*Purchase the project files and support the channel:* Gumroad: ryankingart.gumroad.com/l/monster Patreon: www.patreon.com/posts/70210555 Sketchfab: skfb.ly/owOKJ
Man... how are you so good at this and also teaching? The clarity of your presentation is incredible. Thank you for rescuing hopeless 3D artist aspirants like me
Wow, I was just going to watch for tricks, not to follow along, since I can't really do sculpting with my arm, but then 3 min in, and you are showing me things I never even thought of looking at again. Thank you. No matter the topic, it's always worth watching.
Thank you for this new mini tutorial series. I always find it very nice that you keep inserting interesting and useful tutorials between your material tutorials. Keep it up!
Your video helped me do something I thought would be impossible last week. Thank you for your help this is yet again another great tutorial. I now have my model print ready.
Nice character Ryan, prolific as always. I'd like to have seen the monster with big ugly monster feet though as opposed to the shoe type. I think feet and toes would have added lots of extra visual appeal.
Hey Tutor, Thanks for helping the community with ur great knowledge. I have a few questions for you. And hope that u will clear my doubts. 1. I am following u from last 3 months and I have seen ur tutorials and almost done all ur tutorials. But when I start my own modelling from references I am not complete them. I always left them inbetween. Since I have basic knowledge of blender now, do I have to follow tutorials for modelling or do I have to focus on my own modelling from references. Hope u will clear my doubt. Thanks 🌱
Hello, thanks for the great video. Just a question concerning the use of meshes vs metaballs (I know I can turn metaballs into meshes later on), would be grreat if you have a take on that, although it might be slightly off topic (apologies for that). I looked into ray marching and SDFs by now a bit after trying to understand metaballs. And as I am trying to make 3D graphics for my app-project for smart phones, I want the computation to be as resource-efficient as possible. I realize that ray marching is very efficient when drawing the same object multiple times and also when to work a lot with transition functions like the metaball effect where object flow into one another. But in my layman understanding, I would assume that as with ray marching every point of the objects needs to be calculated separately by a complex distance function while with piece-wise linear triangulated meshes the computation might be easier as long as the triangles are not too small. Would you say that assumption is correct? And second, if I have a predefined animation not depending on user inputs at runtime, I would probably bake them before importing them to my app. As I understand it, baking means that the rendering is done in advance maybe on my computer and never on the phone at all, and I import the animation then as a sequence of pixmaps prerendered and shaded. So if I bake my animations before using them, it probably does not matter at all if I use ray marching or ray tracing, as it is not done on the phone. Are those assumptions correct? Thank you for your time and trouble.
Hmm, sorry I don't really know how to help you. I've never used ray marching before, I don't even know what that is, and I also have no experience with video game creation. Sorry about that.
@@RyanKingArt Ok, thank you for the answer anyway. I found a solution by now myself. So, if you allow,and are interested I will answer my own question. Ray marching is the process used in calculating metaballs. Basically you have a 3D surface which is not described as a mesh but as a signed distance function (SDF). There you march from the camera into the model space stepwise on a ray until you reach a point where the sign of the signed distance function changes. Then you deicde by that change of sign that you went in the last step from outside the model to inside the model meaning that at that specific step a surface has to be. The difference to ray tracing is that ray tracing uses a meshes analytical equation to calculate the intersection of the ray with the mesh. This is quite easy to calculate as long as the analytical equation is easy enough for such a calculation. That is for instance why you use piecewise linear functions in form of flat triangles. The process becomes more complicated when either the object becomes too complicated to describe in by an analytical function or the order of the polynomes in that function become higher. Since the latter case the roots needed to calculate the intersection become harder to find. Or in extreme cases where you model things like gasses, fog, rain or smoke finding an analytical function becomes impractical. So if you do not have an analytical function at all or it is too complicated you use the iterative approach of ray marching, often applied in the form of sphere marching. Where you start on a ray at the camera point and walk along the ray until you reach a point where the ray intersects and object. The advantage of ray tracing is, that you only need 1 step to reach