Overwatch Style Character - Making the Hair

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 168

  • @dimitryk.4946
    @dimitryk.4946 4 ปีที่แล้ว +29

    This is the best format for tutorials, as for me. Voice over x2 timelapse, not commenting every step but also focusing attention where it needs to be focused. Looking forward to see more vids like this mini-series

  • @Ethan-if8oo
    @Ethan-if8oo 4 ปีที่แล้ว +7

    i like this style of sculpting as we cans see your actual process.

  • @anjuro
    @anjuro 3 ปีที่แล้ว +22

    As a beginner sculptor hair is my kryptonite. I would love to see more hair related content from you guys in the future.

    • @JaySamurai79
      @JaySamurai79 2 ปีที่แล้ว

      Same here. Ive spent the last 3 days trying to figure out how to do hair. I'll give this method a try.

    • @anjuro
      @anjuro 2 ปีที่แล้ว

      @@JaySamurai79 I feel ya, after several sculpts it has barely gotten any easier for me either. This video may help you ( th-cam.com/video/lo_FxdSe_F8/w-d-xo.html ) , for me it's probably been one of the most useful hair modelling tutorials.

  • @sp47208AJ
    @sp47208AJ 11 หลายเดือนก่อน

    I absolutely have loved watching this mini series, watching timelapses with narration explaining your guys' thoughts has been super insightful! Thank you so much!!

  • @khayelihlembele6008
    @khayelihlembele6008 4 ปีที่แล้ว +4

    I would like more of these kinds of tutorials with narration please and thank you. It's very informative of a lot of aspects that are overlooked or struggled on

  • @pepnoi
    @pepnoi 4 ปีที่แล้ว +2

    Your comments are really interesting, I prefer the narration in your videos

  • @riverground
    @riverground 4 ปีที่แล้ว

    Narration videos are great, there are plenty of time laps vidoes out there, but it doesn't give as much insight into the thought process and I think you guys do that really well with your narration.

  • @aero3245
    @aero3245 4 ปีที่แล้ว +2

    Guys you don't know how I was waiting for this part💓💓💓

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +1

      I hope it lived up to you expectations :)

  • @TaylorStine
    @TaylorStine 4 ปีที่แล้ว

    I like this style of video. These days I don't have time to follow a tutorial, so I just play these videos while I sculpt. It's a great video for that.

  • @MrChikkooo
    @MrChikkooo 4 ปีที่แล้ว +14

    I was waiting for this video for sooo longggg! 😅

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +2

      Hope you enjoy :D

    • @MrChikkooo
      @MrChikkooo 4 ปีที่แล้ว +1

      @@FlippedNormals love it

  • @SaltedMallows
    @SaltedMallows 4 ปีที่แล้ว +1

    Good Job sculpting Widowmaker Samus

  • @RyanKingArt
    @RyanKingArt 4 ปีที่แล้ว +1

    Awesome Character!

  • @bencoomer2000
    @bencoomer2000 4 ปีที่แล้ว

    Narration and thoughts are always nice. Gems keep popping out.

  • @daisukegori2112
    @daisukegori2112 2 ปีที่แล้ว +1

    I've seen loads of anime that is more human looking thatn overwatch. You've got the kids from Digimon, then you have Fist of the north star and all the different styles within the blanket of "anime". You guys are fantastic by the way. Not only do you have amazing skill but your on air personalities are killer.

  • @GG-James-E
    @GG-James-E ปีที่แล้ว

    Really enjoyable and useful, with a lot of information.
    please make more like this,
    Thanks!

  • @MultiNutterbutter
    @MultiNutterbutter 4 ปีที่แล้ว

    Im happy to have my suspicions made true by watching this video. I thought I was being lazy by not doing retopo/box modeling in Zbrush. Ah now I can comfortably export to maya and continue working without feeling bad. Ty guys

  • @Zakadeja
    @Zakadeja 4 ปีที่แล้ว +1

    The retopology part blew my mind. I didn't know stuff like this was this easy in Zbrush, I'm used to using retopoflow in blender.

    • @Zanna444
      @Zanna444 4 ปีที่แล้ว

      this is my question also after finishing a character in zbrush should it be retopologize again by quade draw in maya or some thing ?? or zbrush mesh version will last version?? apreciate your help

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      I would never use the zbrush retopo as my final. You need something where you have more control to create specific topo. Like Quad draw

    • @Zanna444
      @Zanna444 4 ปีที่แล้ว

      @@FlippedNormals but do this bother you?? i mean after a while of working on zbrush then think about retopology you have to do all again by quad draw for exmple

  • @nykoedits
    @nykoedits 4 ปีที่แล้ว

    Really enjoying this series, its a great format imo!

