Aidy Burrows 3D
Aidy Burrows 3D
  • Видео 19
  • Просмотров 687 730
Blender Tutorial | Common Modeling Headaches for Beginners
blendermarket.com/products/50-modeling-issues-from-hell To check out the full course. A free chapter from the new 50 Modeling Issues from Hell course.
50 Modeling Issues from Hell on BlenderMarket: blendermarket.com/products/50-modeling-issues-from-hell
50 Modeling Issues from Hell on Gumroad:
gumroad.com/l/50-modeling-issues-from-hell
Socials:
Gleb | RUclips: ruclips.net/user/GlebAlexandrov
Aidy | RUclips: ruclips.net/user/AidyBurrows3D
Gleb's Twitter: gleb_alexandrov
Aidy's Twitter: AidyBurrows3D
Просмотров: 6 854

Видео

Blender Tutorial | Radial Details
Просмотров 40 тыс.4 года назад
blendermarket.com/products/50-modeling-issues-from-hell To check out the full course. A free chapter from the new 50 Modeling Issues from Hell course. 50 Modeling Issues from Hell on BlenderMarket: blendermarket.com/products/50-modeling-issues-from-hell 50 Modeling Issues from Hell on Gumroad: gumroad.com/l/50-modeling-issues-from-hell Socials: Gleb | RUclips: ruclips.net/user/GlebAlexandrov Ai...
Blender Tutorial | Making Corners
Просмотров 41 тыс.4 года назад
blendermarket.com/products/50-modeling-issues-from-hell To check out the full course. Here's a free chapter from the new 50 Modeling Issues from Hell course for Blender. 50 Modeling Issues from Hell on BlenderMarket: blendermarket.com/products/50-modeling-issues-from-hell 50 Modeling Issues from Hell on Gumroad: gumroad.com/l/50-modeling-issues-from-hell Socials: Gleb | RUclips: ruclips.net/use...
Blender Tutorial | Lofting Shapes
Просмотров 151 тыс.4 года назад
blendermarket.com/products/50-modeling-issues-from-hell To check out the full course. Here's a free chapter from the new 50 Modeling Issues from Hell course for Blender. 50 Modeling Issues from Hell on BlenderMarket: blendermarket.com/products/50-modeling-issues-from-hell 50 Modeling Issues from Hell on Gumroad: gumroad.com/l/50-modeling-issues-from-hell Socials: Gleb | RUclips: ruclips.net/use...
50 Modeling Issues from Hell - Promo Video
Просмотров 2,5 тыс.4 года назад
50 Modeling Issues from Hell is the ultimate collection of 3d modeling troubleshooting tips for Blender. Blender Market: blendermarket.com/products/50-modeling-issues-from-hell Gumroad: gum.co/50-modeling-issues-from-hell Creative Shrimp: www.creativeshrimp.com/ Gleb Alexandrov: gleb_alexandrov Aidy Burrows: AidyBurrows3D Music: William Rosati | Reception - Licensed unde...
Blender 2.8 Tutorial | Retopology
Просмотров 45 тыс.4 года назад
blendermarket.com/products/hard-surface-modeling-in-blender - The full course (including 2.79 and the free 2.8 content). Another chapter from the free and highly requested 2.8 updates out for the Hard Surface Modeling Course! IN THIS EPISODE: 00:00 Intro & model overview 01:44 Retopology setup 05:21 The Polybuild tool 09:00 Simple retopology workflow 13:52 Working with the subdiv modifier 15:08...
Blender 2.81 Features | The New Remeshing Tools
Просмотров 63 тыс.4 года назад
blendermarket.com/products/hard-surface-modeling-in-blender - The full course (including 2.79 and the free 2.8 content). Another chapter from the free and highly requested 2.8 updates out for the Hard Surface Modeling Course! IN THIS EPISODE: 00:00 Intro 00:28 Why Remesh? (How and Where) 04:17 Main differences between the remeshers 15:22 Voxel Options 20:55 Quadriflow Options 26:48 Remesh Modif...
Blender 2.8 Modeling | A Crash Course in the Fundamentals
Просмотров 29 тыс.4 года назад
blendermarket.com/products/hard-surface-modeling-in-blender - The full course (including 2.79 and the free 2.80 content)The 3rd chapter from the free and highly requested 2.8 updates out for the Hard Surface Modeling Course! IN THIS EPISODE: 00:44 Modeling fundamentals complete list 01:01 The biggest modeling confusion in Blender 06:47 Gizmos 07:21 Must know object level tools 07:26 G - Move 07...
