what if I want to mix a frog with a toad? or a sad cat with a happy cat? Sorry, I just wanted to say something stupid. Great lesson as always! I just went to refresh the ebook and noticed the massive video libraries that are available! Your ebook is the most comprehensive learning resource I've ever purchased.
I don't wont to sound negative, I love this channel. But I really wonder if there is not a better way to do this. The thing is that so much color detail gets lost unless you make subdivisions as small as pixels. I was hoping that baking the UV's in a color attribute would help or something, but me and baking in blender does not go well together...
You could also just bake to a texture if you're worried about not having enough resolution in the sculpt. In that case though, you have to definitely retopologize the mesh and use shrinkwrap/multires to transfer the displacement detail to that remeshed object. But then you can properly unwrap it and bake the original texture to the new models UV map. That would be a better, but more time-consuming way to do it. In this case, I just wanted to show a quick and easy way.
This channel is pure gold. So much info in so little time.
Holy cow! This is amazing! 😃
This exactly what I needed
Was just going through my subscriptions
Thanks so much for this, I've been trying to figure out how to do this for a while.
Thanks this was helpful :) happy thanksgiving from America
Awesome as usual!
genius! thanks for sharing the secret!
you're a godsend bro
this will help me later, thank you brother.
😮😮😮😮🤯🤯woooooow amazing!!!!
how do i do this without, like messing with the rigs and bone??
That's a nightmare looking animal but a fantastic tutorial as usual!
Haha yeah... it took me a while to find a subject that was unoffensive but also useable.
@@BlenderSecrets it certainly illustrates the point 😁 Thanks for your awesomeness 👍
@@BlenderSecrets I wouldn't complaint, bring on the offensive tutorials!
hello why do u have to bake the texture ? does the sculpt mode erase the texture ?
Every time I try to combine the models, one of the model's adopts the others texture. How do I fix this? PLEASE HELP
I have a question, is it possible to combine both material mode with attributes under viewport shading?
what if I want to mix a frog with a toad? or a sad cat with a happy cat? Sorry, I just wanted to say something stupid. Great lesson as always! I just went to refresh the ebook and noticed the massive video libraries that are available! Your ebook is the most comprehensive learning resource I've ever purchased.
Thank you!
Wow
I don't wont to sound negative, I love this channel. But I really wonder if there is not a better way to do this. The thing is that so much color detail gets lost unless you make subdivisions as small as pixels. I was hoping that baking the UV's in a color attribute would help or something, but me and baking in blender does not go well together...
You could also just bake to a texture if you're worried about not having enough resolution in the sculpt. In that case though, you have to definitely retopologize the mesh and use shrinkwrap/multires to transfer the displacement detail to that remeshed object. But then you can properly unwrap it and bake the original texture to the new models UV map. That would be a better, but more time-consuming way to do it. In this case, I just wanted to show a quick and easy way.
If dyntopo just could preserve vertex informations. Sad sad.
This tutorial feels empty and more sinister with just silence. Where's the music?
SO you can convert UV Textures to Color Attributes but can you convert Color Attributes to UV Textures?
Yes, you can just bake it to a texture.
@@BlenderSecrets tyvm.
I asked chatgpt also it gave me 10 steps. 0_0