The great thing with your tutorials is that you always go to those unknown Blender places, tabs and properties no one normally ever touches (or even knows about) and use them creatively. The goal: versatility in workflow to match any situation - especially cross software / platform.
I’ve been working in cg since 1994 (alias, maya, moi, you name it), I absolutely love watching this type of content, complex things explained in the best way possible. Subscribed sir!
You will not find this tip anywhere else, but you will find it on Christopher3d's TH-cam channel. All appreciation and respect to you, and more progress in this valuable channel. Thank you Christopher.
This was enormously helpful! I know I would have been bashing my head against my desk trying to get the textures to line up without this guide. Thank you so much!
An outstanding tutorial-comprehensive, detailed, and packed with valuable insights for both beginners and experienced users. Truly exceptional. Perfect score: 10/10.
Really great tip and explanation! I didn't know this workflow before yesterday, but it will definitely be helpful and useful for non-destructive modeling. I modeled a lot when I started learning Blender a couple of years ago, but then lost motivation due to the bad results I got with texture baking. Even with paid addons in this regard, e.g. SimpleBake, I had issues getting the desired quality and resolution, even though the UI and the handling of the addon were pretty straight forward. Are you familiar with texture baking and would you like to make a (more advanced) tutorial in this regard?
Two things. 1: Under what circumstances would you *not* wish to use this method for connecting two objects together? 2: Regarding procedural textures, If you are *just* making the textures for the sake of baking them out, A quick and dirty way to handle the texture mapping problem would be to just use the vertex location as the texture coordinate. This, Obviously, Would not be desirable if you want the object to be something which moves around in a Blender scene. But if all you're doing is applying a quick texture to an object that you plan on baking out, This would save a little bit of time.
I have one example, when doing game models you sometimes transfer the high poly model normal information to the low poly one, since topology doesnt matter on the high poly one this is a quick method to model rather than fighting loops
@@AirmanCS I might not have been clear. I was wondering when you would want to actually model the connection into a singular object instead of doing a data transfer like this. Because this seems a lot more convenient and seems to have high compatibility with other software.
This is so good! Could we use this method of Shrinkwrap and DataTransfer to bake high poly meshes for game assets? Once we have our low poly mesh with our customs normals (from bakes and DataTransfers), we can use them in Unity/UE, right?
Can you make full blender course (step by step videos then make playlist) where you explain every thing in blender with live use in video. Then you can sell that course on udemy or other website for money. But keep free on youtube. In HOLY Books said. If you will give free any thing GOD of jesus will give you 10 times more. Like you will give 100$ you will get 1000$ back from God of Jesus. Like wise if you will give free information (blender videos) then you will get 10 times more information free. Hope you will make blender full course as soon as possible to cover every thing in blender. THANKS.
The great thing with your tutorials is that you always go to those unknown Blender places, tabs and properties no one normally ever touches (or even knows about) and use them creatively.
The goal: versatility in workflow to match any situation - especially cross software / platform.
I’ve been working in cg since 1994 (alias, maya, moi, you name it), I absolutely love watching this type of content, complex things explained in the best way possible. Subscribed sir!
You will not find this tip anywhere else, but you will find it on Christopher3d's TH-cam channel.
All appreciation and respect to you, and more progress in this valuable channel.
Thank you Christopher.
Fascinating, I would never had thought of this without your video. Thanks a lot!
2 problems with data transfer in 1 video, thank you!
Impressive this blend also works with procedural textures!
This was enormously helpful! I know I would have been bashing my head against my desk trying to get the textures to line up without this guide. Thank you so much!
Wow. Your stuff is always so good!
An outstanding tutorial-comprehensive, detailed, and packed with valuable insights for both beginners and experienced users. Truly exceptional. Perfect score: 10/10.
That was a really fantastic tutorial , thank you :)
Very useful video. Thank you very much!
Wow, amazing content and piece of knowledge loved my friend
Incredible knowledge of ancient arcane arts is being granted to us mortals, we should be grateful for this wise master 🙏
great info
чудово
Really great tip and explanation!
I didn't know this workflow before yesterday, but it will definitely be helpful and useful for non-destructive modeling.
I modeled a lot when I started learning Blender a couple of years ago, but then lost motivation due to the bad results I got with texture baking.
Even with paid addons in this regard, e.g. SimpleBake, I had issues getting the desired quality and resolution, even though the UI and the handling of the addon were pretty straight forward.
Are you familiar with texture baking and would you like to make a (more advanced) tutorial in this regard?
Two things.
1: Under what circumstances would you *not* wish to use this method for connecting two objects together?
2: Regarding procedural textures, If you are *just* making the textures for the sake of baking them out, A quick and dirty way to handle the texture mapping problem would be to just use the vertex location as the texture coordinate. This, Obviously, Would not be desirable if you want the object to be something which moves around in a Blender scene. But if all you're doing is applying a quick texture to an object that you plan on baking out, This would save a little bit of time.
Blender is full of options and ways of doing things.
I have one example, when doing game models you sometimes transfer the high poly model normal information to the low poly one, since topology doesnt matter on the high poly one this is a quick method to model rather than fighting loops
@@AirmanCS I might not have been clear. I was wondering when you would want to actually model the connection into a singular object instead of doing a data transfer like this. Because this seems a lot more convenient and seems to have high compatibility with other software.
@Dryym ohh the other way around, mostly could be rigged models product visualization if you are using nodes to animate and such just a few examples
This is so good! Could we use this method of Shrinkwrap and DataTransfer to bake high poly meshes for game assets? Once we have our low poly mesh with our customs normals (from bakes and DataTransfers), we can use them in Unity/UE, right?
Fbx have always been finiky not just in blender but also in Maya
apply glass shader to this
Can you make full blender course (step by step videos then make playlist) where you explain every thing in blender with live use in video.
Then you can sell that course on udemy or other website for money. But keep free on youtube.
In HOLY Books said. If you will give free any thing GOD of jesus will give you 10 times more. Like you will give 100$ you will get 1000$ back from God of Jesus. Like wise if you will give free information (blender videos) then you will get 10 times more information free.
Hope you will make blender full course as soon as possible to cover every thing in blender.
THANKS.