that intersection, for ray marching you need more, but you can find intersections without calculating roots of too complicated analytical functions. For sphere marching the most difficult such function you need is that of a sphere (which is x^2 + y^2 + z^2 = r^2, where r is the radius and x,y and z are the coordinates of a point in space. Sphere marching looks like the following: miro.medium.com/v2/resize:fit:4800/0*EfMQcf5FrduGs4gD only in 3D space (spheres instead of circles). So in this case you look at the analytical equation of a spehere around the starting point on a ray and then increase the radius until you reach the closest point where you have some matter in your 3D model. Then you know for all rays gogin into all directions, that you can walk at least as far as to the surface of that sphere without touching any part of the model. Then you move your next starting point for looking for an intersection to the surface of that sphere, and so on, until you decide that the radius of the current sphere is small enough as that you can say an intersection is reached. Additionally to the knowledge that you get about that there are no obstacles within the ranges of those spheres you can also estimate by the different radii if for instance you are on a ray inside of a smoke cloud or inside glas or similar. So to answer my initial question. Ray tracing is the way to go for simple meshes made from large enough triangles, where ray marching is for more complicated stuff and models with glowing or smoke effects. The memory required for ray marching does not seem to be less than that for ray tracing as you do not need to save many vertices of a lot of triangulars but instead you need to build lookup tables of sphere radii, which needs about as much space. This is also why metaballs only exist as round sphere like objects, as the analytical surface equation becomes too complicated for more complex metaball structures. Mathematically this is also the case for squares as there is no way (in euclidean space outside of differential geometry) to smoothly describe them with analytical functions.
Does your videos get monetization? Because I want to get out of my house full of narcissist and my plan is to be financially stable through youtube doing hilarious animations by the help of your amazing tutorials
When I first hit any numpad view it puts me into perspective mode. Then of course I hit 'numpad 5' to change it to Orthographic. How do I reverse that so the default is Orthographic when I first hit a numpad view?
The problem is that some kind of lins are appearing in the image background.I assume that this's a bug in the Blender. Do you know how this can be fixed?
*Purchase the project files and support the channel:*
Gumroad: ryankingart.gumroad.com/l/monster
Patreon: www.patreon.com/posts/70210555
Sketchfab: skfb.ly/owOKJ
Man... how are you so good at this and also teaching? The clarity of your presentation is incredible. Thank you for rescuing hopeless 3D artist aspirants like me
Glad you like my teaching!
I'm saying!!!
Ryan + Blender = awesomeness
Haha thank you very much!
25:35 For anyone using blender 3.5, shift + R has changed to R only
Ahh yeah, thanks for sharing 👍
Thank you for sharing
Wow, I was just going to watch for tricks, not to follow along, since I can't really do sculpting with my arm, but then 3 min in, and you are showing me things I never even thought of looking at again. Thank you. No matter the topic, it's always worth watching.
Cool! Thanks for watching 👍
Best online courses so far
thanks
Ryan you are really killing it with these Blender videos!
Thank you 😄
Thank you for this new mini tutorial series. I always find it very nice that you keep inserting interesting and useful tutorials between your material tutorials. Keep it up!
You're very welcome! Thanks for watching.
Thanks Ryan, I've seen many other youtubers try explaining and I have to say you are the best at guiding us step by step.
Keep it up please
Thanks, will do!
I have collected all your playlists and added almost every videos to my playlist.Thank you❤😊
Cool, thanks for watching!
Awesome Ryan! I love it! ❤
Your 3D art skills are always next level. Thank you so much for sharing with us!
You're the best my friend! 😃
Thank you very much
Gonna love this Tutorial Series!
Thanks!
One of the easiest looking tutorial I’ve seen.
thanks for watching 👍
getting good on blender
👍 👍
Your video helped me do something I thought would be impossible last week. Thank you for your help this is yet again another great tutorial. I now have my model print ready.
thanks for watching!
You are a amazing teacher
Thank you! 😃
man this was the first good blender model i made, thanks man
thanks for watching!
Fun video! Thanks for sharing!
Welcome!
Appreciate you for doing this big bro. Learned alot.
welcome!
Nice character Ryan, prolific as always. I'd like to have seen the monster with big ugly monster feet though as opposed to the shoe type. I think feet and toes would have added lots of extra visual appeal.
Haha yeah your right! I should have added some big toes 😂
Love it!
Thanks!
Love it! cannot wait to start!
Thank you! 😀
Beautiful 👌
Thank you!
