Pretty good video. I highly recommend going over your lighting and fog setup in detail and not timelapsing that part. Lighting and fog are critical aspects in any shot and effect the scene. Beginners want to know what settings you’re reaching for in these categories. Coming from a beginner, that’s what I would have liked to see :).
One thing that might save you some polygons. Anything that won't be in the camera just take your knife tool and cut it off and then delete that part. Even though the polygons aren't rendered they are still taking up memory.
Your tutorials are very nice and informative. Not too beginerish .😀 Nice pace for someone who know blender and wants to understand thought process and not watch which buttons to click. Good luck and keep creating. 🤘
Thanks! That's exactly what I'm after. I'm not a big fan of step by step tutorials, it just takes out all the fun for me if I have to sit there and explain literally every single thing I click and why.
Honestly you can set your render setting to Cycles Experimental before exporting Megascans texture to blender. That'll export the displacement as well, so you don't need more modifier to work with. Just subdivide your mesh and set to Displacement and Bumb in material settings.
I don't enjoy working with the displacement inside the shader. I much rather prefer the displacement modifier, since I can view it instantly in the object mode and I don't need to switch to the rendered view to see how it's looking.
The problem with shader displacement is that it's quite hard to control and check for, the settings in the adaptive subdivision are sometimes confusing (especially for beginners) and they work in tandem with the subdivision settings in the render panel, plus you always have to go and change the displacement method in the material panel from bump to displacement, which is pretty tedious after a while. Displacing with a modifier may be more archaic but you have more control and can actually finalize the displaced shape by applying the modifier (which you can't do in the shader one as far as I know).
That’s probably due to not having enough geometry on that mesh. You need a subdivision modifier above the displacement modifier and increase those subdivisions up a lot (level 5 or 6) in order to get sharp details. Make sure to change both numbers in the subdivision - both viewport & render.
That’s just an AO texture. Mixing it with the Albedo, using a multiply blending mode, helps you get more depth in your textures. Most textures come with an AO map. But it’s definitely not a necessity, just a nice extra step.
@@mitrech Well Mr shirtless, I enjoyed the video, and I'm sure a lot of people will comment on that, could be interesting to draw attention lol. Great video btw, I'll try it out in a VFX scene later this week, thanks!
I dont understand when i use Displacement modifier, your mesh displacing clean whereas i make the same thing it becomes jaggered (stretching) even when i increase the polygons. Can someone help me with it?
Make sure to set your displacement modifier to work on the UV, and also make sure the UVs are still fine after manipulating / sculpting the mesh. Based on how much you alter the mesh, you might need to re-unwrap your mesh before applying any displacement.
@@mitrech It is little strange; ıt is already set for UV and pretty much everythıng set like you said. Is that maybe my mesh is not planar object? Does this only work best for planar object? Thanks for the reply btw.
With just the stuff I showed in this video? I'd say any kind of job that requires some sort of still imagery - maybe creating movie posters, album covers, prints, etc. You get the idea :)
Hello! You used light to be the sky, the sun. I can't read what color you used in the world properties tool. see 1.40 Is this a paid add-on? I added the uv sphere but the color sky texture but the light is way too much. It covers objects and becomes a very powerful light.
That's a simple Sun lamp that does the lighting. The parameters on the right you see me changing are just a skybox thing, nothing to do with the lighting itself. There is no right or wrong value for your light, just try a whole range of different values and see what looks best for your particular scene. Following my exact values won't guarantee anything since the scenes can be different and other factors, such as the brightness of the textures you use, density of volumetrics - all of those will influence the amount of light you need.
That's what they want you to believe... Jokes aside, you can log into Bridge with an Epic account and then you're able to download assets locally onto your computer. As far as I know there's even a Blender addon that you can use to automatically import stuff from Quixel. I'm not using it, so I can't give any advice on it, but just a heads up so you know about it.
@@mitrech wow, that opens up a new realm of possibilities.. that means I no longer need my poligon subscription. Before now.. I was paying 28$ per month to get photo-scanned assets and materials for blender. This is a huge life saver
@@3dmockingbird Well things are a bit more complex that that. I mean, you can indeed get all those Quixel assets for free using the method I mentioned above, but as long as you're not using them inside Unreal Engine, you're not allowed to use these commercially unless you actually pay for the license. But for personal work, yeah, you can go nuts with those Quixel assets without thinking about it.