Blender 2.8 Setup | The changes we make and why
Просмотров 16 тыс.4 года назад
blendermarket.com/products/hard-surface-modeling-in-blender - The full course (including 2.79 and the free 2.80 content) The 2nd chapter from the free and highly requested 2.8 updates out for the Hard Surface Modeling Course! IN THIS EPISODE: 00:00 Quick run through all changes 02:34 Opening User Preferences 03:07 Finding the main first asked options 04:36 Interface changes 05:20 Viewport chang...
Blender 2.8 UI | Hard-surface Modeling Update
Просмотров 57 тыс.4 года назад
blendermarket.com/products/hard-surface-modeling-in-blender - The full course (including 2.79 and the free 2.80 content) Finally we can get our long awaited free and highly requested 2.8 updates out for the Hard Surface Modeling Course! IN THIS EPISODE: What changed? Where things moved? How to use the new stuff? 00:00 - Overview 01:47 - Splash Screen 02:09 - Quick Setup Missing? 02:46 - Quick S...
Blender 2.8 Tutorial | Advanced Normal Map Tips
Просмотров 45 тыс.5 лет назад
List of resources can be found on the main mtutorial page... www.creativeshrimp.com/advanced-normal-map-creation-tips.html Using Blender Like Substance Designer... ruclips.net/video/YsXe11YA7AM/видео.html CHAPTERS 00:00 - Overview 01:06 - Bump to matcap style 05:47 - Making it work from all angles 07:51 - Geometry Textures = WOO! 09:09 - Node groups 10:41 - The global switch 14:01 - Mixing 2 no...
Using Blender like Substance Designer
Просмотров 60 тыс.5 лет назад
Main tutorial page...www.creativeshrimp.com/blender-substance-designer.html Bump/Normal Article... www.creativeshrimp.com/normal-map-blender-tutorial.html CHAPTERS 00:00 Overview 02:51 Reason To Layer 05:11 Baking To A Plane 05:24 Baking 1 - Create the plane to bake to 05:32 Baking 2 - Create the texture to bake to 06:30 Baking 3 - Choose bake pass type 06:46 Baking 4 - Select the geometry you ...
Blender 2.8 | Easy Stones & Cracks in Eevee
Просмотров 40 тыс.5 лет назад
Main Article and Links... www.creativeshrimp.com/easy-stones-cracks-eevee.html Thanks to new procedural texturing options in Blender 2.8 we can now easily create features such as stones and cracks (and more!) all in real-time using Eevee! There’s more to these options than first meets the eye so let’s get into the details so you don’t miss out! 00:44 - SETUP UI 01:41 - STONES 04:34 - CRACKS 05:...
Blender 2.8 Tutorial | Procedural Asphalt Texture in Eevee
Просмотров 58 тыс.5 лет назад
www.creativeshrimp.com/procedural-asphalt-texture-eevee.html - downloads and links 00:40 - SETUP UI 02:37 - SETUP SCENE 06:10 - SETUP HEIGHTMAP 11:57 - REFERENCE 12:45 - GRAVEL BUMP 19:37 - SURFACE VARIATION 27:14 - FLAT PATCHES 31:22 - BASE COLOR 32:48 - ADDING LAYERS 40:00 - GLOBAL FLATTEN 44:04 - PAINT STRIPE 48:44 - VERTICAL SPACING 54:26 - PAINT FINISH 1:03:02 - FINAL TWEAKS DEEPER DIVES I...
Gamedev #1: Why? What? How? Where?
Просмотров 10 тыс.5 лет назад
Gamedev #1: Why? What? How? Where?
Wormhole Opening | Blender Cycles Test
Просмотров 4,6 тыс.5 лет назад
Wormhole Opening | Blender Cycles Test
Twisting Corridor | Blender 2.8 Eevee Realtime Viewport
Просмотров 7 тыс.5 лет назад
Twisting Corridor | Blender 2.8 Eevee Realtime Viewport
Elevator Dive | Blender 2.8 Eevee Realtime Viewport
Просмотров 7 тыс.5 лет назад
Elevator Dive | Blender 2.8 Eevee Realtime Viewport

Комментарии

  • @glennpeterson1357
    @glennpeterson1357 Месяц назад

    Brilliant! Thanks so much😃

  • @Scr1pt6
    @Scr1pt6 3 месяца назад

    2:27 Best method

  • @letslearn8896
    @letslearn8896 4 месяца назад

    cycle materials please

  • @cwidd1929
    @cwidd1929 5 месяцев назад

    no links to any of the resources?

