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Gabbah
Приєднався 26 лис 2022
3D-Artist in Blender since 2021
Stuff I will be mostly talking about on here:
- Sci-Fi and historic Modeling
- Procedual Texture Work
- Scene Building
- Mechanical Rigging
- Environment Art
Stuff I will be mostly talking about on here:
- Sci-Fi and historic Modeling
- Procedual Texture Work
- Scene Building
- Mechanical Rigging
- Environment Art
A quick Explosion Simulation Tutorial + Shader Setup - BLENDER
Hello my friends! Today I have a quick and easy explanation on how you can set-up your smoke simulation and the shader set-up required to see the flame of the explosion.
Переглядів: 102
Відео
This Vertex Color feature has some amazing potential! - BLENDER: Alpha Vertex Color Tutorial
Переглядів 1613 місяці тому
Hello people! I return from inactivity to tell you about Alpha in Vertex Color usage. You can do some pretty cool stuff with this, and not a lot of people seem to utilize it so I thought I might share my findings.
Procedural Hand-Drawn Outlines - BLENDER (Tutorial)
Переглядів 3426 місяців тому
Hello people! This time I have a more stylized and easy tutorial for you.
Easy way to animate unrolling! - Blender (Tutorial)
Переглядів 4467 місяців тому
Hello people! Sorry for the long absence but I really didn't have much to show you guys I would have considered worthwhile. Well now I am back with this simple rolling/unrolling of objects tutorial. Hope you enjoy
Rigging Cloth - Example Tank Mantlet (BLENDER Tutorial)
Переглядів 1698 місяців тому
Hello people! This video is actually made upon a question I got a few weeks ago, and I finally got around to making a vid about it. Pretty complex and niche stuff, but I hope some of you will find a use for it.
Knowing the details abot this node may change how you use procedural materials! (BLENDER Basics)
Переглядів 839 місяців тому
Hello people! Apologies for the longer break, but I couldn't find time to upload. Today I have more of a basic, yet still usefull tutorial/explanation for you about the texture coordinate node.
BLENDER: The BEST and EASIEST way to do custom displacements (Dynamic Displacement Tutorial)
Переглядів 2189 місяців тому
Hello people! Today I come to you with some pretty cool simulation stuff, which allows you to displace objects like you want to using existing meshes.
BLENDER: Realistic Water Shader with added sandy ground (TUTORIAL)
Переглядів 2,5 тис.10 місяців тому
Hello people! I have a special late christmas present for you: a material I am very proud of: a water shader which has the possibility to have a seabed all within one object, reducing render times. It has this in addition to having displacable water surface and control over where the sand/ground of the seabed starts. I hope you enjoy.
STAR WARS: Forgotten Empire - Trailer (Fan-Made)
Переглядів 14910 місяців тому
Hello people! Quite the different upload today, as I can show of my project of the last months. Everything is modeled in Blender and textured proceduraly. Keep in mind this is not an official Disney production, just a concept of mine. Video will not me monetised.
BLENDER: Procedural Marble Texture (Tutorial)
Переглядів 17311 місяців тому
Hello people! Fresh with the new Blender Version, I have a new material for you.
BLENDER: Procedural Crystal Texture (Tutorial)
Переглядів 27311 місяців тому
Hello people! Sorry for the weird upload scedule atm, but I am quite busy with a few things and projects. Anyways today I have a short but simple crystal texture for you
BLENDER: Making a Procedural Asteroid
Переглядів 62Рік тому
Hello people! Today I will quickly explain how you can make Astroids yourself with a pretty simple setup.
BLENDER: Procedural Cracked Facade with Bricks underneath (Tutorial)
Переглядів 197Рік тому
Hello people; I am back with another procedural Material. This time a more complex one again. I hope you enjoy.
IK-Chains done the easy (but effective) way - BLENDER (Tutorial)
Переглядів 188Рік тому
Something different then materials today: IK-Chains. I will show you how to set them up; generate a control object and show you a usage case in a leg rig.
BLENDER: Procedural Knobbed Sheet Metal (Tutorial)
Переглядів 470Рік тому
Hello people! Today I have a shorter and simpler material for you, that sadly is quite limited in the ways you can apply it too. Still I think it is quite nice and I havent seen many people build a material like this so here you go.
