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Charles Flynt
Приєднався 12 гру 2011
I teach 3D Modeling, Animation and Game Design at Southwest Guilford High School in High Point , NC, USA. This channel was created to host video tutorials for my High School students. But anyone is welcome to use them. Please feel free to ask questions. I will do my best to answer them
3Ds Max: UVW Unwrap a Character 03/03
Fix some problems with the UVW template and change the layout
Переглядів: 13
Відео
3Ds Max: UVW Unwrap a Character 01/03
Переглядів 437 годин тому
Use UVW tools to unwrap a simple character based on a sock animal
Unreal Engine: Lighting a Graveyard Scene 03/03
Переглядів 34День тому
Create a flickering candle light
Unreal Engine: Lighting a Graveyard Scene 02/03
Переглядів 33День тому
Create night time lighting for your graveyard scene
Unreal Engine: Lighting a Graveyard Scene 01/03
Переглядів 75День тому
Import objects from another UE project into your project
Unreal Engine: Spooky Graveyard Scene 01/01
Переглядів 80День тому
Import objects from a 3Ds Max scene using Datasmith and create a Demo scene for the assets
3Ds Max: Prepare Scene for Export to Unreal Engine 02/02
Переглядів 46День тому
Create a granite material for the headstones and apply UVW mapping
3Ds Max: Prepare Scene for Export to Unreal Engine 01/02
Переглядів 85День тому
Merge objects from multiple scenes into one and adjust them for import into UE
3Ds Max: Model a Sock Animal 06/06
Переглядів 3714 днів тому
Create stitching for the buttons and other parts
Create an Art Station Portfolio Project
Переглядів 3621 день тому
Create an Art Station Portfolio Project
UE 5: Take a High Resolution Screenshot
Переглядів 3821 день тому
UE 5: Take a High Resolution Screenshot
Unreal: Create Water Using UE Water Actor
Переглядів 89Місяць тому
Unreal: Create Water Using UE Water Actor
Unreal: Migrate Assets from another project
Переглядів 71Місяць тому
Unreal: Migrate Assets from another project
3Ds Max: Download and Apply Materials with UVW Mapping
Переглядів 101Місяць тому
3Ds Max: Download and Apply Materials with UVW Mapping
where is your target score variable located?
It's in the RollingGameMode Blueprint. That's why we are casting to it. So that we can look at the variable - target score - that it is located there. I say that at 9:04, "The reason we're casting to the Rolling Game Mode is that is where the TargetScore variable lives."
what did you enter after you choice the front view ? 3:49 and thank you your content is so helpful
The shortcut to switch/expand views in Maya is the Spacebar. Position your cursor in the view you want to expand and push the spacebar. To switch again, push the spacebar to go back to four viewports move your cursor to the desired viewport and push it again.
thank you you r way of teach is so easy i like it
Thank you very much. Glad you find my tutorials useful.
Hi bro can you help me to create model i will share image with you please share your mail id
good video🎉
Thanks! Glad you enjoyed it.
Cool. It's not a game ready hair, right? Just for a nice render?
No. Sorry. You would have to either have a plugin called Olympic Groom or convert the hair to splines before exporting under Tool in the modifier
Here’s a link to a tutorial on Olympic Groom: ua-cam.com/video/6uL95G5Tm3I/v-deo.htmlsi=EFObseJhHiKELyMP
Thanks so much for this great tutorial! :D Can I ask what computer you use? I use a Windows Laptop and it crashes a lot when I try to render things or add fur.
I have a custom built Puget systems computer running Windows 10, with Intel Core i9 3.7 GHz processor, 32 GB RAM and NVIDIA RTX 3080 Graphics Card
It’s hard to find a laptop that has the “strength” to render complex images, like those with Hair or fur.
@@teach3d Thanks for the help! I just recently got an Alienware Aurora R16 Gaming Desktop with 13th Gen Intel CoreTM i9-13900F, NVIDIA GeForce RTXTM 4070 Graphics Card, 64 GB of memory, and 1 TB of storage. I think this should be powerful enough to run it. I paid a little more to have some more storage space. 😅 I'm not super good with computer specs. Thanks for getting back to me!
@@reptibianbricksthat sounds like it should be more that enough. Good luck!
@@teach3d Thank you!! 😄
yea.... well... amateurish
How so?
please keep making these videos their are really useful for me. others will benefit as well.
Thanks for a great tutorial. Watching from NZ
How to set price money?
Thank You!
thank you very much!
You're welcome!
BUHDEW BUHDEW :3
@@Btsgirl25546 NOT THE BTS GIRL
@@Btsgirl25546 mmhmm like you dont like bts now
@@Btsgirl25546 GUYS ME AND HER DATING FRFR
@@DeCoronByers HES LYINGGG HE GOT A WHOLE BF, HE GAY ToT
@@Btsgirl25546 NUH UH IM STRAIGTER THAN A LINE HONEY 💅👄
Thank you!
1 like and 1 sub for you.
it makes my mesh static, is there any way to applay custom collision and still make it react ob physics ?
To anyone who tried to move the vertices but ended up moving the whole shape. It's because soft selection is on
Thanks for pointing that out. The B key is the shortcut to turn on soft selection in Maya. It is very easy to press by accident while working.
Hey man, thank you for this, it's beautiful. Just one important thing, I don't see the EP curve at all when start drawing it, like it seems it's like behind the picture, how can I fix that?
