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  • เผยแพร่เมื่อ 20 ต.ค. 2024

ความคิดเห็น • 24

  • @michaelsmusicinstruments9980
    @michaelsmusicinstruments9980 3 ปีที่แล้ว +3

    Looks very yummy, nice work, thanks for show the process.

  • @IvinNayaYoesel
    @IvinNayaYoesel 3 ปีที่แล้ว +2

    wow some very neat techniques Mr.Liang, I would be looking forward to experimenting with some of them in my future projects :)

  • @divya.khapne
    @divya.khapne 2 หลายเดือนก่อน

    really helpful. Can you please let me know how to make the peeled lid?

  • @aleksanderk5695
    @aleksanderk5695 3 ปีที่แล้ว +1

    Nice one. Thank You.

  • @사이프러스CyPress
    @사이프러스CyPress ปีที่แล้ว

    The attraction of the objects to each other creates a concave curve between the noodles and the broth. The curvature is concave, allowing more light to be reflected and making it easier for highlights to appear. It is important not to overlook these details.

  • @mirotankian8443
    @mirotankian8443 2 ปีที่แล้ว

    dude if I were you I would definitely make a tut video for that. you could get lotta subs.

  • @GhoulSoulToll
    @GhoulSoulToll ปีที่แล้ว

    What did the cycles renders look like?

  • @H53.
    @H53. ปีที่แล้ว

    Is it okay if I learn from this, and make a course on how to make a noodle cup?

  • @adrian621621
    @adrian621621 3 ปีที่แล้ว +1

    Hi just a quick question on UV wrapping after marking the seams, how did you get the uv to curve around the product label? The only thing close I've gotten was using cylinder projection but it doesnt curve around the product label? Thanks!

    • @KenLiang
      @KenLiang  3 ปีที่แล้ว

      The unwrapped UV should be curved by default if your cylinder mesh(cup) has a lower diameter at the bottom. The only reason I could think of in your case is that the cylinder is perfectly straight from top to bottom?

  • @santiini5154
    @santiini5154 ปีที่แล้ว

    Incredible work. Thank you for showing the process. Though I would love a more detailed tut since I can't even achieve the simulation

  • @jurepog
    @jurepog 3 ปีที่แล้ว

    Very cool! How much time did this take you alltogether? Not the vid, but the modeling and setting up to render.

    • @KenLiang
      @KenLiang  3 ปีที่แล้ว

      Thanks! All in a day's work if i recall correctly.

    • @jurepog
      @jurepog 3 ปีที่แล้ว

      @@KenLiang wow, that’s great! Would you recommend any classes or tutorials to learn intermediate blender modeling? I am just starting but have the bases down since I have worked with other softwares so I had some idea.

    • @KenLiang
      @KenLiang  3 ปีที่แล้ว +1

      @@jurepog i would suggest familiarizing yourself with blender's modifiers. Coming from softimage xsi myself, i think this is the biggest difference in modelling approach when it comes to blender.

  • @9words40
    @9words40 3 ปีที่แล้ว +2

    dang, if only this is ediblex xD

  • @nicosci7009
    @nicosci7009 2 ปีที่แล้ว

    Hi, The noodle gets distorted when I simulate, the noodle's surface becomes uneven. Self Collision distance is at .1 cm and scaled larger than what you did in the video. I tried with a 40K+ and 7k+ vertices noodle and still get distortion. Did adjust anything in Stiffness and Damping?

    • @KenLiang
      @KenLiang  2 ปีที่แล้ว +1

      Did you enable internal springs?

    • @Birkkromann
      @Birkkromann 2 ปีที่แล้ว

      @@KenLiang I have the same problem and I have enabled internal springs. I've tried both with the standard settings and also tried increasing the tension and compression.

  • @nhamquyvuong2111
    @nhamquyvuong2111 ปีที่แล้ว

    how to add the imagin in bruh?

  • @EvanMapleMaggot
    @EvanMapleMaggot 3 ปีที่แล้ว

    Sir, i have a question. When i convert curve to a mesh it becames subdivided a lot. And my cloth simulation becomes 0.00001fps for only one noodle. Unsubdivide makes bad results to a mesh. Is there any chance to control number of subdivisions when converting?

    • @KenLiang
      @KenLiang  3 ปีที่แล้ว +2

      Tune down the curve's resolution (in object data properties) before you convert it into a mesh. If you have a subdivision modifier, remember to only apply it after you convert it into a mesh, not while it is still a curve. Generally, the heavier your geometry, the longer it takes to simulate your cloth. So try working with as minimum geometry as you can and only refine it with subdivision modifier after the cloth modifier.

    • @EvanMapleMaggot
      @EvanMapleMaggot 3 ปีที่แล้ว

      @@KenLiang thanks a lot!

  • @b3dpassion
    @b3dpassion 3 ปีที่แล้ว

    Plz make lighting tutorial