  • @improvementTime10.3.17
    @improvementTime10.3.17 7 месяцев назад

    1:00

  • @user-dg9uq2er4c
    @user-dg9uq2er4c 7 месяцев назад

    Hello. Thank you for the very informative lessons. My version of Blender 4.02 does not have the BlanderKIt addon like you have at 55:02. Could you please advise me what could be the problem with this?

  • @juanseverino5651
    @juanseverino5651 7 месяцев назад

    Question? Why you guys steel using blender 2.8 and not the new version of Blender

  • @78amir.j
    @78amir.j 8 месяцев назад

    Is there a way to select two edge loop and automatically make them to have the same number of vertices or you have to always check and do it manually??

  • @friedrichnietzsche883
    @friedrichnietzsche883 8 месяцев назад

    is there a new way tıo do this

  • @Der_Chefschweisser
    @Der_Chefschweisser 11 месяцев назад

    How do i subdivide those points to get more points to match the other points?You are too fast.

  • @HeyYouItsDrew
    @HeyYouItsDrew 11 месяцев назад

    If you are still having trouble with this, makes sure you set the origin to the 3D cursor 👍 Great tutorial!

  • @MrSrnildiego
    @MrSrnildiego Год назад

    Amazing video dude. You helped me too much!!

  • @sirchewtrain
    @sirchewtrain Год назад

    Very effective video. Learned a lot and you saved me a ton of time with modeling. Thank You sir

  • @zurkio6179
    @zurkio6179 Год назад

    Oh my god, how did I not know about this technique? You are my hero! Thank you so so so so much for this <3

  • @Instant_Nerf
    @Instant_Nerf Год назад

    Absolutely amazing how powerful blende is

  • @NamelessAnon
    @NamelessAnon Год назад

    At first, i was thinking..."wouldn't it be easier to begin with basic shapes to create the initial form, then fill in the details after?" ... then I saw the last method and I was just like, "why didn't you just skip those other useless methods and show this one sooner?" xD

  • @andysun73
    @andysun73 Год назад

    Will you be adding mesh machine to the course

  • @dieterkrachtus2256
    @dieterkrachtus2256 Год назад

    Impressive video. Btw, do you know if there is an automatic (addon) or semi-automatic way to turn an existing object into a mesh. Basically you would select an Axis and the number of "slices" and the addon would cut the existing object into slices (optimally with the same number of vertices) which you then loft together. Maybe if could also automatically set the distance between slices. If there is a lot of "change" between slices, it would add more slices, if it is just a straight tube without changes, it would just set one slice at the beginning and one slice at the end of the tube. I hope I explained it clearly?

  • @aimeegwen
    @aimeegwen Год назад

    I'm so confused. Sometimes it works, other times just nothing happens even tho i do the exact same thing its frustrating

  • @izaakbecker4263
    @izaakbecker4263 Год назад

    Great video, thanks!

  • @towerbunga
    @towerbunga Год назад

    Exactly what i needed! Thank you!

  • @thegwolf
    @thegwolf Год назад

    Damn. I have watched like 20 tutorials trying to do a proper corner at weird angles, none of them showed the mirror modifier with the empty trick which shall be my default method now (doing an architectural project with a bunch of weird wall angles on the blueprint) Thank you for sharing the knowledge!

  • @KenanTheFab
    @KenanTheFab Год назад

    Never thought of using bridge edge loops like this. I usually just used it to connect two things quickly.

  • @phil_creations
    @phil_creations Год назад

    Wow thank you so much, the last one is just amazing, such a simply solution. This will save me like 100 of hours lol

  • @damienwise1570
    @damienwise1570 Год назад

    Uhh welcome back from hibernating I guess

    • @AidyBurrows3D
      @AidyBurrows3D Год назад

      haha, thanks! Just a bit of a test. :)

  • @yaseenandyounes372
    @yaseenandyounes372 Год назад

    I don’t know what to say but thank you very very very much

  • @PedroGonzalez-oh8sb
    @PedroGonzalez-oh8sb Год назад

    🤪

  • @antoyno
    @antoyno 2 года назад

    thank you!