I can't wait for part 2 :)
Coming tomorrow! 👍
This also makes me want to make a peanut shell texture... ;)
Oh yeah 😄 🥜
Sculpting tutorial! And from Ryan! Excellent! Just please, please, do a walk cycle or some movement animation with it as well...
Thanks for the idea. 👍
Amazing 👏🏼👏🏼👏🏼
thanks : )
nice sir. I like your tutorials a lot
Glad you like them!
Good 👍
Thanks
The best!My favorite teacher
thanks!!
i wil try this . thanks sir.😀😀😀😀😀😀😀😀
Thanks for watching!
Дякую за навчальне відео)
you're welcome!
Nice!
Thanks!
Amazing 😍😍
Thank you 😀
Good job😍
Thanks!
Scary monster. ❌
Cute monster... ✅
Lol 😄
nice video sir
Thank you!
thank you
You're welcome!
Awesome ...
Thanks!
Hey Tutor, Thanks for helping the community with ur great knowledge. I have a few questions for you. And hope that u will clear my doubts.
1. I am following u from last 3 months and I have seen ur tutorials and almost done all ur tutorials. But when I start my own modelling from references I am not complete them. I always left them inbetween. Since I have basic knowledge of blender now, do I have to follow tutorials for modelling or do I have to focus on my own modelling from references. Hope u will clear my doubt. Thanks 🌱
Hmm, I'd say either one will help to improve your skills.
que genial ya aprendi a sculpir contigo
👍
Pressing Old Ass is changed my life.
Hi, are you zooming and rotating with the pen? (I apologize if I missed this in the video)
Hello, thanks for the great video.
Just a question concerning the use of meshes vs metaballs (I know I can turn metaballs into meshes later on),
would be grreat if you have a take on that, although it might be slightly off topic (apologies for that).
I looked into ray marching and SDFs by now a bit after trying to understand metaballs.
And as I am trying to make 3D graphics for my app-project for smart phones, I want the computation to be as resource-efficient as possible.
I realize that ray marching is very efficient when drawing the same object multiple times and also when to work a lot with transition functions like the metaball effect where object flow into one another. But in my layman understanding, I would assume that as with ray marching every point of the objects needs to be calculated separately by a complex distance function while with piece-wise linear triangulated meshes the computation might be easier as long as the triangles are not too small.
Would you say that assumption is correct?
And second, if I have a predefined animation not depending on user inputs at runtime, I would probably bake them before importing them to my app.
As I understand it, baking means that the rendering is done in advance maybe on my computer and never on the phone at all, and I import the animation then as a sequence of pixmaps prerendered and shaded.
So if I bake my animations before using them, it probably does not matter at all if I use ray marching or ray tracing, as it is not done on the phone.
Are those assumptions correct?
Thank you for your time and trouble.
Hmm, sorry I don't really know how to help you. I've never used ray marching before, I don't even know what that is, and I also have no experience with video game creation. Sorry about that.
@@RyanKingArt Ok, thank you for the answer anyway. I found a solution by now myself. So, if you allow,and are interested I will answer my own question.
Ray marching is the process used in calculating metaballs.
Basically you have a 3D surface which is not described as a mesh but as a signed distance function (SDF). There you march from the camera into the model space stepwise on a ray until you reach a point where the sign of the signed distance function changes. Then you deicde by that change of sign that you went in the last step from outside the model to inside the model meaning that at that specific step a surface has to be. The difference to ray tracing is that ray tracing uses a meshes analytical equation to calculate the intersection of the ray with the mesh.
This is quite easy to calculate as long as the analytical equation is easy enough for such a calculation. That is for instance why you use piecewise linear functions in form of flat triangles. The process becomes more complicated when either the object becomes too complicated to describe in by an analytical function or the order of the polynomes in that function become higher. Since the latter case the roots needed to calculate the intersection become harder to find. Or in extreme cases where you model things like gasses, fog, rain or smoke finding an analytical function becomes impractical.
So if you do not have an analytical function at all or it is too complicated you use the iterative approach of ray marching, often applied in the form of sphere marching.
Where you start on a ray at the camera point and walk along the ray until you reach a point where the ray intersects and object.
