This is awesome, I would like to recommend though, if you use the multiresolution node rather than subdivision then you can keep the low poly version and use it as a game asset possibly
I can't help but think some of these demos of sculpting with repeated patters would be faster and easier by using tiling textures and the displacement modifier. The absolute best would be the ability to displace a texture on a UV mapped object directly in sculpt mode like Zbrush does.
I depends, if it's texture displacement rather than modifier it can be a pain to convert real mesh. Plus sculpting these details is more destructive on one hand but also can give it more a handmade feel that doesn't require you to keep track of a bunch of nodes and uv channels.
Very nice, i'm using the same kind of workflow in zbrush for UE5/nanite. I'm looking for a faster high poly unwrap method, do you guys have any advice within blender, a plugin or something ?
I'm so glad I subscribed so I enjoy your design techniques once again I'm amazed you're great at sharing your knowledge. Greetings from Argentina. I'm so glad I subscribed so I enjoy your design techniques once again I'm amazed you're great at sharing your knowledge. Greetings from Argentina.
I haven’t done sculpting for a long time. I kinda wish you to speak and explain some things. The tools have change since the last time I used then. I can barely get something done.
Do you retopologize this afterwards and bake the sculpture to a normal map? I'm assuming you are creating a gazillion vertices which is not optimal for game assets.
@@Patxi__ Perhaps you need to read my comment again. I'm saying: game assets are low poly with high res maps. I'm asking if you need to convert this high poly sculpting to a normal map and apply after retopologizing.
Holy crap, this is embarrassing, but I never even thought to use the screw modifier like that. I used to just spin once I had an outline and adjust the mesh afterwards.
Wait... I see when you added the "screw" modifier, but when did you add the sub-D modifier?! It seems like it was already added to the plane from the start...
Amazing work❤ can you tell me which software you used for material and texture? You export the blender file in another software for material can you tell me the software name please?
Awesome tutorial, thank you for sharing, I've been learning a lot. :) I tried to reproduce it, but my stencil is getting pixelated and blurry, even though it's in a good resolution and (I believe) has the same settings. Would you please have an idea what is happening?
You move way too fast through everything, and you have 0 explanations of what you're doing. You have menus open for a half second before you click anything while simultaneously having everything so small that you couldn't read it in landscape mode on my tablet, even if you did hover over it for a half second more so we can read it. It was supposed to be a tutorial, but it was more like you are just showing off how fast you can model things.
WoW. Words can't describe the epicness of that modeling tutorial.
wow... esp 13:00 onward.. those floral additions was like magic
This is awesome, I would like to recommend though, if you use the multiresolution node rather than subdivision then you can keep the low poly version and use it as a game asset possibly
Amazing workflow!!!
Crazy technique! Awesome!
Glad you like it!
thats one hell of a model
this is wild. Definitely going to help add details to my 3d prints.
Where do you get these alpha ornament textures ?
Amazing work.
Glad you think so!
ok that was SO useful, I learned A LOT!!! Thank you!!!
I can't help but think some of these demos of sculpting with repeated patters would be faster and easier by using tiling textures and the displacement modifier. The absolute best would be the ability to displace a texture on a UV mapped object directly in sculpt mode like Zbrush does.
Pretty much. If you lay out your uvs correctly it is absolutely a better idea to do this as a texture
I depends, if it's texture displacement rather than modifier it can be a pain to convert real mesh. Plus sculpting these details is more destructive on one hand but also can give it more a handmade feel that doesn't require you to keep track of a bunch of nodes and uv channels.
Great work ! Thanks for sharing this tutorial !
Wow great job
Wow amazing sir🤩
Thanks a lot 😊
Very nice, i'm using the same kind of workflow in zbrush for UE5/nanite. I'm looking for a faster high poly unwrap method, do you guys have any advice within blender, a plugin or something ?
I think Blender default option is best.
Forgive me I do not know anything else.
I'm so glad I subscribed so I enjoy your design techniques once again I'm amazed you're great at sharing your knowledge. Greetings from Argentina.
I'm so glad I subscribed so I enjoy your design techniques once again I'm amazed you're great at sharing your knowledge. Greetings from Argentina.
Thank you so much for your greeting.
Beautiful work man.
I haven’t done sculpting for a long time. I kinda wish you to speak and explain some things. The tools have change since the last time I used then. I can barely get something done.
This is awesome where did you get the brushes?
Nice work
thank u sir! dis one of the best tutorial ive ever seen
Amazing work i do not know how we do it but thank you for this video
Thank you so much for your comment bro
what kind of add for painting softwear name how to make pleas one vedio
🤗
Perfect Tutorial! THANK YOU!
Super
Solid work, but is doing that by textures manipulation isn't easier? and without overlaps
omfg that was prety cool
Uouuuuu!!!.. 😀😃👍👏🤝👆
Gotta love the constant freezing.
awesome
OMG
Do you retopologize this afterwards and bake the sculpture to a normal map? I'm assuming you are creating a gazillion vertices which is not optimal for game assets.
Why not? you can't handle high poly models in a game engine, and the look is pretty the same.
@@Patxi__ Perhaps you need to read my comment again. I'm saying: game assets are low poly with high res maps. I'm asking if you need to convert this high poly sculpting to a normal map and apply after retopologizing.
Holy crap, this is embarrassing, but I never even thought to use the screw modifier like that. I used to just spin once I had an outline and adjust the mesh afterwards.
Mind blownn!!!!!😮😮😮😮
amazing!!!
where did you get the ornament alphas?
Great job!
Can you talk us through this process?
If you have any doubt you can ask me and I will upload it in other videos
superbe !
Wait... I see when you added the "screw" modifier, but when did you add the sub-D modifier?! It seems like it was already added to the plane from the start...
they probably used the Ctrl-number key shortcut to add it I think? Ctrl-1 for 1 level, Ctrl-2 for 2 levels etc.
wow. that music though...l
love
Is there any way to make it texture with using just blender?
Yes it can be done, Please check out my other videos as well.
Amazing work❤ can you tell me which software you used for material and texture? You export the blender file in another software for material can you tell me the software name please?
Its Substance painter
Thank you
good stuff
👍👍👍
Awesome tutorial, thank you for sharing, I've been learning a lot. :) I tried to reproduce it, but my stencil is getting pixelated and blurry, even though it's in a good resolution and (I believe) has the same settings. Would you please have an idea what is happening?
Try subdivide few more for sculpting.
This can be done much quicker and smoother in 3DCoat
My computer refuses to let me study and protests with a blue screen😮💨
Should have exported in 4k if you were gonna have those details in the first place haha
Bro its owsome but can u explain it
Спасибо, отлично!
Wow great👍
But is this 3d printable?
my machine was going brrrrrrrrrrrrr trying to do this ..
hi.
th-cam.com/video/DQqAUudezMg/w-d-xo.html
Where do we find the texture file in the 13th minute 13:00 of the texture 6.png?
gimme that song bruh
it a little bit of hardwork . damn the pc crash .fk
bandicam in 2022? wtf man!
I thought there would be something complicated here... The video could be called like this: baking a high poly model on a low poly model...
to fast!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
test comment
edit over and over..
mans probably gonna sell the blender pot for 10 cents or somthing and make a profit
You move way too fast through everything, and you have 0 explanations of what you're doing. You have menus open for a half second before you click anything while simultaneously having everything so small that you couldn't read it in landscape mode on my tablet, even if you did hover over it for a half second more so we can read it. It was supposed to be a tutorial, but it was more like you are just showing off how fast you can model things.
WoW. Words can't describe the epicness of that modeling tutorial.