@@idontcare-sb7zs Haha, that might be something. But whatever I'm wearing when I press REC though. This is a Blender channel, you guys don't care what I wear as long as I'm giving away nice info.
I looked through the final file in my computer cause I can't remember otherwise, but seems like it's a sun light with two area lights - one for stronger light coming from the front and another subtle one from the back of the camera.
The title of this video should actually be "Make any cave you want in less than 20 minutes... unless you have to slow down the video, or pause, or rewind bcz I go over things so fast you can't even see what I'm actually doing."
Great stuff! Would be incredible if youd go over a wee bit what subdivisions etc you use, i think a lot of people get stuck on the sculpting *Totally not me, ehrm* But amazing content!
Watching the timelapse is really hard on my eyes, not to mention I can't follow what you're doing. As a beginner I would not be able to follow this video, which is a shame, since the result looks really good.
Hey Jasmine! I appreciate your feedback, however the majority of videos you'll find on this channel are not designed towards blender beginners - at least not for step-by-step guides. I do plan on making some step-by-step tutorials from time to time here and there when the time allows, but my main target audience is not the beginners, so that's not going to be an often occurrence.
There will be no AI art stuff on my channel as long as I live 😆. I've got a previous video where I used Midjourney to generate an image which then I recreated in Blender manually, that's pretty much the whole extent I'll bring AI into discussion. Also, thank you for the kind words!
hopefully youll be able to afford a shirt some day
We can only hope and pray for that.
🤣🤣 You are so funny
Boy u just said it 🤣🤣🤣🤣take it easy
😂😂😂😂😂😂😂😂
I don't think he needs one~ Free the nipple!
I can now make any 'F**kin cave'😂....thanks for this informative video
bro teaching me about caves while shirtless
lmao nice catch
Pretty good video. I highly recommend going over your lighting and fog setup in detail and not timelapsing that part. Lighting and fog are critical aspects in any shot and effect the scene. Beginners want to know what settings you’re reaching for in these categories. Coming from a beginner, that’s what I would have liked to see :).
I might do a whole separate video just for this, in this case!
@@mitrech I'd love to!
@@mitrech Pls do! Thank you in advance haha
One thing that might save you some polygons. Anything that won't be in the camera just take your knife tool and cut it off and then delete that part. Even though the polygons aren't rendered they are still taking up memory.
You just made a Blender tutorial without your shirt on...
Yep, that's how I sit in my house.
after watching this, I can't say anything but wonderful
bro where's your shirt
thanks for teaching!
Thanks didnt think id watch a shirtless dude give me blender advice i think he is there is a mirror back there lol
Your tutorials are very nice and informative. Not too beginerish .😀 Nice pace for someone who know blender and wants to understand thought process and not watch which buttons to click. Good luck and keep creating. 🤘
Thanks! That's exactly what I'm after. I'm not a big fan of step by step tutorials, it just takes out all the fun for me if I have to sit there and explain literally every single thing I click and why.
I have one question: why are you with naked torso?
Awesome video. I only have one question. Why no shirt?
bro is a true caveman
In your case there is a circle that forms the cave. How to activate this circle? 0:58
Where did you download the textures from?.. is that quixel bridge? 1:52
Yes it is, however their license allows you to use it in any software but you've to render it on unreal unless you pay them I think
Great video. But I'm quiet curious about the song used at 4:08
Not sure, unfortunately. I just get random music from my Storyblocks subscription.
Hey man, im late to the party but did you figure out what song he used ?
Love your usage of the word "fucking"😂
Honestly you can set your render setting to Cycles Experimental before exporting Megascans texture to blender. That'll export the displacement as well, so you don't need more modifier to work with. Just subdivide your mesh and set to Displacement and Bumb in material settings.
I don't enjoy working with the displacement inside the shader. I much rather prefer the displacement modifier, since I can view it instantly in the object mode and I don't need to switch to the rendered view to see how it's looking.