  • @omariparris9953
    @omariparris9953 4 ปีที่แล้ว

    Definitely prefer this format of vieos

  • @SaltedMallows
    @SaltedMallows 4 ปีที่แล้ว +11

    How in the 7 hells do you retopo hair and get all the details? Do a video on it?

    • @MarseleXXL
      @MarseleXXL 4 ปีที่แล้ว

      By baking, i guess.

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      @@MarseleXXL idk it doesn't just look like bakes though
      the topology follows the detail

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว +1

      @@iamlazy7281 Ok so what I was referring to directly was how do you create those curves for the hair like that and then retopo perfectly between the edges with little trouble? I have difficulty getting a tight retopo that looks exactly like the detail of the base mesh even with Shrinkwrap like with shrinkwrap sometimes it sets in too far into the head.
      Is there a cleaner way to get more highly detailed topology for small things on the head like this?
      Also when you say Bake the HP Map onto the low Poly I presume you mean do the sculpt, bake the normals of the sculpt use the normals for the low poly mesh. Like am I supposed to get every ridge nook and cranny when I retopo? or is Normal map bakes from high poly onto low poly that's supposed to do the lifting

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      @@iamlazy7281 thats pretty much it

    • @emilyylab
      @emilyylab ปีที่แล้ว

      @@SaltedMallows You can always project your high rez on your low rez mesh! And then you bake in substance painter!

  • @KinnikuGameDojo
    @KinnikuGameDojo 3 ปีที่แล้ว

    Great woke gentlemen. And quality instructions. I’ll be sure to put it to good use.

  • @TheIcemanModdeler
    @TheIcemanModdeler 2 ปีที่แล้ว

    Not sure how good this will be for 3d printing though, maybe thicker hairs so they intersect, maybe even a clump solid mesh and smaller hairs over it could work.

  • @bakedbeings
    @bakedbeings 3 ปีที่แล้ว

    You can add some pinch to that paint+scultpris brush, saves you the some of the straightening work. Also that quick retopo during concepting can get you more than enough edge flow to get details in with fewer subdivs. Danny Mac 3D (not me heh) uses it really well.
    PS ZModeler with duped brushes for edge bridge, collapse etc can do that adjustment work quite well too 👌

  • @serenity8839
    @serenity8839 4 ปีที่แล้ว +6

    That hair is beautiful :o would love to see how you go about making fur ect like you were talking about.
    Not sure if i missed it but wondering, How would you go about retopoing this hair mesh? the fray away/fly away seem like they would make a blob single mesh impossible?

  • @kurozeitsuki7846
    @kurozeitsuki7846 4 ปีที่แล้ว

    dope! really liked this format

  • @vectorcrocodile5160
    @vectorcrocodile5160 3 ปีที่แล้ว

    One thing a lot of non artists don't seem to get (and some actual artists) is that there are many levels between stylized and realism. You have full stylized like Loony tunes Elmer Fud and then you have full realism like some Cg scene in live action movie. Then you have in between like say Street Fighter or Tekken (Tekken being a little closer to realism but still quite stylized) there are many levels in between towards each direction.

  • @ruslandad365
    @ruslandad365 3 ปีที่แล้ว

    Great Work!!!

  • @MR3DDev
    @MR3DDev 4 ปีที่แล้ว

    Thanks was waiting for this one

  • @grayfox8904
    @grayfox8904 4 ปีที่แล้ว +2

    Please guys, we would like to see ways of sculpting the inside of the mouth.
    Easy ways of handling this situation on where the tongue and teeth go.

  • @sentalogic
    @sentalogic 4 ปีที่แล้ว +1

    Please make video showing the pipeline to fibermesh hair till aniamtion

  • @tapacg1329
    @tapacg1329 4 ปีที่แล้ว

    definitely more of this stuff!

