ไม่สามารถเล่นวิดีโอนี้
ขออภัยในความไม่สะดวก

HOW to use TRIM sheets with Decal Machine for Blender

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ต.ค. 2020
  • ►► Our Blender courses & resources - www.blenderbro...
    ---------------------------------------------------------------------------------------------------------------------------------------------
    MY FAVORITE BLENDER ADDONS:
    ⚙️HARDOPS and BOXCUTTER
    gumroad.com/a/...
    www.blendermar...
    🔨 Decal/Mesh Machine/Machin3 Tools:
    www.blendermar...
    ⛮ KITOPS 2/ Design Magic / Eevee + Cycles Materials System
    gumroad.com/a/...
    blendermarket....
    🔌Cablerator
    gumroad.com/a/...
    www.blendermar...
    💾Power Save / Power Link / Power Backup
    gumroad.com/a/...
    www.blendermar...
    🧘‍♂️ Zen UV / ZenBBQ
    gumroad.com/a/...
    www.blendermar...
    🐝UV Packmaster 3
    gumroad.com/a/...
    blendermarket....
    ☝️Mech Squad Collection and more
    gumroad.com/a/...
    ️‍🔥Skribe - Screencast key program
    gumroad.com/a/...
    **Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
    -----------------------------------------------------------------------------------------------------------------------------
    BLENDER BROS LINKS & SOCIALS:
    💻 Website - www.blenderbro...
    🏪 Gumroad - gumroad.com/th...
    📡Blender Market - blendermarket....
    ☎️ Discord - / discord
    🖼️ Instagram - / blenderbros3d
    🎨 Artstation - www.artstation...
    📣FB Group - / blenderhardsurface
    CONTACT:
    📱 Inquiries/questions - info@blenderbros.com
    **Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
    🧩My personal links (stores / websites / portfolios)
    ➤linktr.ee/ryuurui

ความคิดเห็น • 68

  • @MACHIN3
    @MACHIN3 3 ปีที่แล้ว +39

    1. You can do the panel trim scaling directly in the 3d view using the Adjust tool. That's what it's for. D, A, S, X. (DECALmachine, Adjust, Scale, X).
    2. Save some clicks and use the + button, if you are going to scroll through trims anyway.
    3. Applying a new material does not re-unwrap to an empty trim. That's only going to happen if you use the Init Trim Sheet tool without holding ALT. So you could have used the init tool on your main model, without having to init all the other material's first.
    4. There is no reason or way for me to "tag" the materials better. It's up to you to name them properly in the first place, instead of leaving them as "Material.001". Initializing a trim sheet will just add the sheet's name as a prefix, to whatever name you have chosen first.
    5. There is no need to unwrap manually before adding a detail trim, not if your sheet is properly created and the flat area is "on the surface" level.

    • @commonnormal7256
      @commonnormal7256 3 ปีที่แล้ว +3

      thanks!

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +7

      oooi, I thought you were on vacations! cheers mate, well noted!

    • @MACHIN3
      @MACHIN3 3 ปีที่แล้ว +7

      @@PonteRyuurui I am, but still have to stay on top of things.

    • @grzegorz1055
      @grzegorz1055 ปีที่แล้ว

      everything great, but no posibility put trim sheet to atlas is really frustrating. I mean that would be a way more comfortable if i don't have to use external soft for bake like marmoset etc.

    • @MACHIN3
      @MACHIN3 ปีที่แล้ว +1

      @@grzegorz1055 Put trim sheet to atlas? What does that mean? Check the docs.

  • @hiddenvoid
    @hiddenvoid 3 ปีที่แล้ว +3

    In the old days back in 1700, hahaha. It's so much fun to watch your videos. Thanks.

  • @MikeStevanovic
    @MikeStevanovic 3 ปีที่แล้ว +2

    Yay, another trim sheet video. Thanks so much, you are the best

  • @zofo264
    @zofo264 3 ปีที่แล้ว +3

    You rock Ryuu! Thx :)

  • @peeriehooman1696
    @peeriehooman1696 3 ปีที่แล้ว +2

    more knowledge, love it

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว

      thanks!

    • @peeriehooman1696
      @peeriehooman1696 3 ปีที่แล้ว

      @@PonteRyuurui is there any videos on how to bake the geo after you make the trim sheet or is it the same prosses as when making a decal,just wanna make sure

  • @naveenthikshana4223
    @naveenthikshana4223 3 ปีที่แล้ว +9

    Ryuu, Could you please do more videos about creating trim sheets? :)

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +2

      Ya at some point, I will probably have to split them though, trims take time to create.

    • @naveenthikshana4223
      @naveenthikshana4223 3 ปีที่แล้ว

      @@PonteRyuurui thank you Ryuu

    • @nategreyson6014
      @nategreyson6014 3 ปีที่แล้ว

      omg +1 on this comment. Thanks, Ryuu, so much for making this tutorials!

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว

      @@nategreyson6014 my pleasure!

  • @commonnormal7256
    @commonnormal7256 3 ปีที่แล้ว

    Oh eah! Thabks a lot,i realy wating for this tutor)

  • @Smi_
    @Smi_ 2 ปีที่แล้ว +1

    "Back in the old days in the 1700s" 🤣

  • @3DRamenArt
    @3DRamenArt 2 ปีที่แล้ว

    Great tutorial! Thank you for the very good tutorial on hopscutter which i bought from your site..do you have a tutorial on how to incorporate this to an existing model with textures and exporting this to game engines?

