BLENDER Gas Prop Speed Model

Поділитися
Вставка
  • Опубліковано 3 сер 2016
  • ARTSTATION POST: www.artstation.com/artwork/3en3g
    Took about 1 hour.
    Substance Painter is free now if you're a student! :)
    If you want to know where the music came from:
    Tune In by RW Smith.
    The Contract by Audionautix is licensed under a Creative Commons Attribution licence (creativecommons.org/licenses/...)
    Artist: audionautix.com/
  • Розваги

КОМЕНТАРІ • 67

  • @BigFreakingCacodemon
    @BigFreakingCacodemon 5 років тому

    Wow! That looks great!

  • @stratoskakalis1580
    @stratoskakalis1580 7 років тому +9

    Really nice work both modeling and texturing the asset :). Keep it up!

  • @joaovictorpereira9935
    @joaovictorpereira9935 5 років тому +1

    Dude you have a amazing skill

  • @cryscene814
    @cryscene814 7 років тому

    looks good man!

  • @_Shinique
    @_Shinique 7 років тому +1

    That looks pretty freakin' cool. I'm hoping to learn how to do this one day.

  • @hund4440
    @hund4440 5 років тому +3

    That intro 👌

  • @Anti.Oedipus
    @Anti.Oedipus 6 років тому

    Hi i like ur model and texture, i just want to ask, did you just use smart uv project for creating UV mapping? Thx

  • @donovanvasquez5807
    @donovanvasquez5807 5 років тому +5

    Propane and propane accessories

  • @Kcimor78
    @Kcimor78 4 роки тому

    Epic

  • @isaacd7567
    @isaacd7567 3 роки тому

    Nice i shall photoscan the props in gmod

  • @DionneTheakstone
    @DionneTheakstone 7 років тому

    where did the colar text texture's come from? or do you make your own like in photoshop?

    • @SamWarren
      @SamWarren  7 років тому

      I made it in Photoshop, just a black and white image - text in a box. I then used that as the brush shape in Substance Painter.

  • @tkenterprise
    @tkenterprise 7 років тому +2

    Can somebody tell me what tool he used to round of the edges like in 0:47? That's not the standard bevel tool right?

  • @bazejguaj6405
    @bazejguaj6405 7 років тому

    Nice work. :) First program, which You used, was blender and the second one, where You were putting a textures is... Can I know?

    • @bazejguaj6405
      @bazejguaj6405 7 років тому

      Was it a substance painter? :P

    • @Groggpuffar
      @Groggpuffar 7 років тому

      Yup, that's Painter :)

    • @SamWarren
      @SamWarren  7 років тому

      Błażej Gułaj ye it was substance painter 3.

  • @leefarcry9318
    @leefarcry9318 7 років тому

    Hi nice work,man!Did you retopologized it and uv unwarpped it manually? I feel it's very hard for me to uvwarp a hardsurface mesh.... :)

    • @SamWarren
      @SamWarren  7 років тому

      If you're using Blender, make sure the scale of the object is applied, hit U in edit mode then select smart UV project. Will save you a lot of time. (it does it automatically) Regarding re-topology, I never retopoligized this model as it was a practice one. :)

    • @leefarcry9318
      @leefarcry9318 7 років тому

      Yeah,I use blender and ue4,everytime I will apply scale.But I took 3 weeks to make a window on a train(in my spare time),I feel I just wasting a lot time on small thing :(

    • @SamWarren
      @SamWarren  7 років тому

      lee farcry How long have you been using Blender? I've been using it for 4 years and I still struggle to do a lot of things. Keep trying and practising, you will learn how to do things faster and become more familiar with the tools. 3D modelling is also a very slow process anyway, so keep it up.

    • @leefarcry9318
      @leefarcry9318 7 років тому

      Thanks!! I have been using Blender for 7 months,I know I love CG and Games,and I will not give up :D

    • @linusesh3688
      @linusesh3688 6 років тому

      Sam Warren But when you use smart uv project i‘m locked to that Perspektive right?

  • @vadnais9407
    @vadnais9407 6 років тому

    What is Matcap?

  • @wefird1746
    @wefird1746 7 років тому

    Would you consider creating an older artillery piece, like one used during World War 2? Something like a howitzer would be neat! Thanks and keep up the good work!

    • @SamWarren
      @SamWarren  7 років тому

      Yeah maybe!

    • @Kabodanki
      @Kabodanki 7 років тому

      Would you consider working in my basement and make my game fantasy come true ?

  • @dontworry4962
    @dontworry4962 6 років тому

    What's the name of the second logiciel ?

