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Machine
Pakistan
Приєднався 11 сер 2020
Are you looking to learn more about Unity 3D Game Design?
On this channel, I share with YOU tips and tricks on how to use Unity 3D to create amazing games and effects. I also talk about shader development in Unity. I also share shader development with node-based editors like unity shader graph in SRP and amplify shader editor for built-in render pipeline. so you can learn how to create your own custom unity shaders.
My name is Shahbaz Awan, aka Machine, and I'm a 3D artist with over 7 years of experience in the gaming industry.
Before you publish your next game be sure to check out this channel, Here you might find game optimization tips and tricks.
Whether you're a beginner or a seasoned pro, I hope you'll find my channel helpful. I'm always happy to answer questions and provide feedback, so don't hesitate to reach out.
Check out my ArtStation portfolio to see some of my work:
www.artstation.com/shahbazawan
On this channel, I share with YOU tips and tricks on how to use Unity 3D to create amazing games and effects. I also talk about shader development in Unity. I also share shader development with node-based editors like unity shader graph in SRP and amplify shader editor for built-in render pipeline. so you can learn how to create your own custom unity shaders.
My name is Shahbaz Awan, aka Machine, and I'm a 3D artist with over 7 years of experience in the gaming industry.
Before you publish your next game be sure to check out this channel, Here you might find game optimization tips and tricks.
Whether you're a beginner or a seasoned pro, I hope you'll find my channel helpful. I'm always happy to answer questions and provide feedback, so don't hesitate to reach out.
Check out my ArtStation portfolio to see some of my work:
www.artstation.com/shahbazawan
You better not miss - Kinetic Rush 3D Challenge @pwnisher
This is my render submission for Kinetic Rush 3d Challenge, hosted by @pwnisher
#kineticrush #blender #blender3d #animation #cgi #vfx
The main blender file is available here if you want to check out:
www.patreon.com/posts/kinetic-rush-3d-113089093?Link&
Like and Subscribe for more content like this.
#kineticrush #blender #blender3d #animation #cgi #vfx
The main blender file is available here if you want to check out:
www.patreon.com/posts/kinetic-rush-3d-113089093?Link&
Like and Subscribe for more content like this.
Переглядів: 184
Відео
Kinetic Rush 3D Challenge - Distraction - Process/Breakdown
Переглядів 8852 місяці тому
This is my render submission for Kinetic Rush 3d Challenge, hosted by @pwnisher #kineticrush #blender #blender3d #animation #cgi #vfx The main blender file is available here if you want to check out: www.patreon.com/posts/kinetic-rush-3d-113089093?Link& Like and Subscribe for more content like this. Music: Music by Melody Ayres-Griffiths from Pixabay
Meanwhile on the Moon | Unreal Engine 5.4 | Virtual Production
Переглядів 1866 місяців тому
▼ You can follow me at (Social Media): ✏ Instagram: shahbaz_awan_art ✏ Artstation:www.artstation.com/shahbazawan
Painterly Blender Shader Technique You should know about
Переглядів 43 тис.Рік тому
Painterly Blender Shader Technique: In this tutorial, I explain how a painterly blender style can be achieved in blender in both hand-painted way and a procedural way. I have shared a sbsar file from substance designer which you can import in substance painter or blender to get painterly looking strokes on your model as texture. I have also shared the substance graph file that you can open in s...
Are You Baking Lights in Unity Wrong?
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Are You Baking Lights in Unity Wrong?
Low-Cost Unity Light hack (Part 2): Unlock Game Optimization Secrets
Переглядів 551Рік тому
Low-Cost Unity Light hack (Part 2): Unlock Game Optimization Secrets
Light Baking in Unity: A Case Study (Part 1)
Переглядів 1,4 тис.Рік тому
Light Baking in Unity: A Case Study (Part 1)
Amazing, thank you so much!
Is that hank form dory
yess
This looks cool but, at this point wouldn’t it be easier to just… texture paint onto the objects?
texture paint dosnt react with light
That looks sick - Amazing Work 👏
Thanks a ton!