The problem with shader displacement is that it's quite hard to control and check for, the settings in the adaptive subdivision are sometimes confusing (especially for beginners) and they work in tandem with the subdivision settings in the render panel, plus you always have to go and change the displacement method in the material panel from bump to displacement, which is pretty tedious after a while. Displacing with a modifier may be more archaic but you have more control and can actually finalize the displaced shape by applying the modifier (which you can't do in the shader one as far as I know).
pls help when i use the displace it gets out of shape and rlly weird And makes the shape into spikes
That’s probably due to not having enough geometry on that mesh. You need a subdivision modifier above the displacement modifier and increase those subdivisions up a lot (level 5 or 6) in order to get sharp details.
Make sure to change both numbers in the subdivision - both viewport & render.
@@mitrech thanks it works now
why is bro mad at the fucking caves 💀
Great videos, love this format of videos, good job !
Appreciate it!
Hey man very nice and useful tutorial! Can you tell me what node you add at 2:09 after you add after the mix node? Thanks
That’s just an AO texture. Mixing it with the Albedo, using a multiply blending mode, helps you get more depth in your textures.
Most textures come with an AO map. But it’s definitely not a necessity, just a nice extra step.
@@mitrech thankss ❤️ helped me alot
Hello,
How do you get different colors on your objects ?
You mean in the viewport? Next to the render shading mode, on the top right, there's a dropdown button where you can set the color to random.
@@mitrech yes, thank you so much !
Damn nice, love it
Is the shirtless thing on purpose to call comments?, it worked lol, I'm still watching.
Nah, but people seem to trip on that one thing 😀. I just rarely wear a shirt when I'm home, nothing else 🤷♂
@@mitrech Well Mr shirtless, I enjoyed the video, and I'm sure a lot of people will comment on that, could be interesting to draw attention lol. Great video btw, I'll try it out in a VFX scene later this week, thanks!
bro is nacked 💀💀
what blender addon did you use for the environment and lighting?
It's called "Physical Starlight and Atmosphere".
@@mitrech thanks
i love you big boy , i see an opportunity !
I dont understand when i use Displacement modifier, your mesh displacing clean whereas i make the same thing it becomes jaggered (stretching) even when i increase the polygons. Can someone help me with it?
Make sure to set your displacement modifier to work on the UV, and also make sure the UVs are still fine after manipulating / sculpting the mesh. Based on how much you alter the mesh, you might need to re-unwrap your mesh before applying any displacement.
@@mitrech It is little strange; ıt is already set for UV and pretty much everythıng set like you said. Is that maybe my mesh is not planar object? Does this only work best for planar object? Thanks for the reply btw.
when ever i extrude in it displace modifier not apply properly extuded part get stritchy feeling how can solve
Where to find the background music
I'm using StoryBlocks to get all my music and make sure it's not copyrighted, so I don't really know where to direct you for that.
i once used a cube removed the caps and had a hollow cube and sculpted that
What jobs can doing stuff like this get you? Is it concept art?
With just the stuff I showed in this video? I'd say any kind of job that requires some sort of still imagery - maybe creating movie posters, album covers, prints, etc.
You get the idea :)
Hello! You used light to be the sky, the sun. I can't read what color you used in the world properties tool. see 1.40 Is this a paid add-on? I added the uv sphere but the color sky texture but the light is way too much. It covers objects and becomes a very powerful light.
That's a simple Sun lamp that does the lighting. The parameters on the right you see me changing are just a skybox thing, nothing to do with the lighting itself.
There is no right or wrong value for your light, just try a whole range of different values and see what looks best for your particular scene. Following my exact values won't guarantee anything since the scenes can be different and other factors, such as the brightness of the textures you use, density of volumetrics - all of those will influence the amount of light you need.
Great video
sorry I'm a bit lost by the first part... how did you get such a clean "ceiling" to your cave??
He started with one continues shape at 0:58. With the textures added, it all flows as one
I always thought using quixel bridge asset’s was only possible with unreal engine.
That's what they want you to believe...
Jokes aside, you can log into Bridge with an Epic account and then you're able to download assets locally onto your computer.
As far as I know there's even a Blender addon that you can use to automatically import stuff from Quixel. I'm not using it, so I can't give any advice on it, but just a heads up so you know about it.
@@mitrech wow, that opens up a new realm of possibilities.. that means I no longer need my poligon subscription. Before now.. I was paying 28$ per month to get photo-scanned assets and materials for blender. This is a huge life saver
@@3dmockingbird Well things are a bit more complex that that.