BLENDER: UPDATED Procedural Sci-Fi Hull Material (Tutorial)
Переглядів 1,4 тис.Рік тому
BLENDER: UPDATED Procedural Sci-Fi Hull Material (Tutorial)
Shiny and Used Plastic Material: BLENDER (Tutorial)
Переглядів 264Рік тому
Shiny and Used Plastic Material: BLENDER (Tutorial)
BLENDER: Sandy Dunes Material (TUTORIAL)
Переглядів 80Рік тому
BLENDER: Sandy Dunes Material (TUTORIAL)
Parenting, Parent-Chains and Uses - BLENDER (Tutorial)
Переглядів 50Рік тому
Parenting, Parent-Chains and Uses - BLENDER (Tutorial)
BLENDER: Used Sci-Fi Surface Material (Tutorial)
Переглядів 121Рік тому
BLENDER: Used Sci-Fi Surface Material (Tutorial)
Using Modularity for saving time - BLENDER: Tutorial/Explanation
Переглядів 88Рік тому
Using Modularity for saving time - BLENDER: Tutorial/Explanation
Working with complex Booleans - BLENDER TUTORIAL
Переглядів 41Рік тому
Working with complex Booleans - BLENDER TUTORIAL
Animating with Curves; a short overview - BLENDER Tutorial
Переглядів 91Рік тому
Animating with Curves; a short overview - BLENDER Tutorial
Eevee Emissions are good, but they are missing something - BLENDER Eevee Tutorial
Переглядів 98Рік тому
Eevee Emissions are good, but they are missing something - BLENDER Eevee Tutorial
BLENDER: Procedural Cracked Concrete (Tutorial)
Переглядів 4,2 тис.Рік тому
BLENDER: Procedural Cracked Concrete (Tutorial)
Immense Possibilities for blending Materials! - Blender Separate XZY Node Tutorial
Переглядів 1 тис.Рік тому
Immense Possibilities for blending Materials! - Blender Separate XZY Node Tutorial
BLENDER: Archiving Bloom in Cycles! (Glare Node Tutorial)
Переглядів 399Рік тому
BLENDER: Archiving Bloom in Cycles! (Glare Node Tutorial)
BLENDER: Animating a hand-held camera! (Blender Shaky Cam Tutorial)
Переглядів 217Рік тому
BLENDER: Animating a hand-held camera! (Blender Shaky Cam Tutorial)
The Backrooms - File 2731E (Blender Fan Animation)
Переглядів 134Рік тому
The Backrooms - File 2731E (Blender Fan Animation)
BLENDER: Procedural Camo-Pattern Material (Tutorial)
Переглядів 535Рік тому
BLENDER: Procedural Camo-Pattern Material (Tutorial)
Thanks!
Musgrave texture was replaced by Noise Texture completely, in Blender 4.1
Sadly yes. I dont like the change as it makes a lot of older tutorials not as easy to understand anymore
Instant sub because for some goddamn reason no one ever did this tutorial anywhere.
its probably the only mantlet tarp rig tut on yt lol but would you be up for a redo of this vid but more polished and neater?
@@nightchaser1478 I dont know when I can get to that, given my overall inactivity atm due to my work, but I'll let you know if I do get to it. ^^
great! im eager to know since im a beginner and making a T-80B model and I'm on the mantlet tarp rigging part rn and dont know how to do that so you'll be of great help.@@gabbahfbx
Is there any way I can render this on a transparent background?
Yes; under "Render Properties", "Film" and then tick the box that says "Transparent" ^^
Masterful! Keep up the amazing work!
thank you!
'Separate', not 'Seperate'. I want to acknowledge that this version may have created in a non-English language and that this misspelling may be by some process not under the author's control.
Thank you for the clarification. If thats the only thing bothering you in the video, thats fine by my ^^
@@gabbahfbx I think Blender and its contributors is a tremendous, global community. One of my reasons for my opinion is that it is accessible all peoples on every continent. Please keep up the great work.🖖
Thank you for this tip! =) Very useful! Btw. 720p is a bit blurry on HD :D
I was wondering, how would you rig a mantlet that has a cloth cover?
hmmm difficult question; I might make a video about that at some point. You'd have to work with pinning groups (within the cloth sim) that are attached to the gun barrel; then keep the parent chain as I did here. Might be performance intensive tho
@@gabbahfbx I see, thanks for the reply it's been bugging me and I couldn't really find much regarding it. Highly Appreciated!