    • @PonteRyuurui
      @PonteRyuurui  2 ปีที่แล้ว +1

      Cheers, mate, and sure we do, we have just released a new game asset course with incredible bonuses www.blenderbros.com/offers/upa22Ehn/checkout?coupon_code=GA20EARLYBIRD

    • @3DRamenArt
      @3DRamenArt 2 ปีที่แล้ว

      @@PonteRyuurui Nice! :D Will check it out :)

  • @kruz3d573
    @kruz3d573 3 ปีที่แล้ว +1

    Hey Ryu, Should we expect a Hard Surface Game Asset Course? Because I really would like to create game assets/props in a proper and efficient way.

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +3

      that is very possible ;-)

    • @spaceman-pe5je
      @spaceman-pe5je 3 ปีที่แล้ว +4

      Just go follow Chamferzone's AK tutorial if you want someone who makes proper game assets for studios to teach you. AAA-ready quality.
      Most of what Ponte seems to make as of now is just high-poly objects without proper textures - great for renders, rarely useful for games unless a proper UV-mapped low-poly is made we well.

    • @deng.3844
      @deng.3844 3 ปีที่แล้ว +1

      @@spaceman-pe5je thank you, I'll look into it.

  • @revotiva
    @revotiva 2 ปีที่แล้ว

    Nice video, hoy could export this model to Unity3d? I'm trying but when hit bake in DecalMachine, only takes Decals and not panels :(

    • @PonteRyuurui
      @PonteRyuurui  2 ปีที่แล้ว +1

      we have courses on how to do it, but if you wanna create trim sheets then search my channel i got vids for it too

  • @behruzbekmurodov6446
    @behruzbekmurodov6446 3 ปีที่แล้ว

    I have a question, decal machine is really change something on mesh or just 3d view?

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว

      its decals mate, not real geo

  • @buddy7291
    @buddy7291 2 ปีที่แล้ว

    What is Bobjango?

    • @PonteRyuurui
      @PonteRyuurui  2 ปีที่แล้ว

      only you can answer that question

  • @LANTUSz
    @LANTUSz 3 ปีที่แล้ว

    Hey Ryu, at 11:00 you said its possible to bake this down in substance painter, can you please explain how to do it ?

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      I think it was designer, but ask Machin3, he was baking his maps there, if we bake anything in SP it's HP details for models only, and you are far better off with Marmoset Toolbag for this anyway

  • @Corza
    @Corza 3 ปีที่แล้ว

    Holding alt while apply the trim doesnt seem to isolate it to only the selected polygons. I tried holding crtl and alt and a combination of ctrl alt and shift but the whole object is still covered with trims. Did they change this shorcut/function to something else?

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว

      no, its alt mate

    • @Corza
      @Corza 3 ปีที่แล้ว

      @@PonteRyuurui Yeah holding alt doesnt do the thing

    • @Hopkins2517
      @Hopkins2517 ปีที่แล้ว

      @@Corza did you ever find a fix for this? I'm still struggling to figure this out

    • @Marvin-bm1de
      @Marvin-bm1de 5 หลายเดือนก่อน

      @@Hopkins2517 @Corza Did you find a way to fix this ? for me its simply holdin CTRL instead of ALT

  • @straticah2865
    @straticah2865 2 ปีที่แล้ว

    Is there a way to make decal machine work with octane?

  • @maerzjohotboy
    @maerzjohotboy 3 ปีที่แล้ว

    Is it possible to use basic png's without any further information, for decals with decal machine? For example like your logo, do i need to create a blend file for every single decal i want to do? Especially if i have many, say like hazardous signs.
    Edit: Nvmmm you are way ahead of me sir. Didnt see your other video right about that topic, thank you both, keep it up

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      Yes, absolutely, for info decals all you need is a png, here is a bid on how to create them th-cam.com/video/oizVqv5UmyA/w-d-xo.html

  • @grimmcreeper192
    @grimmcreeper192 3 ปีที่แล้ว

    Amazing tut tho

  • @ghostwarrior-ni1xb
    @ghostwarrior-ni1xb 3 ปีที่แล้ว +2

    lol with this method i can literally reduce a lot of render time

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      well, the render time wont change much, but texturing time will drop dramatically

    • @ghostwarrior-ni1xb
      @ghostwarrior-ni1xb 3 ปีที่แล้ว +1

      @@PonteRyuurui still it saves at least some amount of time

  • @TheSocket775
    @TheSocket775 3 ปีที่แล้ว

    Do you know if there is any way to have an hybrid system between the decal machine 1.0 and 2.0? I mean, being able to stamp the decals or even slice between 2 geometries but using all the decals as floaters, not mapping the face of the mesh itself. I really would love to have the same workflow we had before but supporting atlas/trim sheets. Thanks in Advance!

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      well ya, just use the regular decals

    • @TheSocket775
      @TheSocket775 3 ปีที่แล้ว

      @@PonteRyuurui If I use regular ones then I cannot use the atlas/trim workflow, at least not automated one, I would need to remap de UVs of each decal.

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      @@TheSocket775 define regular ones

    • @TheSocket775
      @TheSocket775 3 ปีที่แล้ว

      @@PonteRyuurui the ones from decal machine 1.0, where each decal is mapped into the whole 0-1 UV space. Is there a way to put the floater decals following the atlas workflow? (So each decal has custom uv coordinates for your custom atlas)

    • @PonteRyuurui
      @PonteRyuurui  3 ปีที่แล้ว +1

      @@TheSocket775 you only assign trim sheet decals to UVs, the other decals are not UV bound, so you can slap them anywhere.

  • @dennisvvugt
    @dennisvvugt ปีที่แล้ว

    3:25

  • @satefutingatgoogle
    @satefutingatgoogle 3 ปีที่แล้ว

    ma man!

  • @jeffspinner6579
    @jeffspinner6579 3 ปีที่แล้ว +1

    🙇

  • @grimmcreeper192
    @grimmcreeper192 3 ปีที่แล้ว

    Damn couldn’t be first