The best ones are always the ones that shock me the most. This was one of them. I love it! During my blender procedural material learning process, I've always wanted to make a realistic procedural reptilian skin material, but I can't seem to get it right. Would love to see a tutorial on it, but it's also the fact that procedural materials cannot work on armatures, so I would love to hear what you think is the best fix for that.
@@RyanKingArt Oh rip, It's hard finding tutorials like that, even if my purpose is only to use it for game development, I understand why there isn't much of that. I appreciate your videos, much love
Great tutorial, It's refreshing to see creators not using geometry nodes for everything they make & doing things by "manual manipulation" is still a thing in 3d art. Personally, I get great satisfaction from manual modelling as opposed to inserting values into boxes. Cheers 👍🏼🦘
Geometry Nodes isn't even ready to make everything completely yet. While it can make things like sofas, beds, tables, chairs, plants, dressers, and a few other things, a lot of modeling nodes are still missing, or require workarounds. I remember seeing a procedural strawberry a while back, and oh. my. god. The amount of nodes. just to make the strawberry.
@@Sonario648 Great answer thanks. Like i always say " if creating something by putting values into boxes makes you a 3d graphic artist does that make someone else a sculptor because they put values into a 3d printer ?"
@@nigellill3222You do not understand Geometry Nodes it seems. It is not some AI image generator. To make anything useful with geonodes, you need an understanding of both 3d modeling (to know how desired object is made) and mathematics (to translate the modeling process into instructions for the computer). Otherwise, putting values into boxes won't do anything. You even won't have any boxes to start with.
@@DimitriX-zq1dr so going by that logic someone who uses a 3d printer is a sculptor. They understand the sculpting method & the mathematics (to translate the modeling process into instructions for the computer). 🤔 & all that is done without even picking up a chisel, much the same as geo nodes, not a single vertex is moved "manually".
*Procedural Food Packs:*
• Food Pack 1: ryankingart.gumroad.com/l/food1
• Food Pack 2: ryankingart.gumroad.com/l/food-pack2
• Food Pack 3: ryankingart.gumroad.com/l/foodpack3
Wow, it looks so good it's mouthwatering!
thanks!
wow! this one looks amazing!
awesome work, thank you again for all you do!
Glad you like it!
I am so behind on all my Ryan King tutorials.
Haha 🙂
great job once again!
The best ones are always the ones that shock me the most. This was one of them. I love it!
During my blender procedural material learning process, I've always wanted to make a realistic procedural reptilian skin material, but I can't seem to get it right. Would love to see a tutorial on it, but it's also the fact that procedural materials cannot work on armatures, so I would love to hear what you think is the best fix for that.
a very helpful vid
keep it out 👍
thanks
This is so good!
thanks
Nice, just in time. I wanted to make Strawberry Jam in Blender, today.
cool!
dot rubber texture next mate?
Perfection.
thanks
Wow this one is very original
thanks
This video was berry good
thanks 😄
Nice Pun!
enjoied nice work
thanks!
Can you show us how to model leaves next please?
I was just today working on a tutorial for falling fall leaves. should be out in a few days.
2:09 Why did you scale down the strawberry?
trying to model closer to the real life scale in blender. although the berry is still probably too big
I would love a procedural blood splatter tutorial 😭
thanks for the idea, but I don't want to make any morbid tutorials.
@@RyanKingArt Oh rip, It's hard finding tutorials like that, even if my purpose is only to use it for game development, I understand why there isn't much of that. I appreciate your videos, much love
Damn gud tutorial
thanks
yes sirskiy
thanks
Is it possible to design a tutorial on the growth of plants, fruits, and flowers? Please
thanks for the tutorial idea
@RyanKingArt thank you for your service it's great and amazing
You are my favourite
Please inside of banana tutorial 😅
thanks for the idea
you should really make a tutorial on how to make superpowers vfx in blender, like Raven from the DC Titans show, Wanda Maximoff from the mcu etc.
thanks for the idea
❤❤
thanks
I am!
👍
Show how to make a mold on it please, or make it rotten, please!
I know you have a tutorial with a mold on the bread, but I need that white hairy mold that grows on the strawberry
thanks for the idea
Great tutorial, It's refreshing to see creators not using geometry nodes for everything they make & doing things by "manual manipulation" is still a thing in 3d art.
Personally, I get great satisfaction from manual modelling as opposed to inserting values into boxes.
Cheers 👍🏼🦘
Thanks
Geometry Nodes isn't even ready to make everything completely yet. While it can make things like sofas, beds, tables, chairs, plants, dressers, and a few other things, a lot of modeling nodes are still missing, or require workarounds. I remember seeing a procedural strawberry a while back, and oh. my. god. The amount of nodes. just to make the strawberry.
@@Sonario648 Great answer thanks.
Like i always say " if creating something by putting values into boxes makes you a 3d graphic artist does that make someone else a sculptor because they put values into a 3d printer ?"
@@nigellill3222You do not understand Geometry Nodes it seems. It is not some AI image generator. To make anything useful with geonodes, you need an understanding of both 3d modeling (to know how desired object is made) and mathematics (to translate the modeling process into instructions for the computer). Otherwise, putting values into boxes won't do anything. You even won't have any boxes to start with.
@@DimitriX-zq1dr so going by that logic someone who uses a 3d printer is a sculptor. They understand the sculpting method & the mathematics (to translate the modeling process into instructions for the computer). 🤔 & all that is done without even picking up a chisel, much the same as geo nodes, not a single vertex is moved "manually".