@@dyno_cant_draw Well gguess what; I figured something out and made a video about it, as you kinda peeked my interest with the question: ua-cam.com/video/oL10MyD1JqU/v-deo.html Hope this helps you and others!
@@gabbahfbx Yes! Highly appreciate it!
Thank you for this tutorial I am a beginner why don't you use bones to rig the model? ......
Sometimes it is easier to set certain stuff up with contrains due to the nature in how the objects need to move. This imo is one of these cases
the point arrow on the mantlet only seems to work if i select both axis x and invert x and because of that the moves inverted (up is down down is up) and whenever i change the rotation of the mantlet the gun slightly disconects from the mantlet and with the gun itself the arrow does not want to work at all and even tho i parent all the arrows to the circle it still does not want to rotate properly with the turret the gun just rotates but stays in the same place (the gun mantlet does seem to work fine tho)
Cant really trouble shoot from afar, but check if you are in the respected Movement Spaces (Local or Global depending on the constraint.) Could also be that your object has a messed up origin or coordinate system.
@@gabbahfbx i finally got it fixed turns out stepping away from it and coming back after a few days helped, fixed it in 5 min time apereantly the issue was that i needed to add extra limit on the x axis, got 3 limit values in total to get it to work perfectly still thx for your response
Could this be used for a ship's turret as well?
Yeah absolutly. You might have to adjust a few things to account for the multibe gun barrels but it should work regardless. The principles still apply ^^
that was an amazing workaround and technique. Thank You for sharing
thank you!
Please make pdf to follow them while practicing.
Sadly not really worth the efford for me in most cases. Apologies but that is something, I would consider one maybe more people would voice interest in something like that.
good vid, but you are doing it WAY to fast, bro i needed to slow the vid to 0.5 to could do something
Thank you. I feel people are more willing to watch a 13 min tutorial, compared to a 20 min+ one if I do slow down the pace. But I do try to take my time at times. Thank you for you input though. Much appreciated EDIT: Also I do have "Screencast Keys" on for exactly that reason, so people know what I am doing when I am not explicitly saying what buttons to press and stuff.
bro u can turn "simple" in subd modifier if u just want to subdivide the mesh and not to curve/smooth it, nice tutorial tho
Thank you, but I know that haha. Simple makes sense in some situations (in this for instance) but not always. Didnt mention it here as it could cause confusion for people that dont apply this to a cube ^^ Thank you for you input though
@@gabbahfbx ohh
good job as usual, keep going bro
Good job, nice to see it finally completed
good, I was looking for a good cracked material, but didnt find until so
Forgot to add something in the video: If you want a shiny surface, put an "Invert Node" after the "Darken"-Node that goes into the "Roughness". Give it a factor of around 0.885
Sorry Im a noob rigger, but I want to know if this could work for a armored vhl. I just want to create a basic control for the turret in Unity.
You can apply this to any turret or similar; but constraint based rigging does not translate into Unity. If you animate it in Blender beforehand and export the animations and later apply them in Unity, that would work though. Hope I could help!
great tutorial man ! very detailed and easy to follow , i was searching for something like this for hours
Decided to make a general comment, as I have seen the question twice now: "Vertex Color" Node as been renamed to "Color Attribute" Node. Hope this helps you guys.
When i hit shift+A in the shading tab, 'vertex color' does not appear as a node to select. Please help. thx
They renamed the node to "Color Attribute".
Very nice 👍
thank you!
☹️ *Promosm*
Afraid I dont really understand what you mean with this 😅
thx :D i understand now
You are welcome!
