Blender 2.8 Tutorial | Orderly Tangle - Tetrahedron Star Polylink

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  • เผยแพร่เมื่อ 10 ธ.ค. 2024

ความคิดเห็น • 28

  • @BricktowneMedia
    @BricktowneMedia 5 ปีที่แล้ว +4

    I will NEVER tire of your abstract geometry tutorials for blender....ugh...perfection.

  • @land13th
    @land13th 5 ปีที่แล้ว +3

    that is marvelous! I'm amazed by your ability to create something so complicated and beautiful in Blender!

    • @luxxeon3d
      @luxxeon3d  5 ปีที่แล้ว +3

      Thank you very much!

  • @SkinnyBlackout
    @SkinnyBlackout 5 ปีที่แล้ว +3

    Yaaaas!!! Thank you!

  • @dazdigifoto
    @dazdigifoto 5 ปีที่แล้ว +1

    Thank you - Very, very good - I had my first Christmas Star for 2019 ;) I love the step-by-step explanation and that by the way you learn the new aperture settings.

  • @glencole8484
    @glencole8484 5 ปีที่แล้ว +1

    Another kick ass tut dude.

  • @dankuzmenka261
    @dankuzmenka261 5 ปีที่แล้ว +1

    Great tutorial

  • @nikomedia
    @nikomedia 5 ปีที่แล้ว +1

    I do not use Blender, but I really like your tutorials.
    Subscribing to the channel is of course a matter of honor ;)

  • @garciarobert3468
    @garciarobert3468 ปีที่แล้ว

    amazing tutorial thank you !~ 3.6 ver blander "edge split " in to modifiy menu

  • @l-94tam85
    @l-94tam85 5 ปีที่แล้ว

    Thanks so much teacher for your very helpful tutorials! And hope see one day your 3D methode of working in the architectural side.

  • @P45H4
    @P45H4 ปีที่แล้ว

    Thats cool. Thanks!

  • @o1ecypher
    @o1ecypher 5 ปีที่แล้ว +1

    awesome tutorial bro keep up the great work. maybe a procedural grass tutorial in the future

  • @kosewiz
    @kosewiz 5 ปีที่แล้ว +1

    Muchas gracias gran tutorial, la estructura es muy hermosa

  • @harcourtmireault1268
    @harcourtmireault1268 5 ปีที่แล้ว

    Ceci est incroyable!

  • @kevinjackson8683
    @kevinjackson8683 3 ปีที่แล้ว +4

    in 2.93 Edge Split is located under Alt M

    • @luxxeon3d
      @luxxeon3d  3 ปีที่แล้ว

      Yes. The shortcuts and tool locations for most of these tutorials will need to be updated for the latest versions, especially those which came after 2.83. I may actually revise some of these tutorials for the latest Blender versions in the near future, but it may not really be necessary.

    • @a.u.movnirec8331
      @a.u.movnirec8331 ปีที่แล้ว

      king

  • @MicheusVieira
    @MicheusVieira 5 ปีที่แล้ว

    Great one. It remembers me an old one you did: Four Equilateral Triangle.
    I have to say that make it in Wings3D was not that complicated until the unwrap part. It requires more work when the object is complex and the polycount increases. I opted to use Crease command instead of Bevel.

    • @luxxeon3d
      @luxxeon3d  5 ปีที่แล้ว +1

      Yes, I didn't consider crease when I made the tutorial, but that should work just fine and keep the thing lower poly. I decided to do this one because I made an animation of the object a few weeks earlier, and someone asked me how to do that model. Looking back on my older Tangles, I discovered this one was a little different in regard to the techniques, so I figured it was worth a video. Will you post a video of this in Wings? I'm curious at which stage you did the unwrap. There shouldn't be very many polygons unless you were subdividing the result.

    • @MicheusVieira
      @MicheusVieira 5 ปีที่แล้ว

      @@luxxeon3d yes, I intend to record one. Unfortunately, in Wings3D we cannot unwrap the mesh so early as you did. I can do that only at the end. That was the reason I used crease, although arrange the UV islands still requires some work.

    • @luxxeon3d
      @luxxeon3d  5 ปีที่แล้ว

      @@MicheusVieira Interesting. Is that a Legacy issue where models were mostly low poly? Just curious why there's a limitation of when a model can be unwrapped in Wings? Typically, you'd always want to save that for the end, but in the case of 3dsmax or Blender, unwrapping a model early on at the low poly stage, then subdividing on top of that is quite common.

    • @MicheusVieira
      @MicheusVieira 5 ปีที่แล้ว +1

      @@luxxeon3d I was not accurate in my comment. We can create UV at anytime. The problem is after we do that - as you did - and the edges which are parte of UV islands boundaries go away with the use of Bevel in this case - the new faces will be connecting different islands in the UV map - it's like Wings3D doesn't handle the uvs for some commands. As Crease doesn't "kill" the boundary edges, them we can use it, but each new edge added to the faces will introduce distortions in UV after we slide them - so, we need to work a little.
      We are faster in that process you "close" the meshes one by one - we can do all of them one at once, but we loose many time unwrapping this model.
      It's not a good advertising, but I'm going to show that in the video. 🙂

  • @torjusaanderaa3749
    @torjusaanderaa3749 4 ปีที่แล้ว

    woooow, what a neat tutorial! It even has zero dislikes! :O

  • @Fakruddeen01
    @Fakruddeen01 4 ปีที่แล้ว

    Nice tutorial

  • @Robert_TLH
    @Robert_TLH 4 ปีที่แล้ว

    The best tutorial

  • @warrior55to76
    @warrior55to76 3 ปีที่แล้ว +1

    edge spit has been repaced by offset edge slide, and loop, cut, and slide. Which step do I take next? 1:15

    • @anna_rae111
      @anna_rae111 ปีที่แล้ว

      Probably you figured it out already - at least I hope so - but for everyone who has the same question: Go in Edit mode > Edge select, select all edges and use Mesh > Split > Faces by Edges. Result is the same as shown in the video.

  • @l-94tam85
    @l-94tam85 5 ปีที่แล้ว

    Thanks so much teacher for your very helpful tutorials! And hope see one day your 3D methode of working in the architectural side.