I mean, you can indeed get all those Quixel assets for free using the method I mentioned above, but as long as you're not using them inside Unreal Engine, you're not allowed to use these commercially unless you actually pay for the license.
But for personal work, yeah, you can go nuts with those Quixel assets without thinking about it.
@@mitrech Alright.. thanks.. I understand
good tutorial, man.👍
Can we use quixel bridge free for Blender?
Yep. Just make sure you're using an Epic account.
@@mitrech thanks🥺🤟
@@mitrech Thank you sir............
What about gamedevelopment? How can I use it? There is to many polygons. Cann someone tell, how make it usefull fore anything but not a render shot?
I have a question , is it necessary to by bare chested to make this video?. Nice video though.
Haha thanks! Well that's just how I sit in my house. I rarely wear a shirt when I'm home 🤷♂
@@mitrech keep it that way, its kinda funny being tutored by a shirtless dude chilling at home
@@idontcare-sb7zs Haha, that might be something. But whatever I'm wearing when I press REC though. This is a Blender channel, you guys don't care what I wear as long as I'm giving away nice info.
What are ur pc specs?
RTX 3080TI
AMD Threadripper Gen 3
64GB RAM
@@mitrech ty
Which HDRI did u use in this
I looked through the final file in my computer cause I can't remember otherwise, but seems like it's a sun light with two area lights - one for stronger light coming from the front and another subtle one from the back of the camera.
is this done in cycles or eevee? if its eevee, is these tips the best way for realism environments?
Hey! This is all in Cycles, as all my other videos.
Show tóp 👌👏👏 você 🫵 é fera 👏👏👏
PLEASE TELL ME WHAT SONG YOU USE IN THIS
What textures were used on stairs?
The title of this video should actually be "Make any cave you want in less than 20 minutes... unless you have to slow down the video, or pause, or rewind bcz I go over things so fast you can't even see what I'm actually doing."
Step 1 block out
Step 2 sculpting and lighting
Step 3 displacement and material.
What's complicated about that?😒
Thanks
Great stuff! Would be incredible if youd go over a wee bit what subdivisions etc you use, i think a lot of people get stuck on the sculpting *Totally not me, ehrm*
But amazing content!
You skipped a hell of a lot of info between Quixel and Blender.
pls upload without timelapse
the transparent shirt
Watching the timelapse is really hard on my eyes, not to mention I can't follow what you're doing. As a beginner I would not be able to follow this video, which is a shame, since the result looks really good.
Hey Jasmine! I appreciate your feedback, however the majority of videos you'll find on this channel are not designed towards blender beginners - at least not for step-by-step guides.
I do plan on making some step-by-step tutorials from time to time here and there when the time allows, but my main target audience is not the beginners, so that's not going to be an often occurrence.
@@mitrech Thanks for your reply.
@@mitrech It could be a good idea to add "intermediate" or "advanced" to the title, so beginners know what to expect.
How much does this program cost?
trying to learn blender for the first time... im now more confused lol
where is his clothing?
This is the Blender equivalent to
Step 1: Draw a basic sketch
Step 2: Finish the fucking drawing
🔥
Man you're always around here! Don't think your support goes unnoticed.
@@mitrech love your content bro. very inspiring 💪🏼🙏🏼
@MarcosAVB 👋🏼hello there
God i thought you would just use Stable diffusion, I'm so sick of all these ai art generators, like there is no joy in that. Keep up the great work👏
There will be no AI art stuff on my channel as long as I live 😆.
I've got a previous video where I used Midjourney to generate an image which then I recreated in Blender manually, that's pretty much the whole extent I'll bring AI into discussion.
Also, thank you for the kind words!
its good but the video is way to fast I cant keep up man pls make a slower version :(
+
Blud making a TUTORIAL without a shirt 💀
This goes way too fast for me
🌟🌟🌟🌟🌟
It violates the rules Final rendering must be Unreal Engine
Ham? The license for quixel? You can't use it for comercial, this ain't comercial
@@kendarr
According to the terms of use, it seems that personal use is not allowed...:(
Why do you keep swearing?
I couldn’t get past the no shirt and mirror thing going on. Just not professional and strange. And the swearing is unnecessary.
It's not supposed to be everyone's cup of tea. No worries.