  • @erickerickson1332
    @erickerickson1332 4 ปีที่แล้ว +20

    This is pretty cool!
    I look forward to other videos in this
    I would love to see a fortnite, or diablo style one next :)

  • @Vendeleska999
    @Vendeleska999 หลายเดือนก่อน

    That sideburn 💀

  • @TheRxGamer-r7q
    @TheRxGamer-r7q 3 ปีที่แล้ว

    Hello sir . please make a separate video on hair that you make it in thi video..want video related to how to unwrap this type of hair

  • @beanlightgames
    @beanlightgames 4 ปีที่แล้ว

    I see the sculpt was recorded before 2021 was released, but was the audio recorded before diving too deep into the new tools in ZModeler? The tools, while still not as good as Maya or TopoGun, are significantly better and more reliable than fixing a ZRemeshed mesh. I'd also recommend, specifically for Zbrush 2020, using the Topology Brush for the brows and lashes. It's not great for full retopology, but for making very quick, clean topology for instances like that. This did get replaced for me in 2021 with the introduction to ZModeler Edge Extrusion and Dynamic Thickness.
    Other than those quick things, I rly enjoyed the vid! I was just about done with making hair Zbrush and almost dropped it completely for Blender, but I definitely want to give these methods a shot!

  • @skarlok1
    @skarlok1 4 ปีที่แล้ว +2

    I would love to see more tutorials about hair creation for game engines and videos. Zbrush and Blender solutions would be nice. As far as i noticed curves in blender are nice way to create simple base for hair.

  • @DanielWilker
    @DanielWilker 4 ปีที่แล้ว

    Now you can extrude the edges with zmodeller, its faster them other software box modeling. Sure you can do amazing boz modeling in zbrush, its differente from other softwares but still good.

  • @abiyyupanggalih854
    @abiyyupanggalih854 4 ปีที่แล้ว +1

    thankyou for sharing 🙏

  • @temptor7585
    @temptor7585 4 ปีที่แล้ว

    so when are the Zbrush Cowboy tshirts coming in?

  • @suresh6689
    @suresh6689 2 ปีที่แล้ว +1

    We need textured video for the hair

  • @cduensingiii
    @cduensingiii 3 ปีที่แล้ว

    Hey dudes, you want to draw a brow, rather than drag out a cube, make yourself a custom curve brush that is just a 4-sided box tube, and then you can just draw the base geometry on the surface with one stroke and tweak a bit.

  • @visuart
    @visuart 4 ปีที่แล้ว +2

    hey, thanks guys, I remember watching some of this live, Zbrush 21 wasn't out yet.... Paul is advertising Z21 with new Zmodeler abilities as a retopo solution... would love to see your take on that and maybe some tips. I personally think I'll stick to quad tool in maya and havent really got the time to give it a shot, but if this is really a viable solution to stay in zbrush between concept and texturing.... that could be a game-changer

  • @expositionfairy
    @expositionfairy 4 ปีที่แล้ว +2

    She looks like the Overwatch version of Cara Delevingne :D Great tutorial btw - you have no idea how conveniently on time both of the Overwatch ones are!

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      Is that Samus's real name? Looks like Samus

    • @xleplayVA
      @xleplayVA 4 ปีที่แล้ว +1

      @@SaltedMallows thank you, i was looking for someone mentioning this, it looks a LOT like zero suit samus

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      @@xleplayVA yep

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      @@xleplayVA more like widowmaker samus fusion

  • @noname12234
    @noname12234 4 ปีที่แล้ว +1

    I might have to get zbrush now. Can you show the same process in blender?

  • @Tenchinu
    @Tenchinu 4 ปีที่แล้ว +4

    As a total noob, I’m so grateful you guys, basically answer my question of: should I use Zbrush to retopo.
    The answer is no. Emphatically, unequivocally, ‘get out’a here with that weak shit’, no.

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      😂

    • @SaltedMallows
      @SaltedMallows 4 ปีที่แล้ว

      "Get that Weak Shit Out of Here Zbrush"
      -Nekoni 2020

  • @MenchisMenagerie
    @MenchisMenagerie 2 ปีที่แล้ว

    I'm not sure if I'll get an answer here but I'll try asking at least. If I was making something like this and my goal was to fully retop and prepare it for animation, would you retop the hair seperately and keep it as a seperate object even up to the rigging stage or would you retop it all together as one single piece? I had a very hard time finding a definite answer for this and with how knowledgable you guys are you seem the best ones to ask.

