This is a really good Tut for some body wanting to go in Stylized Art. Only the UV part I would say I don't agree with if looking from a Game point of view but the rest is pretty good.
@@agustin_honnun oh I see! I did not see it was posted 2 years ago. Anyway, regardless of time, you got great content and art. Keep it up brother. I am a 3D Generalist, hard surface specialist myself for over 6+ years 🙂
Man I've been talking down about Blender for years being a Max user. Then fell in love with it somewhere in the lasts months. So happy I changed my perspective. Besides, I have no clue how you're scaling up the vertex at 0:15 but whatever, I'll figure it out I'm sure. Insane tutorial!
These videos are simply awesome. Besides being an artistic inspiration they also show the whole workflow between the softwares and how to approach problems. Thank you alot for this, I really love your style!
I'm glad you liked it :D Unfortunately, I don't 😕, usually, I only upload speed modeling videos. My latest one is a full tutorial, not about a tree. But the same process
How did you Uv Unwrap in the viewport? I can't figure it out you just move the mesh around and the UV stays still while you move the mesh and cut it to get the texture in the right spot
Hello, maybe someone can help me. The "scale" command doesn't work for me. If I click on a Verticis, press s and start the command, I can see that the coordinates change, but nothing changes on the object itself!
Hello, apologize for late response, maybe if you are using scale for skin modifier you should use crtl + a or alt+a I don't remember exactly the shortcut but the S for scale doesn't work for this kind of editing
Hey Hello, here is a list of the brushes I usually use: - Blender & Substance Painter default brushes - www.artstation.com/a/447247 - www.artstation.com/a/447193 - www.artstation.com/a/1798354 - www.artstation.com/a/4993009 - www.artstation.com/a/4993224 - www.artstation.com/a/1798225 - www.artstation.com/a/1797715 - blendswap.com/blend/18735 My Stylized Rocks Brush Set bit.ly/A_H_Rock_BrushSetVol1
@@agustin_honnun Hello! Thank you so much, I just learned something new today - the decimate modifier really is OP. I appreciate you taking the time to reply to me!
Hi. It was because I wanted to reduce more the poly count in that specific zone. If I don't paint with weight, the modifier will reduce the tree branches poly count making them to disappear
Hello.. I´m confused.. at 2:40 the tree had 1mil points but then you decreased from 1mil to around 600k. Why? Also you increased from 18k to 1 mil using the subd and then decreased from 1mil to 600k using remesh right? but ye I just dont understand why..
Hello. Usually for this kind of models I need to use remesh instead of subdivision surface to sculpt, because you can create new mesh during the sculpture (like roots in this case) and apply a remesh to add more geometry to sculpt in the new roots created, something you can't do with subdivision surface modifier. So that's why triangles are varying a lot. In that exact minute, I started with a low poly tree, then used the subdivision surface to smooth it, but subd modifier creates a lot of geometry that usually isn't good for sculpture because some quads are big and others are too small, so, in this case if you don't have a great pc like in my case for that time, sculpting with millions of triangles may cause a lot of lag and subd surface will create a lot of unnecessary and non proportional each other quads, so then the remesher decrease it to 600k because made all quads similar in size each other and easier to sculpt. Hope it makes sense xD
@@agustin_honnun ye i understand.. but my problem is honestly.. that im sculpting a wheel of a wagon, and trying to represent/sculpt it as wood.. and i feel like the minimum verts that i can do it with is around 1 mil... because if its like 500k, whenever i make a simple cut i see quads instead of a smooth cut... and.. the wagon is big.. and if only the wheels willl have 4 mil polygons.. imagine the whole thing...
Now.. im kinda new to sculpt thats why im kinda confused.. and that might be normal, to have alot of geometry in a object and.. even more in other objects because the wagon is kinda big.. and in the end boom.. like 10mil or 15 all together..
