This is a great video! So many interesting and clever techniques in there that you wont find easily anywhere. I had no freaking clue about spline overlap!! Please keep these coming. Thank you!
I'm so grateful for everything you're doing. Some of the things you've shown are mind blowing to me and show how much can be achieved with the power of these new modifiers.
Awesome to see your process! and the end result is great :) Did you have to worry about the UVs at all? also the materials like the water do you have any tips or advice for that?
Simply great, thank you, I appreciate the step-by-step approach. Would it be possible to bake water animation so that it's lightweight enough to be rendered inside Unreal?
@@paulneale Yes. It'd be cool to hear your thoughts on a good material / lighting setup for modeling purposes that's both performant and shows off forms well though.
The soft look of the model, you used weighted/ normals to solve the problem, i was asking if in the chamfer modifier, smoothing output section you choose the option smooth chamfer only instead of smooth the entire model would work without the use of the wheighted/normals
@@fernandocunha345 Well it would stop it from looking curved but it would also leave a hard edge where the normals are split. Weighted normals weights the normals to the larger polys.
This is a great video! So many interesting and clever techniques in there that you wont find easily anywhere. I had no freaking clue about spline overlap!!
Please keep these coming. Thank you!
Really enjoy watching your breakdown of these scenes thanks for sharing your knowledge.
I'm so grateful for everything you're doing. Some of the things you've shown are mind blowing to me and show how much can be achieved with the power of these new modifiers.
Great.. so simple and so artistic!
Good stuff.
3dsmax forever!!😂
Awesome to see your process! and the end result is great :) Did you have to worry about the UVs at all? also the materials like the water do you have any tips or advice for that?
No unwrapping yet and the only shader is the water which is just a falloff set to fresnel plugged into the transparency.
Always out of the box tutorials, thanks a lot! 🤩
Wow, you're so genius
Simply great, thank you, I appreciate the step-by-step approach. Would it be possible to bake water animation so that it's lightweight enough to be rendered inside Unreal?
I would just do the water in UE
It's really cool and inspiring~
Thank you Sir
Amazing breakdown! Could you also do one on lighting & viewport setup?
Of this shot do you mean?
@@paulneale Yes. It'd be cool to hear your thoughts on a good material / lighting setup for modeling purposes that's both performant and shows off forms well though.
@@Pedro-jj7gpI have posted it.
@@paulneale Thank you, Paul! You're doing amazing work for the community :)
So cool Paul ! Inspired me to create one in houdini :D
Just stunting, thank for method with spline conform/overlaps
There is simple solution to save alot of time
Isn´t the chanfer problem occurring because it´selected to chanfer the entire model in the modifier?
What Chamfer problem? I show that you need to set it to all or it will only use the selection.
The soft look of the model, you used weighted/ normals to solve the problem, i was asking if in the chamfer modifier, smoothing output section you choose the option smooth chamfer only instead of smooth the entire model would work without the use of the wheighted/normals
@@fernandocunha345 Well it would stop it from looking curved but it would also leave a hard edge where the normals are split. Weighted normals weights the normals to the larger polys.
Thank you for the explaining the use of weighted/normals modifier, love your work.