  • @Koupoable
    @Koupoable 4 ปีที่แล้ว +1

    With Polyquilt (mostly for the AMAZING relax feature) and F2 addons (and some knowledge of blender I guess) retopo in blender is more than decent, I only do retopology with these tools and that's fast and easy to use, almost on par with maya's tool imo, but free.
    Plus you can transfer meshes between zbrush and blender with one click with GoB addon. :)

    • @linush2331
      @linush2331 4 ปีที่แล้ว

      Having mainly used Blender for retopo, I can say that it is almost there, but not quite. The main things holding it back is that you can click through the high poly and accidentally select the backfaces of the retopo, and that there is no good way to make the low poly seethrough. There are also a LOT of small quality of life things needed. It's SO CLOSE to being amazing, but fundamentally Blender needs first party tools, because the amazing community addons are all really nice, but broken and prone to crashing. Like many things in Blender, I love the idea of it, but it feels unfinished, and doesn't quite work well enough for production.
      You can stitch together a half-decent retopo suite from addons, but it tears at the seams constantly. Soon though, I think it's gonna be great! Just not yet.

    • @Koupoable
      @Koupoable 4 ปีที่แล้ว

      @@linush2331 I agree about the seethrough and select aspects of the retopo process, that's indeed really annoying, I still think you can do retopo just as fast as any other software if not faster with the right tools and some practice.
      It's important to say for people that don't want to buy a software only for retopo.
      SpeedRetopo addon can help with the visibility and offers a fast setup and nice shortcuts, just got updated for 2.9 too.

    • @linush2331
      @linush2331 4 ปีที่แล้ว

      @@Koupoable For sure! If you're a student, hobbyist or just want to try it out, it's absolutely great! But in the industry sadly it's not quite there. But I'm very optimistic!!

  • @joeweidenbach9757
    @joeweidenbach9757 4 ปีที่แล้ว

    I am curious, with the updates to the zModeler that came into 2021, how that would affect your view on the retopo process you're showing here (since at least what I'm seeing in the videos is roughly equivalent to quad draw now). I should also preface that by saying, I'm not a modeler/sculptor at all (I'm a Creature TD), but it looks really promising as a workflow. Really great series though.

  • @VtuberGodai
    @VtuberGodai 4 ปีที่แล้ว +1

    I loved this, I made a model in the same style like you guys showed!
    could I tag you guys to show you my work?

  • @shushu9164
    @shushu9164 11 หลายเดือนก่อน

    What is dynamic that keeps it fairly consistent?

  • @rivercull8031
    @rivercull8031 4 ปีที่แล้ว

    I love these types of videos!!!
    I was wondering if you could do a video on retopologizing more complex forms like dragons with crazy scales and other crazy contusions?

  • @3DRamenArt
    @3DRamenArt 4 ปีที่แล้ว

    This is pretty cool! I wonder if you can do something like this on blender.

  • @gelui13
    @gelui13 4 ปีที่แล้ว

    Tutorial was amazing! Pretty cool, I love this format :) I want to ask about the blank spaces between strands of hair, would it be more appealing to fill every space? What do you think?
    Thanks 💜

  • @sklogw1673
    @sklogw1673 4 ปีที่แล้ว

    how did you clean the black borders after making the polygroups? cool video c:

  • @SpadeApeiron
    @SpadeApeiron 2 ปีที่แล้ว

    All good but in the texturing phase is there gonna be conflict of hair strands overlapping with the scalp base cap which u have made to base the hairs on ? I always get till 35:22 phase then i dunno what to keep and what to discard. I wish i could share my model with you lol to explain what i mean.

  • @NihonRebooted
    @NihonRebooted 4 ปีที่แล้ว

    I heard 2021 improved retopology tools. Why not try those?

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      I haven't tried them, but I'll definitely check it out

  • @SpieleSuchti894
    @SpieleSuchti894 ปีที่แล้ว

    How could one recreate such a hairstyle in blender?

  • @CanalHKori
    @CanalHKori 2 ปีที่แล้ว

    after that, how do you prepare that type of hair for the game?

  • @almightyarts
    @almightyarts ปีที่แล้ว

    can we retopo this ??

  • @fedegibsonlespaul
    @fedegibsonlespaul 11 หลายเดือนก่อน

    Thank you for the video, time and effort.
    I wanted to ask something. I've downloaded some RDR2 character model rips and I want to 3D print them, but, as you may guess, the hair is just clumps of "confetti paper" with tga mask textures applied to it, and it wouldn't print alright. Is there any method to use this data to recreate the hair or should I just scrap it and make a new model for it? What would be the best approach if the priority is "accuracy" to the source? Any opinion is appreciated, so feel free to chime in, everybody. Thank you.

  • @HemantKumar-ey1cl
    @HemantKumar-ey1cl 3 ปีที่แล้ว

    I wanna ask 1 question
    This hairs are in high poly then how can we retopo this hairs?