Yes is normal to have that amount of triangles in your scene depending if your pc can handle it, I usually sculpt scene with 120 millions triangles with no sculpting lag issues (only it takes like 5-10 seconds to save the file) but yes to have a great density in the sculpture you should have that amount of tris. Other think you can try is Dyntopo, this helps you to add more density/triangles only in the space you are sculpting, increasing the triangles just in that zone, leaving the rest who needs less resolution optimized. Now it will depend of the focus of your model, if you want it for a render you maybe don't need to care about the tris, but if it is for a game or animation you should bake the high poly details into a low poly mesh, reducing considerably the amount of vertex
Hello, the trunk material is the same I used in my other video "stylized rock" it is for free download in the description, you only need to modify some options and color settings :) For the leaves, I unfortunately don't have the textures because I lost my hard drive data
This is a really good Tut for some body wanting to go in Stylized Art. Only the UV part I would say I don't agree with if looking from a Game point of view but the rest is pretty good.
Hello, I totally agree with you. These days, UVs were hard to understand for me for this kind of organic meshes, I appreciate your comment!
@@agustin_honnun oh I see! I did not see it was posted 2 years ago. Anyway, regardless of time, you got great content and art. Keep it up brother. I am a 3D Generalist, hard surface specialist myself for over 6+ years 🙂
I appreciate it, thanks!
I've learned more from ur videos than I have in university! Great videos!
Happy to hear that, thank you :) I've learned everything by myself on internet
Man I've been talking down about Blender for years being a Max user. Then fell in love with it somewhere in the lasts months. So happy I changed my perspective.
Besides, I have no clue how you're scaling up the vertex at 0:15 but whatever, I'll figure it out I'm sure. Insane tutorial!
Happy to read it 😊
For the vertex, I'm using skin modifier on Vertex object, with Ctrl A you can scale it (only using the skin modifier)
Looks very nice. I might try this method for my projects.
I appreciate it, thank you :)
These videos are simply awesome. Besides being an artistic inspiration they also show the whole workflow between the softwares and how to approach problems. Thank you alot for this, I really love your style!
Thank you :DD
Thank you 🙏♥️
:D
what a nice tree! do you have the slower version video?
I'm glad you liked it :D Unfortunately, I don't 😕, usually, I only upload speed modeling videos. My latest one is a full tutorial, not about a tree. But the same process
Great job! Do you have a slower version of this where you explain what you’re doing? I’d pay to see it
Sorry I don't have it :( but soon I'm planning to re-do this video with comentary
I'm honestly more interested in the tree bark material you made in SP.
Hello, you can download it in my Stylized rock video, is the same just retouch it with some brown colors :)
How did you Uv Unwrap in the viewport?
I can't figure it out you just move the mesh around and the UV stays still while you move the mesh and cut it to get the texture in the right spot
Hello, can you send the the timestamp minutes please? :)
@@agustin_honnun 16:14
and onwards, you just drag the model like if you were in the UV editor 😁
In the right top, there is an "Option" button, check the first one, that allow you to edit the model without affecting the UV
@@agustin_honnun the "Correct Face Attributes" option is AMAZING, thank you Augustìn!
Happy to help :) thank you !
Hello, maybe someone can help me. The "scale" command doesn't work for me. If I click on a Verticis, press s and start the command, I can see that the coordinates change, but nothing changes on the object itself!
Hello, apologize for late response, maybe if you are using scale for skin modifier you should use crtl + a or alt+a I don't remember exactly the shortcut but the S for scale doesn't work for this kind of editing
Alt+s
Where did you get all your alpha textures from?
Hey Hello, here is a list of the brushes I usually use:
- Blender & Substance Painter default brushes
- www.artstation.com/a/447247
- www.artstation.com/a/447193
- www.artstation.com/a/1798354
- www.artstation.com/a/4993009
- www.artstation.com/a/4993224
- www.artstation.com/a/1798225
- www.artstation.com/a/1797715
- blendswap.com/blend/18735
My Stylized Rocks Brush Set
bit.ly/A_H_Rock_BrushSetVol1
@@agustin_honnun Thank you!