Great work, looks like a lot of hours on a simple scene, many iterations on the lighting.. how long did this take you, asking if you would be interested in working on a script together🎉
Thanks. I did not spend too much time on lighting variation in unreal engine. I got some results and quickly turned back to blender, i was not feeling it in ue. And yes it took me a while since it was my first render challenge.
AWESUME!
Thank you :)
Very useful thank you for sharing, this actually shows you how to do these things properly and don't laser focus on blender. I'm going to mess with this style now :)
Idk how this didnt get popular i found this by searching interstellar fan art and u have to have a good pc to render that project in blender
Helloo this tutorial was incredibly helpful but i am abit lost im attempting to have the painterly effect but i need to color seperate pieces of the model differenty. how does one do that?
I'm doing the whole interstellar suit now
I would love to see
I don't understand, why make a tutorial and go so quickly in your explanations and actions to do? do you have a time limit to respect? in any case I thank you very much for making the tutorial.
hahaha i dont have much experience with creating tutorials but i will keep things slow in my next tutorial, ☺️
Hmmm, using lightprobes for small objects its interesting BUT main reason of using static objects and baking- its to throw them to the static batcher, ALSO even static batcher can decrease performance on mobile due a huge amount of combining operation (thats why in our project we are use MeshBaker)
Amazing!❤
Is it possible to use this method if the object is going to be animated? I heard that object normals will break if moved around.
yes it wont look good for animated objects
Bake your object space normal map into a tangent space normal map.
Hi, the tutorial is great, the thing I wanted to ask, do you know, is there a way of transferring object space normal map colours on the regular texture, like I want to do the texture first, to get the look I want, and based on that texture create the normal map, but is there an easy way of doing it, like for example using the Adobe Substance. Thanks❤❤❤
yes you can bake the object space normal map into a texture node and export it
instant sub. Great tutorial!
How did you fix the overlapping of uvs?
overlapping uv is a problem when baking the lights, so you have to generate different uv maps for light baking. Click on the model, the fbx you imported and in inspector, there would be an option Generate light maps, tick that checkbox. That problem will be solved by unity
also set lightmap padding to something like 10 in lighting settings. that got rid of some artifacts for me
good video! and how is possible to generate shadows with the light probes?
Light probes are just lights for the dynamic characters like player, its not used for the shadows
I am having a problem exporting the brush textures, when importing them to substance designer they get an outline that kinda breaks the style
same have you found a fix to this?
@rafaelparreira4641 I found a solution make sure when youre exporting the photoshop png on resample put preserve details and turn off color space
😂😂😂❤❤
You're the most underrated youtube i have ever seen in youtube history! I wish you had millions of subscribers!
Thank you ❤❤❤
thanks a lot...🥰
sorry man. you even did not learn how to speak. its very hard to understand you. and the music background makes it even harder. audio is badly or NOT normalized. very annoying.
his way of speaking is fine...
i can understand everything clearly
He was very clear, had no problems understanding and the audio levels were fine.
I absolutely loved this tutorial! I could get along really well but didnt understand how to actually use the exported substance designer material in substance painter or blender in the end. For me, when I import it, its just black, no matter if its Blender or Substance Painter. I would really appreciate your help since I am trying to use this style for a game!
if i remember correctly, drag and drop in sp assets and select its type as base material. Then in color input use that.
@@3dArtByShahbaz Thank you for the answer!
underrated...
Great! But if it's in grease pencil how come it rotates? Or is it 3D?
Grease pencil work in 3d. Yes its a 3d scene. You can draw and paint in 3d
@@3dArtByShahbazThank you! I'm very new to Blender. I saw there's a modifier that makes 3D objects look like they're drawn but other than that I don't know how.
@@danmusiceasy there are many ways to achieve those effects in blender. You can paint in 3d, do 2d effects on 3d scene and so on. Have fun
Is this mobile friendly?
yes, if you follow all the optimizations steps, it can easily work on mobile
Hello, I followed your tutorial but I can't understand how to sample the colors. When I use the shortcuts it never takes the right color either it is too dark or red instead of green or just black. Do you have any idea how I can make this work?
select the flat shading and then sample the color
@@3dArtByShahbaz The flat shading? 🤔
@@NajeeForbes viewport shading from top right and lighting set to flat
@@3dArtByShahbaz perfection! Thank you
when I apply the material directo to blender from the substance add-on, the textrue is black, someone knows who o fix that?