The advantage of ray tracing is, that you only need 1 step to reach that intersection, for ray marching you need more, but you can find intersections without calculating roots of too complicated analytical functions. For sphere marching the most difficult such function you need is that of a sphere (which is x^2 + y^2 + z^2 = r^2, where r is the radius and x,y and z are the coordinates of a point in space.
Sphere marching looks like the following:
miro.medium.com/v2/resize:fit:4800/0*EfMQcf5FrduGs4gD
only in 3D space (spheres instead of circles).
So in this case you look at the analytical equation of a spehere around the starting point on a ray and then increase the radius until you reach the closest point where you have some matter in your 3D model. Then you know for all rays gogin into all directions, that you can walk at least as far as to the surface of that sphere without touching any part of the model. Then you move your next starting point for looking for an intersection to the surface of that sphere, and so on, until you decide that the radius of the current sphere is small enough as that you can say an intersection is reached. Additionally to the knowledge that you get about that there are no obstacles within the ranges of those spheres you can also estimate by the different radii if for instance you are on a ray inside of a smoke cloud or inside glas or similar.
So to answer my initial question. Ray tracing is the way to go for simple meshes made from large enough triangles, where ray marching is for more complicated stuff and models with glowing or smoke effects. The memory required for ray marching does not seem to be less than that for ray tracing as you do not need to save many vertices of a lot of triangulars but instead you need to build lookup tables of sphere radii, which needs about as much space.
This is also why metaballs only exist as round sphere like objects, as the analytical surface equation becomes too complicated for more complex metaball structures. Mathematically this is also the case for squares as there is no way (in euclidean space outside of differential geometry) to smoothly describe them with analytical functions.
thanks for the info. @@philipschroeder5427
👍👍
Thanks!
It's like looking in the mirror 😛.
😂
Does your videos get monetization? Because I want to get out of my house full of narcissist and my plan is to be financially stable through youtube doing hilarious animations by the help of your amazing tutorials
Yes, my videos are monetized here on TH-cam and that's my main income source. But I also make income from Gumroad, Patreon, Selling products, ect...
@@RyanKingArt glad to hear that! Btw will animation videos made with blender be monetized on youtube? I'm sorry I ask a lot
@@barasaurus6211 Yes, animation videos can be monetized. All of my videos on my TH-cam channel are monetized.
can you give us advice for how to make a real character for free without addons in blender
Maybe I can make a tutorial on that sometime.
Hey, can you help me? When i try to sculpt an half sphere i can't because its buggy, do you have any idea to fix it?
What do you mean by buggy?
@@RyanKingArt when i remesh the half sphere to sculpt it looks like has been used the skin modifier but a little bit more weird
@@Unknown-xx4ki did you apply all of the modifiers before you remeshed it?
@@RyanKingArt maybe thats the problem, thank you for helping!😃
When I first hit any numpad view it puts me into perspective mode. Then of course I hit 'numpad 5' to change it to Orthographic. How do I reverse that so the default is Orthographic when I first hit a numpad view?
oh that's weird. I don't know why its doing that. Maybe its a setting in Blender's user preferences.
hi my geometry isnt there, is there a way to accidentally hide it please?
press Alt H, to un hide anything in Blender.
@@RyanKingArt thank you 😊 🙏
Hi Ryan, do you know how i can fix the problem?
drive.google.com/file/d/1ZLLS1qaZd7t28roNgrWQZqoJOb6cH0kw/view?usp=sharing
what problem?
The problem is that some kind of lins are appearing in the image background.I assume that this's a bug in the Blender.
Do you know how this can be fixed?
@@emilvasilev1952 is it happening in the compositor?
My besier curve doesnt come up with the handles
Ahh nevermind, must have got out of edit mode somehow.
yeah, you will need to be in edit mode to edit the curve handles. 👍
brother where is its part 2?
link is in the description
20th
Thanks!
my bezier don't have any handles please help me
Hello Ryan how are you I am use blender 3.2.2 but hi always crush with me
I'm not sure what your asking.
@@RyanKingArt I am using Blender version 3.2.2, but it automatically exits. Is the problem with this version .. I am sorry because of my poor English
@@rosickygaming6888 Oh you mean its randomly crashing and closing? That sounds like a bug in the program to me.
are there any lefties here yet?)