Nice video budy, ty 😀👍
how would you make the parent chain? i parent it all to the hull but now i can't move the turret on its own
You mean you can't roate the turret anymore? That shouldnt really be the case, as the complete turret should be parented onto the empty I created in the video as a master object. You can parent that empty onto the hull or a correspondend empty tho and everything should work fine. I am planing to make a video dedicated about parent hierarchies tomorrow, but if you want send me a screenshot of your hierarchie and I see what I can do :D
Do you use physical tracks for your hull or do you rigg them with constrains If you use constrains do you know how you could lets say make a working track becuse all the tutorials i have seen work but only for one axis ones i make a U turn the tracks go kaputt either turn the wrong way or go backward when the tank goes forward
I rigged them with a mix of constrains and empties too yes. ua-cam.com/video/FlpCAWgMwRs/v-deo.html&ab_channel=Arijan I used this tutorial as reference and adjusted it to my needs. Explaining everything over text would be quite challenging, but it essentially uses an empty to parent the curve you use to build the track out of tracklinks onto and then use constrains to move said empty, mooving the curve alongside. It should work for turns and movement aswell.
Such a system can be exported to UE5? Will it work better than bones?
you can animate your tank by any means, so long as you import it into unreal as an alembic cache. if you want to import the model and rig specifically as a skeletal mesh (an FBX), unreal expects a skinned mesh, and bones.
Dont really work in Unreal much, so I cant comment on that specificly, but from my Unity knowledge I can give you the following answer: You can port most stuff into game engines, that are not mesh deformations, as those require shape keys to work. Meaning any transformation of an object (location, rotation or scale) can be ported across easily. Meaning if you would animate a specific movement in Blender, that should translate into Unreal regardless if the Rig still works or not, as it does not transform the mesh itself. What I dont know, if the Rig itself will make the port across. My guess would be no, as you are using constrains to ease the usage of said rig, so I have my doubt that this would work in Unreal. So my advice: Animate what you want in Blender, port across with either a direct bleder file import (unity allows for that, idk if unreal does tho) or an .abc import and go from there. Hope I could help!
Thank you 😊
The main reason your channel is not growing much is the black grayish(default view) thumbnails and cringy font style. Try to fill colors in your videos.
Thank you, but im really not doing this for fame haha. Im doing this because I want to help people with problems that don't get adressed on YT all that much and as a result I struggled dealing with. If I can help people thats good, and if I don't I still put resources out there for the future :D
Pretty good idea to use multiple bump nodes.
Thank you! It is in general reccomended to stack mix/bump nodes to get more deph in your material.
😄 This is very useful for new users, especially; much appreciated. A few months ago I made it a habit to often apply scale, because when I started Blender last year I didn't know about this, and I had quite a few problems. Great tutorial!!
Nice thk
Thank you!
Many Thanks, my Brother, you are Awesome!!
thank you! And I am happy I could help someone!
Cool! The animation was very good, I also do backroom animations using blender
Thank you!
Good job Bro, proud of you!
Thank you!
Wohoooo good job my man! Keep doing God's work, you know whatcha doing here❤
thank youuu!🥰
great video! 🔥
Thank you!
cant find the node
The node has been renamed to "Color Attribute". I was still using version 3.0.0 here, were that wasn't the case yet. Hope I could help!
@@gabbahfbx thx Gabbah
@@gabbahfbx Thank you very much!!!
Thank you.
You are very much welcome!
Thank you for the lesson. Could you install screencast keys addon please?
If it helps the general understanding of course!
Minecraft nether portal render 💜
not quite but thank you :D
@@gabbahfbx DON'T GASLIGHT ME 😡
@@TylerShowers if the need is there I could explain how I did a render a long time ago that actually was a nether portal in some sense?
@@gabbahfbx no i just wanted to make a joke about your render
Another thing about origins is that they are extremely important for instanced objects. For example, if you instance grass on a plane, it will be instanced based on the origin of the grass. So if the origin is in the middle of the grass, that's where it will consider the bottom to be. Also, another way to move origins is to click on the options button at the top right of the screen ( its just underneath the Solid, Dev look, And Render view buttons) so you can also specify that you want to move the origin manually. Anyways, good video.
It was supposed to be a more general overview on why it can matter but yes you are right. Personally the snap to 3d curser way is the fastest workflow so I will continue using that but thank you for your input!
It's just more of a helpful tip to anyone who didn't know this. I know when I first used blender this tripped me up.
Thanks this is very helpful for someone like me who is just starting out with Blender! (The audio is very quiet for me on my old macbook, just thought I would let you know)
thank you! I am planing on doing more basic stuff aswell soon, but thank you for the feedback!
personally i prefer asset browser for material just bcuz of thumbnail preview btw nice tut.
thank you!
Exactly what I needed hell yeah
Always happy to help!