  • @Alex-by4zv
    @Alex-by4zv 2 года назад

    a very clever way to overcome this ridiculous flaw of Blender that hasn't been improved for years. Solid like, brother.

  • @alexbobyr8076
    @alexbobyr8076 2 года назад

    Wow, that's super cool. Thank You.

  • @Omidion
    @Omidion 2 года назад

    Damn i've stumbled upon this, i didn't look for it but DAMN i learned a few tricks, thanks !

  • @PraxisVisuals
    @PraxisVisuals 2 года назад

    how did you make the lens flare? Any plug ins?

  • @kutithedirector
    @kutithedirector 2 года назад

    just wow

  • @BlenderLearningChannel
    @BlenderLearningChannel 2 года назад

    Cool technique.

  • @PostalPete
    @PostalPete 2 года назад

    Hi Aidy, have you tried the Angle Tool add-on for blender?

  • @phralma1000BC
    @phralma1000BC 2 года назад

    using Radeon Pro Render just for baking purpose is like 1 click process and the baking quality is just a photocopy of the actual.

  • @curtisnewton895
    @curtisnewton895 2 года назад

    this sucks beyond imagination...like light years away of the ease of using substance painter

  • @ObscureHedgehog
    @ObscureHedgehog 2 года назад

    MADNESS!

  • @juanseverino5651
    @juanseverino5651 2 года назад

    I love your tutorial but would it be ok to use Blender 3.1 now instead of using Blender 2.8? would it make any difference?

  • @AdamJanz3D
    @AdamJanz3D 2 года назад

    This is a brilliant technique, thank you, Aidy, for this detailed video! I'm also wondering if it is possible to bake *JUST the texture's normals* from a material applied to a character, *WITHOUT* baking the character mesh's normals. For example, I have a single character mesh unwrapped with stacked UVs. Different parts of a character's clothing share the same material, so those UV islands are layered and share the same texture space. The clothing's material uses a procedural texture to create a bump map. When baking the base color for this character, everything works perfect, and I get one seamless pattern in my texture atlas, despite the stacked UVs. However, when I try to bake the normal map, the character's normals are taken into account where I have physically modelled seams or pleats, and thus those unwanted details show up in the bake, breaking the seamless pattern of the texture. Is there a way of subtracting the character's normals from the texture's procedural bump map, so only the texture's normals show up in the bake (the same as if I had applied the material to a flat plane and baked the result)? Thanks so much for any advice or ideas you might have on this... 😀

