists in houdini 😅 simple point cloud vex lookup and apply it as material blend... "tension" map is definitely not remotely similar to normal or bump maps... if anything it's more similar to curvature of an object.

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      no but a tension map can be used to blend between different normal maps, this allows easy wrinkling based on pre baked normal maps.

    • @mitch9244
      @mitch9244 3 ปีที่แล้ว

      @@Great.Milenko you could... blend between normal maps with anything right?... I just don't understand the necessity for them.

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      @@mitch9244 well yeah, you could use a texture mask or anything to blend between normal maps or any other part of a materials makeup. the reason for tension maps is thats its dynamic and done on the fly using a deformation of some kind, instead of needing to change it manually, it changes it automatically, making animating with them super easy. for example a characters face can have 3 normal maps, stretched, compressed and relaxed, these can be blended proportionally using a tension map to instantly change normals add wrinkles, ect. you wouldnt need to hand animate the material.

  • @kineticraptor3318
    @kineticraptor3318 2 ปีที่แล้ว +1

    You had to make it flesh colored, huh

  • @naturallymoronic2214
    @naturallymoronic2214 3 ปีที่แล้ว

    4:19 nice

  • @digitalabstractions
    @digitalabstractions 3 ปีที่แล้ว

    If blender had that it would be a lot more competitive. Makes you wonder why they took it out. There's no obvious incentive to remove a useful feature. Not that it would be the first time Blender took a step back in the name of progress.

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว +1

      because it was heavily integrated into "blender render", the old pre 2.8 render engine... its a shame its not been reintegrated but with the new versions of blender coming soon, it will be easily possible.

    • @digitalabstractions
      @digitalabstractions 3 ปีที่แล้ว

      @@Great.Milenko Thanks for the explanation, and I really hope so that'd be really useful even if in very specific scenarios. The more tools in the sandbox the better sometimes. That being said I am proud of, and appreciate the Blender foundation for making progress and focusing on organization and quality over pure creativity which it still has plenty of. If only Nvidia didn't crowdsource the funding in retrospect by playing the market after creating Optix.

  • @NextRoulette
    @NextRoulette 3 ปีที่แล้ว

    Good old times we had "3d dancing baby" for representing 3d

  • @Kozen001
    @Kozen001 3 ปีที่แล้ว +1

    4:20 "potential" hmm yes

  • @ep1cn3ss2
    @ep1cn3ss2 3 ปีที่แล้ว +1

    1:25 Normal maps are not displacement bud

  • @tazeenfatima1854
    @tazeenfatima1854 3 ปีที่แล้ว +2

    now i can make Thomas the tank engine

  • @TheKillaChino
    @TheKillaChino 2 ปีที่แล้ว +1

    this is a horrifying thumbnail... i must know more

  • @cevxj
    @cevxj 3 ปีที่แล้ว

    better writing skills than 80% of youtubers
    you speled super wrong

  • @sqoooge
    @sqoooge 3 ปีที่แล้ว

    but do the pores stretch?

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว

      they can, thats what a tension map is useful for. create normal map. create stretched normal map, use tension map to blend between the two.

    • @sqoooge
      @sqoooge 3 ปีที่แล้ว

      @@Great.Milenko I know, I was just referencing a dumb joke from the Corridor Crew channel who are big 3D/VFX guys hahaha

    • @Great.Milenko
      @Great.Milenko 3 ปีที่แล้ว +1

      @@sqoooge not seen that video so i didnt get the refernce but i love those guys, their content is awesome.