I got the same problem, have you found a solution?
I have a question, how is that rainbow color showed up after bake?
This is object space normal map. it will be that color
Have you tried recreating this shader in Unity ?
Just implementing this in unity would be just apply the final object space normal map as a normal map input, but if you want a procedural stroke generator in unity, that is possible but i have not done that
@@3dArtByShahbaz thx, will test it out
This is a really Specific question, but I’ve been follow this tutorial very closely a couple times, and I can never get it to quite work for me. Whenever i name the image, and set it to a folder 1:22 (I just made a random folder so I could follow the step), it gets rid of all the stroke lines I had made. And it just makes the whole things a flat color. But when I take away the folder the stole lines come back. They aren’t individually reacting to the light either way though. Would you be able to expand on what you said at 1:22?
At 1:22 I have not made any strokes, I am just creating a texture and saving to a folder. This texture is used for baking Normal Map. Once the normal map is baked, then I paintover the extra strokes. Once that done, I connected that texture node to the normal input of principle bsdf. I hope this clarifies
very nice voice. cute thank you
In summary: Delete everything to have an empty scene, and then bake your lights PS: Thanks for the vid, saving it to my tutorial playlist
Hi ! Is there a tutorial in order to help us to use the stroke generator in substance painter ? :0 it would be very usefull !
You could import the stroke generator as base material in substance painter and then use that in places like normal input. I have not made a tutorial btw but it is not much complicated.
seems like lazy stolen content
thank you for feedback 🙂
@@3dArtByShahbaz welcome, no hard feelings
You should mention the original tutorial source. You have used his work on the thumbnail
I did mention his tutorial in the description of this video@@matthew_rodriguez
It's not, it's more detailed that the original video and really complete it.
thankyouuusoomucchhhhreallyhelllppeedd
Great video. APV and GPU baking has changed the lightmapping game but still your advice is invaluable in more ways than just that.
how can I use this technique for flat surfaces?
what kind of flat surfaces? Same procedure should work for that too
I'm a beginner so maybe I'm missing some keywords but I meant if I want to use the technique for something like a wall, I would use a plane or a cube and I'd bake the normals but there would be no color variations because of the flat surface.
@@hugegulpbeverage7738 You can draw some strokes with a little bit of variation in hue and luminance
@@3dArtByShahbaz ok thank you very much for responding to me!
@@hugegulpbeverage7738 you are welcome
such an insanely helpful tutorial! Love the substance painter and designer breakdown...i was so lost on how to achieve this in a a way that wouldnt take a million years! thank u for the files as well!! waiting for you next tutorials :DDD
Glad it was helpful!
Dude this is super helpful! Thank you!
I am glad it helped you :)
Thank you very much, the video is very useful
Glad it was helpful!
thank you
You're welcome
Hi, what is your technique for making the black outlines of the mesh?
Hi, I used grease pencil for the black outlines
You do not use modify
i use grease pencil and then line art modifier for mesh outlines
Very nice!
thank you :)
@@3dArtByShahbaz tutorial ?
“Cure character in blender” HAD ME DYING😭💀💀💀
come on its cuuute :P
@@3dArtByShahbaz a lil’ 🥺
😂
is there way to do it with voronoi? Going substance than blender is very long workflow if you want whole scene paintrry style. so procdreal and inside blender method could be helpful
I did not really try that, getting the surface color in voronoi. But it seems worth exploring
👍
Thank you for this video T.T I've been trying to figure this out and you're one of the only few to actually break it down
I am glad I could help you. :)
hey bro, do you know how to convert painted object space map to tangent space in substance 3D printer?
i dont think substance painter can work with object space normal map. Object space normal maps can be different for different 3d softwares. its not a standard map to work in every software similarly. I would bake the tangent space nm from object space nm in an external software like blender