    • @AdamJanz3D
      @AdamJanz3D 2 года назад

      SOLVED!! I just want to thank the Lord Jesus Christ for showing me a wonderful solution to this issue! There are a couple of ways to deal with baking normals on stacked UVs (first make sure to combine all objects that share that material into ONE object, otherwise each island will bake and bleed separately instead of as one seamless pattern): 1. For any stacked UVs that are *ALL* identical and perfectly aligned on top of each other (ie. from a mirror modifier), you shouldn't have any issues baking the normal map by selecting your Bake Type to be "Normal" and hitting "Bake". 2. For any stacked UVs that are *NOT* identical, and their material only uses a pre-existing normal map (not a bump map), you can just Ctrl-Shift click on the Normal Map texture (with Node Wrangler addon enabled) and then select "Emit" in the bake settings and bake the normal map as non-color data. Otherwise, doing a regular "Normal Map" bake may result in seams or natural bumps in the geometry showing up. 3. For any stacked UVs that are *NOT* identical, and their material uses a bump map, you may notice some "seams" appearing in the baked image along the real UV seams. This is most noticeable along any UV island edges that have some *stretching*, and becomes VERY noticeable if your normals are not too strong (not very bumpy). You can fix this by baking a perfectly flat proxy with your material applied, rather than the stacked UVs of your real object! - In edit mode, add a plane to your object that you are trying to bake and scale it to fully encompass the width of whichever part of your object has the widest UV. - Now in the UV Editor, with your source UV selected, use the Texel Density Checker add-on to calculate the TD of the widest UV in your object. After doing so, press "Calc -> Set Value" to copy that value to be the active Texel Density. Next select your plane's UV map and press "Set my TD" to set the Texel Density of your plane to match your original object. - If the plane's UV map now becomes too small to encompass your original UV, then scale the plane's UV up again until it just covers the widest part of your original UV, and pay attention to the value you scaled it by. Now scale the plane's geometry by the same amount. This will ensure the same Texel Density you selected earlier is maintained. - Now you need to copy the plane's UV into the UV map you will be using for baking. Make sure MagicUV is enabled in the addons. Press "U" in edit mode with only your plane's geometry selected. Choose "Copy / Paste UV" > "Copy" > and select your *source* UV map. Now press "U" again and choose "Copy / Paste UV" > "Paste" > and select your *baking* UV map. In Blender 3.1 you will get a python error message, but don't worry, everything still worked, you just need to exit edit mode and re-enter. - With the plane's UV copied in, you will need to scale it to the same equivalent texel density it had before. If your baking UV is going to be using a texture atlas, there's a good chance your texel density will be lower than in your source UV. If you already had the original object's UV scaled to the right size in your baking UV map, then you can use that as a reference. Select one of your object UVs in the source UV map, measure the TD and write it down. Select your plane's UV in the source map, measure the TD and write it down. Now go to the baking UV map, select the SAME object's UV you had previously measured, measure it again, and write down the TD value. Now you only need to find the TD value for the plane to use in this baking UV map. - Find a ratio calculator online (like from calculatorsoup) and input the first two TD values you wrote down from your Source UV map (Plane TD : Object TD), then leave the next slot blank (we will be solving for the Plane's new TD) and in the last slot input the Object TD from the Baking UV map. Hit calculate and copy the answer and paste it into the Set TD box in the Texel Density Checker add-on in Blender. Now with your baking UV active, and the plane's UV selected, hit "Set my TD". Make sure the plane's UV fully encompasses the original object's UV. - Now, subdivide the plane a bunch of times (I used 30 times). Enter Face select mode, turn on "UV sync selection", and in the UV editor brush select over any faces that are not needed to fully cover the shape of the original object's UV map. Delete these faces in the 3D view. You can also add loop cuts where needed if you need to crop in tighter and avoid overlapping any existing UVs in your baking UV map. - Finally you can separate this plane from your original object (P > Separate by Selection), and then bake the normals on it into your baking UV map. When you use that baked map on your original object, the normals will show perfectly on your stacked UVs without any seams!

  • @elevatingimages8736
    @elevatingimages8736 2 года назад

    Very helpful, thank you. I have a suggestion. If you make your parts manifold before you union Boolean, it usually removes all internal geometry.

  • @MonsieurMolotov
    @MonsieurMolotov 2 года назад

    I have this video saved under a bookmark folder called "Cool Stuff" and a subfolder "SIIICCCCKKK" and its basically stuff I feel every peer should see. Thanks Aidy, this trick is amazing!

  • @BorisRio
    @BorisRio 2 года назад

    🤯

  • @pikachufan25
    @pikachufan25 2 года назад

    You can also do Merge at Center if you align it Propertly (but still very slow).

  • @AbdulAziz-cj4hg
    @AbdulAziz-cj4hg 2 года назад

    but what if i wanted to weld one more tube? i and i dont wanna include the first one in my next mirror modifier

  • @shakaama
    @shakaama 2 года назад

    does this tutorial work in 3.0 at all? at 23:00 that entire section of it being raised and lowered on one side to the other just would no work for me. I repeated those entire 23 minutes over and over, with some adjustment for what i thought it looked like for nodes that had 50% changed. I adjusted to what it LOOKED like on screen. but by the time i got to the one side lowered and other side raised, nothing I did worked. I'll just pause this and wait for someone to respond.

  • @simondemeulenaer9653
    @simondemeulenaer9653 2 года назад

    Shortcutwizard :o Awesome tutorial, thanks!

  • @elian3084
    @elian3084 2 года назад

    As a noob struggling with modelling a cup handle, this tutorial saved me from a mental breakdown! Awesome job. Thank you! 🙏

  • @LO_FLI
    @LO_FLI 2 года назад

    Im floored... I had no idea this workflow even existed. Thanks for sharing!!