  • @allieholmes2192
    @allieholmes2192 3 ปีที่แล้ว

    I know this is a stupid question but do you have this layout at all I could download please :3

  • @shoshaka
    @shoshaka 4 ปีที่แล้ว

    Guys, can you share a link to the insert curve brush that you use for the hair creation?

  • @warriormama13
    @warriormama13 4 ปีที่แล้ว

    Can you bring this out to maya and substance without losing any geometry?

  • @SVAFnemesis
    @SVAFnemesis 4 ปีที่แล้ว

    even tho i always enjoy watching any flippednormals video, i think this video's title is a bit misleading in a way. half of the video isn't about hair.

  • @lgpaintball
    @lgpaintball 4 ปีที่แล้ว +2

    How would the hair work as a game ready model. Like the number of polys in the hair is probably to much for the game engine to run?

    • @aero3245
      @aero3245 4 ปีที่แล้ว

      Retopo it

    • @lgpaintball
      @lgpaintball 4 ปีที่แล้ว

      @@aero3245 I understand that. But, I maybe wrong here. Even if you retopo the hair the number of polys will still be high.

    • @OtherSun.223
      @OtherSun.223 4 ปีที่แล้ว +1

      The game industry uses a variety of techniques, but I think that the most common one is just to use strands of hairs, so flat planes (with some topology, obviously) on which you project your textures. Then, each plane is given physics so that they can move and collide realistically.

    • @lgpaintball
      @lgpaintball 4 ปีที่แล้ว +1

      @@aero3245 Thank you

    • @lgpaintball
      @lgpaintball 4 ปีที่แล้ว

      @@OtherSun.223 Thank you

  • @ovebohnhorst4424
    @ovebohnhorst4424 4 ปีที่แล้ว

    Hi. Can you do this in Blender or should I go with ZBrush?

  • @JonaDVargas
    @JonaDVargas 4 ปีที่แล้ว

    I like your videos a lot! I think the retopology phase could have worked better using zbrush 2021 new tools, using snapping while extruding new pieces like on the brows or eyelashes, even the complete head retopology. Still not perfect, but might save you a couple days :)

  • @emanuelgherman5816
    @emanuelgherman5816 2 ปีที่แล้ว

    Hello!
    How can I retopology the hair? I go with every strand and retopo it?
    Also, when I want to prepare the hair for animating it, should I make bones for every strand that is retopologized?

  • @cardieshe1371
    @cardieshe1371 4 ปีที่แล้ว +1

    It's Henning & Morten*

  • @omnuu
    @omnuu 3 ปีที่แล้ว

    How would you retopo a hair like that??

  • @felixxia3604
    @felixxia3604 4 ปีที่แล้ว

    i thought you guys are in cyprus!!!

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      We're in multiple places at once!

  • @joshua42777
    @joshua42777 3 ปีที่แล้ว

    Would this be able to be done in zbrush core?

  • @chunfaileung5154
    @chunfaileung5154 4 ปีที่แล้ว

    What render engine are you used?

  • @mrslow4826
    @mrslow4826 4 ปีที่แล้ว

    how can you retopology the hair? for animation

  • @ilyasdev8962
    @ilyasdev8962 4 ปีที่แล้ว

    Hey can someone tell me the name of that cool brush that adds res

  • @parankafle5336
    @parankafle5336 4 ปีที่แล้ว

    I like this style of video. can you make video where you could mix animal anatomy and human anatomy(
    like Tetrapod and humans or Quadrupeds and humans) and make a mythological creatures or and kind of creature where bones and muscle make sense.
    your video are very useful. thanks

  • @alexnsia5008
    @alexnsia5008 4 ปีที่แล้ว

    A quick question. Do you delete the undernet mersh used for laying the hair at the end when doing your final rendering or it must be left there? thank you

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +1

      I leave it to create the illusion that there's more hair.

    • @alexnsia5008
      @alexnsia5008 4 ปีที่แล้ว

      FlippedNormals Oh ok. Thank you very much

  • @richardrobles5898
    @richardrobles5898 2 ปีที่แล้ว

    It looks more like a an overwatch version of samus

  • @CopyCatBlack
    @CopyCatBlack 3 ปีที่แล้ว

    thats a weird combination Icecream, Sasuage and Helmet???? L0L

  • @MDksa123
    @MDksa123 4 ปีที่แล้ว +1

    do you work on perspective or not?