  • @ewinter9021
    @ewinter9021 7 років тому

    Plan C , can you make a video about the process of optimizing mesh? I believe you said you made the highpoly, then duplicated it, decimated it, and was left with a lowpoly? Could you do a video on that for whenever you get a chance? Would appreciate it man

    • @SamWarren
      @SamWarren  7 років тому

      Decimate modifier ;)

  • @thefounder3518
    @thefounder3518 7 років тому +4

    1:40 what you use? :)

    • @SamWarren
      @SamWarren  7 років тому +2

      Fline X substance painter

  • @bflaz8620
    @bflaz8620 7 років тому

    I'm just curious, but do you plan to use the screencast feature in the future?

    • @SamWarren
      @SamWarren  7 років тому

      Nope. :)

    • @SamWarren
      @SamWarren  7 років тому +2

      Oh, wait, the one that shows the keys being pressed? Maybe. I'm not sure how helpful that would be in a time lapse. If you wanna know what keys I'm pressing, ask.

    • @baptistebl8821
      @baptistebl8821 7 років тому

      Sam Warren that would be interesting, even after modelling for a few year now i still don't know what keys you are using sometimes x) Howerer keep it up

  • @markodhiambo5777
    @markodhiambo5777 5 років тому

    What software did you use for the texturing after unwrapping

  • @paradaize9640
    @paradaize9640 7 років тому

    What program did you use to texture it?

  • @williamvasconcelos2456
    @williamvasconcelos2456 5 років тому

    I have no experience with Blender. Were those textures pre-done for the model? Or are they standard textures from Blender itself?

  • @deeppen2413
    @deeppen2413 2 роки тому

    1:41 what tool?

  • @hawkeyebit4948
    @hawkeyebit4948 7 років тому +1

    hey why not making a high poly model bake the maps like ssao and normal and import like that to substance would look much better i think plus you could if used less bevel subdivisions

    • @SamWarren
      @SamWarren  7 років тому

      Yeah, I've learned a lot since making this model - you're right. If I were to remake this, I'd use subsurface modifier for the high poly and keep everything in quads. Substance Painter can bake the Ambient Occlusion and normals. Not sure if you can bake Screen Space Ambient Occlusion to models as I'm pretty sure that is a post process effect?

    • @hawkeyebit4948
      @hawkeyebit4948 7 років тому

      ha my mistake i meant to say ambient Occlusion but you should bake the normal maps on blender at least a basic one that puts definition on the low poly smooth model,and how thats done is by overlaying both the high poly and low poly on the same co ordinates on blender then selecting the high poly shift low poly tick the select to active and press bake withe the normal (tangent) selected ps make unwrap the low poly and assign different materials were needed

  • @crt3275
    @crt3275 7 років тому

    Looks like your blender has some ambient occlusion going on... how?!

    • @SamWarren
      @SamWarren  7 років тому

      maskedbyte press n and scroll down near the bottom. there's a whole load of visual options

    • @crt3275
      @crt3275 7 років тому

      Never noticed that... are you also using the default matcap?

    • @SamWarren
      @SamWarren  7 років тому

      maskedbyte nah i use that grey one - it looks nicer :D

  • @odpolice1589
    @odpolice1589 4 роки тому

    *Now, place it in the cafeteria*

  • @tomsolomon5216
    @tomsolomon5216 7 років тому

    Very naughty language young man

  • @LightStrikerQc
    @LightStrikerQc 7 років тому

    WAY too many tris for a game. Also, did I see three materials? So three batches?

    • @SamWarren
      @SamWarren  7 років тому

      I did all the boring optimization off-camera. I decimated the model down to different LOD levels. I compiled all the textures and UVs together so it would fit into one material in Unity. Your looking at the high-poly render, because it's a common and useful technique to make a high poly model, then decimate it and break it down to a lower poly mesh. e.g. Many game assets' high poly features are baked into normal maps then the actual model is retopologized. :)

  • @GameOver-tt6tx
    @GameOver-tt6tx 7 років тому

    Hello I Turksh
    I don t Know Englsh :)
    New Cryengine V spped level

    • @SamWarren
      @SamWarren  7 років тому

      I'll make one soon. I'm still getting to grips with CryEngine V. :)

    • @GameOver-tt6tx
      @GameOver-tt6tx 7 років тому

      +Plan C thenkyou

  • @nashiruddin3543
    @nashiruddin3543 5 років тому

    Plan u

  • @MrNattpysj
    @MrNattpysj 7 років тому

    Check out NoCopyRightsounds on UA-cam. You can use that music for your videos :) Like your CryEngine videos ^^

    • @SamWarren
      @SamWarren  7 років тому

      TheNattyBrah The sounds track to this video was from there :D Thanks tho

  • @tomsolomon5216
    @tomsolomon5216 7 років тому +1

    Allah Akbar