Hello, I wanted to ask: what is the purpose of the weight painting you did in Blender at 9:40?
Hello, I did it to use it as a mask for the decimate modifier, so I can decrease the poly count only on weighted parts without affecting the branches
@@agustin_honnun Hello! Thank you so much, I just learned something new today - the decimate modifier really is OP. I appreciate you taking the time to reply to me!
hey just a quick question. whats the reason of the weight painting after you added the decimate modifier?
Hi. It was because I wanted to reduce more the poly count in that specific zone. If I don't paint with weight, the modifier will reduce the tree branches poly count making them to disappear
At the start, how is he able to scale the vertex points? For me it doesnt work!
You can use CTRL+A to scale the vertex using the skin modifier :)
@@agustin_honnun Thank you very much. Appreciate it!
Hello.. I´m confused.. at 2:40 the tree had 1mil points but then you decreased from 1mil to around 600k. Why?
Also you increased from 18k to 1 mil using the subd and then decreased from 1mil to 600k using remesh right? but ye I just dont understand why..
Hello. Usually for this kind of models I need to use remesh instead of subdivision surface to sculpt, because you can create new mesh during the sculpture (like roots in this case) and apply a remesh to add more geometry to sculpt in the new roots created, something you can't do with subdivision surface modifier. So that's why triangles are varying a lot.
In that exact minute, I started with a low poly tree, then used the subdivision surface to smooth it, but subd modifier creates a lot of geometry that usually isn't good for sculpture because some quads are big and others are too small, so, in this case if you don't have a great pc like in my case for that time, sculpting with millions of triangles may cause a lot of lag and subd surface will create a lot of unnecessary and non proportional each other quads, so then the remesher decrease it to 600k because made all quads similar in size each other and easier to sculpt. Hope it makes sense xD
@@agustin_honnun ye i understand.. but my problem is honestly.. that im sculpting a wheel of a wagon, and trying to represent/sculpt it as wood.. and i feel like the minimum verts that i can do it with is around 1 mil... because if its like 500k, whenever i make a simple cut i see quads instead of a smooth cut... and.. the wagon is big.. and if only the wheels willl have 4 mil polygons.. imagine the whole thing...
Now.. im kinda new to sculpt thats why im kinda confused.. and that might be normal, to have alot of geometry in a object and.. even more in other objects because the wagon is kinda big.. and in the end boom.. like 10mil or 15 all together..
Yes is normal to have that amount of triangles in your scene depending if your pc can handle it, I usually sculpt scene with 120 millions triangles with no sculpting lag issues (only it takes like 5-10 seconds to save the file) but yes to have a great density in the sculpture you should have that amount of tris. Other think you can try is Dyntopo, this helps you to add more density/triangles only in the space you are sculpting, increasing the triangles just in that zone, leaving the rest who needs less resolution optimized.
Now it will depend of the focus of your model, if you want it for a render you maybe don't need to care about the tris, but if it is for a game or animation you should bake the high poly details into a low poly mesh, reducing considerably the amount of vertex
What tool are you using to inflate the tree trunk at 0:16 ?
Using the Skin modifier you can select a vertex and press Crtl A and to increase the size, similar as the curves
Thank you so much for the quick reply!
that remesh modifier adds too much geometry ...is there any way to fix this ???
Hello, use Shift R and drag to modify the amount of geo (in sculpt mode) in real time, apply scale first, then apply the remesh with Control R
@@agustin_honnun thanks will try it♥️
Super!where did you get the material of the stylized wood?
Hello, I did it by myself, but I've learned it from 3DEx youtube channel, you can search his courses
hello sir, where can i get a smart material tree?
Hello, the trunk material is the same I used in my other video "stylized rock" it is for free download in the description, you only need to modify some options and color settings :)
For the leaves, I unfortunately don't have the textures because I lost my hard drive data
@@agustin_honnun thank you very much i will try it