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +2

      Both. Just always remember to check your perspective

    • @MDksa123
      @MDksa123 4 ปีที่แล้ว

      @@FlippedNormals thanks guys, apperciate the videos

  • @nana-sj6wu
    @nana-sj6wu 4 ปีที่แล้ว

    It was awesome
    Like always
    But can you help me?
    when I create Hair brush and make it a curve
    it is wayyyyyyy too larger than my brush size
    I Create about 10 cylinders (and 3 kinds of polygroup and ....)
    when i make middle polygroup longer size problem is ok
    but in that way when i use move topological, i can't move the hair it just streches
    what could be wrong?
    thanks for reading it

  • @synopsis3191
    @synopsis3191 2 ปีที่แล้ว

    You're so Cool Men ^^ You remind me beavis and butt-head ^^ I really like what you do.
    Even I am good at sculpting with my hands, but with my tablet, it's almost difficult...Thank you for all the work you provide us.
    Big Big Like ^^

  • @Ailyn4632
    @Ailyn4632 4 ปีที่แล้ว

    Why not use the the topology brush for the brows?

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      Never used it before :)

    • @Ailyn4632
      @Ailyn4632 4 ปีที่แล้ว

      @@FlippedNormals you should def try it, it takes 2 secs to do your eyebrows

    • @Ailyn4632
      @Ailyn4632 4 ปีที่แล้ว

      And it snaps to surface so it's perfect for what you were doing, ofc I woulda just used blender for a lot of that haha

  • @anxhelo7383
    @anxhelo7383 4 ปีที่แล้ว

    hello flipped normals i have a question about ZRemesher i have a non symmetrical mesh only the face is symmetrical and i want to zremesh it i use the Zremesh guides only on face with mirror ON but whem i z remesh the mesh the half of the body gets mirrored & welded is there any way to draw the zremesh guides but i want the mirroring only on the face. hope you understand what i mean

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +1

      You would have to split it into two subtools.

    • @anxhelo7383
      @anxhelo7383 4 ปีที่แล้ว

      @@FlippedNormals i understand thanks

  • @dreamsprayanimation
    @dreamsprayanimation 4 ปีที่แล้ว

    "Hey guys Morton and Henning from FlippedNormals here..."
    What the fuck did you just say?

  • @Slouworker
    @Slouworker 4 ปีที่แล้ว

    How would you optimize something like this for use in game?

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      Well, you would retopo everything by hand and make sure the polycount was withing you budget.
      Then bake all the necessary maps etc :)

  • @saiyanseeds5084
    @saiyanseeds5084 2 ปีที่แล้ว

    For a hair video why is more then the first 10 minutes you fixing your sculpt?

  • @sasaha8389
    @sasaha8389 3 ปีที่แล้ว

    this looks more like samus aran san

  • @CraneArmy
    @CraneArmy 3 ปีที่แล้ว +1

    "one thing Ive learned is that you can mask individual vertices"
    :-|

  • @roymalambo6434
    @roymalambo6434 4 ปีที่แล้ว

    SO AFTER THIS YOU HAVE TO RETOPOLOGIZE

  • @kishore8053
    @kishore8053 4 ปีที่แล้ว +1

    👍

  • @speedoflight1136
    @speedoflight1136 ปีที่แล้ว

    луше бы написали как купить кисть дял волос за 12 доллоров.... какой может быть урок если для создания волос нужно покупать кисть

  • @danielpons2484
    @danielpons2484 4 ปีที่แล้ว

    . mmmmm... it, s Samus Aran?

  • @scproinc
    @scproinc 2 ปีที่แล้ว

    Not compatible for games.

  • @Rin8Kin
    @Rin8Kin ปีที่แล้ว

    If you want good topology you better off with creating one beforehand and skinwrap it over the sculpt.
    As for brows - you can basically sculpt them and then project onto the face, no need all this fiddly manipulations.

  • @Mahdastudios
    @Mahdastudios 2 ปีที่แล้ว

    SAMUS ?¡

  • @headhunter_4209
    @headhunter_4209 4 ปีที่แล้ว

    Oh my God I've never seen either of your faces it's freaking me out now why do you both sound like you've got a tiny it of Scottish in your accents

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      An accidental Scottish accent, nice

  • @nikiforoslll
    @nikiforoslll 4 ปีที่แล้ว

    23:50

  • @krish3d385
    @krish3d385 4 ปีที่แล้ว

    Blender is nothing much to talk about. I doubt it. Seriously!. U guys have to take ur words back. Blender is pretty serious buisness for free.