if for some reason your tube "wicker" still has black faces, ensure that your Extrude Options under "Surfaces > Extrude" are set to Style: Tube, Result position: At path, Pivot: Closest end pivot, & Orientation: path direction. This is because the default settings has changed recently
Thank you very much. It's very useful for me. How would you approach baking this information on low poly? I'm thinking of using opacity mask but how to maintain the thickness of the object?
Mordecai hello, thanks for your comment, for backing the best is to turn the highpoly into a normal map, and i would suggest using substance painter for this type of procedure, we have a whole workshop on this in substance, check it out ua-cam.com/video/cbvPSqC_4NU/v-deo.html
@@Ctrlart Thank you for such a quick reply. ) Yeah I'm familiar with painter and i know all this stuff. I just never created something that may have transparent areas in it. I can't imagine how those areas could actually be transparent and maintain the thickness of those wicker walls as well, if we are baking all of those info to a low res model for a game. If we use alpha for transparent areas it will have just a thin plain edges.
Thank you for awesome tutorial. Also, what is the next step to paint it in Sybstance?? Can you make low poly for it? Will you create UV for high or for low poly?
@@Katia-dh8hc weird. Since I don't know what your model looks like, the low poly should be relatively similar to the high poly. Of course, just at a lower poly. It still needs the holes and be the same shape as the high poly.
@@churro5322 you think low poly should have holes? My low poly exactly same size, just without holes on the walls. I can’t figure out how to make low poly with holes, because all those holes details making it very high poly
@@Katia-dh8hc yes it should. The high poly won't magically make the low poly have holes. Just the details you give it. Like if you take it to zbrush, make the polycount to 10 million, u can add lines and scratches making it look worn. But the low poly needs to have the holes. It's relative and depends how much you need to optimize. But it can have up to 30k polygons. Anything higher is too high for the low poly. So yes, adding holes is still low poly.
Hello Santosh, its nadav from ctrlart, not sure exactly , but i think you should use deformers, to adjust the mesh, you can use Deformers>NON-Liner>Bend deformer?, or a lattice deformer can help as well, if you made it from curves and did not delete the history you than can adjust the curve c.v's and the model will adjust as well, hope i helped, you can also write us at creators@ctrlart.com
Hi! I have a problem arount 9:30 min when I have to extrude the curve.I don´t know way, the geometry appears much bigger and moved on the side ,It´s like is not following the curve and I don´t know what´s going on,I double checked and my options are just like you :(
Ana Formby hey I have this exact issue too and the person who replied and helped you doesn’t have their comment up anymore. I’m so desperate for help. Do you remember what they told you to do?
underrated tutorial, just showed me a bunch of curve methods that I kinda knew about but barley use to great effect.
This was such a perfectly clear tutorial. Thank you so much!
Beautiful and straight to the point. Thank you so much.
if for some reason your tube "wicker" still has black faces, ensure that your Extrude Options under "Surfaces > Extrude" are set to Style: Tube, Result position: At path, Pivot: Closest end pivot, & Orientation: path direction. This is because the default settings has changed recently
What an amazing tutorial, thank you very much :)
This is perfect tutorial Thank you!!😘
Thanks for tutorial!:)
this is very helpful! thank you so much!
Glad it was helpful!
Thanks
Thank you so much!!!
Glad it helped!
Thank you very much. It's very useful for me.
How would you approach baking this information on low poly?
I'm thinking of using opacity mask but how to maintain the thickness of the object?
Mordecai hello, thanks for your comment, for backing the best is to turn the highpoly into a normal map, and i would suggest using substance painter for this type of procedure, we have a whole workshop on this in substance, check it out ua-cam.com/video/cbvPSqC_4NU/v-deo.html
@@Ctrlart Thank you for such a quick reply. )
Yeah I'm familiar with painter and i know all this stuff. I just never created something that may have transparent areas in it. I can't imagine how those areas could actually be transparent and maintain the thickness of those wicker walls as well, if we are baking all of those info to a low res model for a game. If we use alpha for transparent areas it will have just a thin plain edges.
Thank you for awesome tutorial. Also, what is the next step to paint it in Sybstance?? Can you make low poly for it? Will you create UV for high or for low poly?
Make uv for low poly and bake the high poly onto the low poly in substance. Then texture it from there
@@churro5322 I tried, but after baking I am loosing all the holes
@@Katia-dh8hc weird. Since I don't know what your model looks like, the low poly should be relatively similar to the high poly. Of course, just at a lower poly. It still needs the holes and be the same shape as the high poly.
@@churro5322 you think low poly should have holes? My low poly exactly same size, just without holes on the walls. I can’t figure out how to make low poly with holes, because all those holes details making it very high poly
@@Katia-dh8hc yes it should. The high poly won't magically make the low poly have holes. Just the details you give it. Like if you take it to zbrush, make the polycount to 10 million, u can add lines and scratches making it look worn. But the low poly needs to have the holes. It's relative and depends how much you need to optimize. But it can have up to 30k polygons. Anything higher is too high for the low poly. So yes, adding holes is still low poly.
Hi can you explain how to round wicket basket like Round POT
Hello Santosh, its nadav from ctrlart, not sure exactly , but i think you should use deformers, to adjust the mesh, you can use Deformers>NON-Liner>Bend deformer?, or a lattice deformer can help as well, if you made it from curves and did not delete the history you than can adjust the curve c.v's and the model will adjust as well, hope i helped, you can also write us at creators@ctrlart.com
very very very very very very very very very very very nice
Many many thanks
Hi! I have a problem arount 9:30 min when I have to extrude the curve.I don´t know way, the geometry appears much bigger and moved on the side ,It´s like is not following the curve and I don´t know what´s going on,I double checked and my options are just like you :(
@Leja Pelc Thanks!! It´s worked! I changed the settings just as you said in the second choice! :)
Ana Formby hey I have this exact issue too and the person who replied and helped you doesn’t have their comment up anymore. I’m so desperate for help. Do you remember what they told you to do?
Hello Ana, just change the tool settings to world mode, you probably have the orientation by object
@@spenserbartholomew3722 it worked for me after I set the pivot to component instead of closet end point...
@@spenserbartholomew3722 any answers