Switch to the top viewport and move your image plane back from the x axis, so the the curve is in front of the image plane.
@@teach3d Thank you. Is it possible to do this in other software than Unreal? I am not familiar at all, I would appreciate if you could show me how to do it somewhere else.
@@animacion6113 Yes. You can do it in Maya. You have duplicate each object in the sign and then use the duplicates to create mesh lights. I go over this process in my Light Saber series for Maya.
I read, datasmith is not supported with Lumen. Is this still true for 5.3?
Pretty sure that is not true, Lumen has nothing to do with this, if anything it would just be some bad meshes being imported.
Great tut! How would you fix the hair poking through the button?
I know this is a late answer, but I tried to groom the hair away from the button and trim it where it was poking through. Looked okay. But I would need a lot more practice using the grooming tools.
Thank you so much! You make it so easy to understand.
HI, WHERE I CAN FIND THAT TEXTURES? THANKS
Here you go: drive.google.com/drive/folders/1k-NMpWtpfGdO5VvgkLL31CldzpiRKJVc?usp=sharing
wow. i understood more from this 15min video than I have 6 weeks of class. thank you SO much.
Glad I could help!
I think it's pretty easy to change the light color by just animating the material color maybe?
You can't wire the Base color of the material to a float controller. You can animate color directly using AutoKey. But, that's not ideal.
How about using ColorMap instead to control the base color can you wire it?@@teach3d
Can you share the scene files.
Yes! I have added them to the description. Let me know if you have any trouble accessing them.
Thank you !@@teach3d
Amazing tutorial, thank you.
Glad it was helpful!
YOU SIR, ARE A MF GOD. THANK YOU.
You're very welcome. Glad I could help!
At 5:54 you say that you are not going to smooth this model. Why is that? Thank you.
Because the beveling of the edges took care of softening the edges, which is the reason I would smooth it. If I used smoothing, then it would distort the mesh and I would have to insert control loops anyway. So I chose to bevel the edges in this case.
This is a fantastic training tutorial. Great instruction!
Thanks for the tutorial! Is there a way to edit multiple channels of the texture ate the same time? Like Normal, Ambiente Occlusion and etc.
The normal map is generated from the albedo map that you are creating/editing. So, after editing, simply generate another normal map > Filter > 3D . Generate Normal Map
Thanks Charles, help me a lot!!!, great video, very explainet
This video saved me ❤
Glad to help!
you have the voice of randy orton
Thank you! Only THIS tutorial helped me!
How to bake the maps for all the surface for my game engine? I know how to do it for the card of hairs, here we have to make maps for each hairline or what is your offer?
I have never done that. But you can try this method. docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/XgenGuidelines/#:~:text=Export%20Selection%20button.-,Applying%20Textures%20to%20Hair%20UVs,represented%20on%20individual%20hair%20strands.
@@teach3d The method you've described is for unreal engine ALEMBIC/GROOM export only?
@@yarosyari3516 Yes.
@@yarosyari3516 I believe so, yes.
Thanks a lot Charles :-)) You actually saved my life. After watching this I wonder what the advanced techniques you mentioned are that can make the model more accurate. Have you addressed that in any of the videos that you uploaded?
What I meant by "advanced techniques" was simply adding more detail to the window, such as splitting it into two sashes so that it could be opened and closed and adding a casing structure with moulding, jambs and sills, much like a prefab window you might buy at the home improvement store.
HOW DID YOU SMOOTH IT
If it wasn't clear in the video, I apologize. But, at 2:51, I say, "Push 3 on your keyboard." Then I explain further. we are actually using Smooth Preview in order to model in a smoothed state. Pushing 2 on the keyboard smooths the mesh while still showing a cage, representing the un-smoothed geometry. Pushing 3 shows the smoothed mesh without the cage and pushing 1 returns the mesh to an un-smoothed state.
Light beam in light saber and shadow -_-
Are you talking about the lens flares in the beginning? Those are fixed with a Post Processing volume and adjusting the Lens Flare intensity
@@teach3d Light saber is light emitter, beam shouldn't drop shadow from spot light, but hilt of saber should. Is there any trick, to do it, if light beam and hilt are union?
@@ukaszpruszynski1799 I did not even notice or think about that! Thanks for pointing it out. The easiest solution is to make the blade a separate mesh and uncheck Cast Shadows box.
perfekt for my projekt^^
I've tried to follow this great series of videos, but when it got to rotating the circles, they kept distorting and I had to stop following the video from that point on. I've not changed any defaults or values, but it keeps distorting when I rotate them.
You need freeze the transformations of all the control objects before you parent them. If this is not done, it can cause the distortion you are experiencing. It looks like a I forgot to say that in the videos. Thank you for alerting me! I will make an edit when I get time.
@@teach3d aah, thank you!
Hey nice video it helped me a lot!😊 One question, why did you not do any controllers for the upper joints of the ears and the spine?
Thanks 👍
This content is underrated and very straightforward. Thank you so much for the amazing content!
Wow! So good amazing contents. Thanks for sharing. I have learn from your instuction
Good work sir
😍
watermelon
ua-cam.com/video/Cxgekp97Vn8/v-deo.html
Where did you find the textures?
Not sure on this particular texture. I probably found it by doing a goole image search for "lumber"