LOWPOLY CLIFF rocks with grass / moss in BLENDER 3D | Low poly 3d style for games | 3d Game Art

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  • เผยแพร่เมื่อ 23 ธ.ค. 2024

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  • @HampsterGirl
    @HampsterGirl 3 ปีที่แล้ว +3

    Thanks again for the music.
    Loving it!

  • @tomobrien4182
    @tomobrien4182 3 ปีที่แล้ว +3

    Looks awesome!

  • @whaleio9476
    @whaleio9476 3 ปีที่แล้ว +2

    Hello! This video was very helpful to me. I just wanted to add that you could use Mixed shader + normal steepness to shade the grass differently from the rock.

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว

      Thank you for the tip! :)

  • @WalterRDK
    @WalterRDK ปีที่แล้ว +1

    Lighting setup tutorial will be great

    • @brainchildpl
      @brainchildpl  ปีที่แล้ว

      Lighting is a tricky task for me because I usually rely on what 'feels' right. Consequently, it's sometimes difficult to explain my reasoning behind the choices I've made.

  • @Gettutorials123
    @Gettutorials123 3 ปีที่แล้ว +3

    Awesome👌👌

  • @saltandthunder
    @saltandthunder 2 หลายเดือนก่อน

    Awesome tutorial! I’m thinking of blocking out the main rock shapes like you did, but using sculpting tools for the fine details part, and then turn to low poly with decimate. Have you tried that? Curious if it might be quicker

    • @brainchildpl
      @brainchildpl  หลายเดือนก่อน

      I usually do it that way

  • @tongsworld3341
    @tongsworld3341 3 ปีที่แล้ว +1

    THANK YOU

  • @eivoria
    @eivoria 3 ปีที่แล้ว +3

    Hi pal, that's a good video.

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +1

      I usually use them in almost all my videos, I just sometimes forget to use them :)

  • @lajawi.
    @lajawi. 3 ปีที่แล้ว +5

    It's lovely! Can you make a little tutorial for this style?

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +2

      Yeah, I will have lowpoly stuff for sure

  • @vortexgamingtm3577
    @vortexgamingtm3577 3 ปีที่แล้ว +3

    how did he split that at 0:50 ?

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +1

      ctrl + shift + B

    • @vortexgamingtm3577
      @vortexgamingtm3577 3 ปีที่แล้ว +2

      thanks, and what about at 0:47 how you created that edge?

    • @vortexgamingtm3577
      @vortexgamingtm3577 3 ปีที่แล้ว

      got it. sorry I am new to blender.
      And please if u could show keypress that would be helpful

  • @davinsaputra3341
    @davinsaputra3341 3 ปีที่แล้ว +2

    Hi I want to ask, do you add a curvature shader on top on render? It looks like on the sharp edges rock there is a hint of white cavity/curvature on the sharp area. How do you achieve that? Do you put a small bevel on every edge on the rock?

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +2

      th-cam.com/video/jwLd7uRqGLo/w-d-xo.html

  • @MrIssa2021
    @MrIssa2021 ปีที่แล้ว +1

    You Can Join The Objects Before Applying Textures. That Would Make It Easier.

    • @brainchildpl
      @brainchildpl  ปีที่แล้ว

      Yes, my workflow is generally quite spontaneous. I usually work 'on the fly' and often don't have a set plan in place. So it can get a bit messy at times. (When recording videos.)

  • @bharatkamboj6028
    @bharatkamboj6028 3 ปีที่แล้ว +1

    Great asset! Where could I buy the blender file for this video though?

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว

      Hey, you can't buy this asset atm.

    • @bharatkamboj6028
      @bharatkamboj6028 3 ปีที่แล้ว +1

      @@brainchildpl I'll give you a deal you wont be able to refuse

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว

      @@bharatkamboj6028 :D

  • @LioncatDevStudio
    @LioncatDevStudio 3 ปีที่แล้ว +4

    How long did this take?

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +1

      It is proabably 2x speed. But it takes a few hours just to figure out what I want to do - concepting phase.

  • @yalepaweee9064
    @yalepaweee9064 3 ปีที่แล้ว

    Should I try to keep it all quad? Does ngon matter in low poly style assets like this one?
    Thank you for your answers.

    • @brainchildpl
      @brainchildpl  3 ปีที่แล้ว +3

      You don't have to care too much about triangles in lowpoly game object because your models will be triangulated when imported to game engines (unity and unreal). If you need a clean mesh for animation (like 3d characters) you need quads. Quads are also great to keep your meshes clean and easy for UV unwrapping. When I do retopo of my rocks I usually decimate high poly mesh and keep triangles, because it doesn't matter that much in this case.

    • @yalepaweee9064
      @yalepaweee9064 3 ปีที่แล้ว +1

      @@brainchildpl Oh, thank you :))

  • @simplyalemon
    @simplyalemon 2 หลายเดือนก่อน

    how would u even uv unwrap this😭😭😭

    • @brainchildpl
      @brainchildpl  2 หลายเดือนก่อน

      just put seams on sharp edges and it should be done