Blender 3.2 - Cyberpunk style girl - Time-lapse l FlyCat
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- Опубліковано 5 вер 2022
- Blender 3.2 - Cyberpunk style girl - Time-lapse l FlyCat
Cycles
Based on Boris Dyatlov's concept: www.artstation.com/artwork/ea...
Patron: / flycat
Gumroad: gumroad.com/flycatfly
Artstation: www.artstation.com/thoredant
Twitter: / nguyenthor
FB: blenderflyca...
#Blender #3Dmodeling, #modeling
The amount of work and dedication that you put into one piece is incredible. my lazy bottom would never 😂
Your sculpting has improved so much, faster than before, good job
Thank you!
First time for me to watch a WHOLE sculpting video. Your work is amazing and the model is so realistic yet unreal I almost felt like crying❤❤
Never disappoints. Great work FlyCat!!!
Dude that is amazing. Always a blast watching you work
Thanks a lot!
I will train, I will work hard and I will reach this level in a year and a half, I will come back here and be proud that you inspired me. thanks buddy
Wow.. incredible result.! Thanks for sharing.
Very Impressive! Always a pleasure to see your work. Thank you for sharing.
It's unbelievable! I just installed BLENDER and I'm just starting to look at some beginner tutorials. I'm discouraged to see this because it seems to me an unattainable level. It's a perfect mastery!
Only difference between you and this person is that they've put in more hours. Put your head down, and get good.
@@MrRandomnese To lower the head, no! to please me yes because it is well what I did, useless to make a comment of it.
@@francescaaiello516??? What are you even saying. Either you work hard and achieve your dreams and goals, or you don't.
@@MrRandomnese I have no doubt about it, we misunderstood each other. I've been digipainting for 2 years and I work on it every night (because drawing is not my job but my passion), I'm just starting to learn the basics of 3d and I'm far from being at that level, that's all, but yes I'll work hard, that's a fact!
Why no one start out an expert at anything man. Just takes time and effort and consistency. Just keep at it I'm new to but just have fun with it don't compare yourself to others or you will never get to the level you want.
I am astonished by how good you are at Blenders sculp features.
Man tNice tutorials is on of the best tutorial in general on youtube. Clear, simple, constant, good to listen. Thank you for sharing.
Impressed doesn't begin to describe this phenomenal piece!
I am really impressed. No words to describe this incredible work! Amazing 😻
Amazing, and complicated take like an inspiration, it's so huge/passionate work, congrats!
Wow. just wow. this looks amazing!
Nice I really enjoy cyberpunk art
So amazing!! Great job again!!!
I love how he isn't cutting anything from the video so we can slow it down and it becomes a live course to watch.
Love your work
You can subscribe to their patreon if you're looking for a more "teacher-student" vibe :))
Amazing as always 😉😉
awesome work
Amazing work
Mi idolo nunca decepciona, saludos desde Peru !!
Awesome work
Amazing work!
soft just keeps getting better
Admiro mucho tu trabajo!!
When you added the planet background image I was reminded of the Illusive Man from Mass Effect 2. Really high quality work as always.
Thank you!
Inspiring! I literally just downloaded blender and its great to see what is possible :)
great job!
Another awesome one 😎!
awesome!
Як же я чекаю на нове відео 😍 ваш патреончік ❤️
Thx for sharing, this is dope!
I ain't stopping till I reach this level of skill..... Someday
kyaaaa!!! sos lo maximo.
Magnifique 😱😱😱
Ôi !! Giờ mới biết thầy . Quá đỉnh
Absolute POG
masterpiece😍
This is great, thank you!
Beautiful art!
Thank you!
amazing
My god, you are awesome. You are all i wanted in YT to learn hahaha
CDPR should make you a "FlyCat" NPC in CP2077 on this concept. Great work! Tons of intricate details in this one. Well done!
Very cool brooo🔥
is this some sort of sorcery? damn dude that's a lot of effort
Incredible work ! Little tips : you can generate procedurally sci-fi textures with JSplacement. It could have make you gain a little time at the end
You killin' it! Perfect work! How long did it take you?
soone who does not get complex instructions like..At all, tNice tutorials was simple and clear for to understand. Thanks dude.
I love your videos, you got me into 3d :)
Amazing ❤
wow !
Великолепно!
WOW!!!!!!! WOW!!!!!! AWESOME!
*Excelente 🔥🔥👀👀*
Hermoso! me encanta! Saludos desde Venezuela
Hi Venezuela. Thanks so much!
Looking at this. Getting inspired to work on my first head sculpt. Being massively thrown back at how bad it looks. Spending almost an hour by now scrubbing back and forth your video trying to fix my sculpt based on your work. I really, really, REALLY want to be able to do work like that, god damn!
that is the reality if you jump in without a second thought, dw, it happens to nearly everyone!
if i can give you a tip or two:
1, learn to observe what it is you want to recreate
2, keep reference materials at hand, they are lifelines for any artist
3, work from big to small: blockout>large details>small details/texturing
amazing !
Thank you!
insane
GG finally something that works
Thx
That was really good next time set the fps to 29.95 so that it looks smooth
Яка чудова робота!
WOW
How long did it take to do this beauty in real time?
Op bro
You took "just git good" personally .
Muhteşem ötesi güzel ^^
Thank you!
Perfect
Thank you!
You art is incredible. How long have you been working with 3d sculpting and modeling?
Amazing
Thanks
Jezzus! How long have you been modeling, I've been going a Solid good 1 year and this blows my mind!
i felt that light struggle😂
Hi there, just wanting to ask a few things:
- How did you tackle maximizing your practice time in the past? Did you set yourself a scheduled time everyday?
- During practice did you isolate sculpting body parts before putting them all together?
- How has your workflow differed as you've improved? Did you start with poly-modeling and eventually start sculpting?
Thank you!
- Not actually, I usually practice based on inspiration, inspiration often comes when I see the artworks of other artists, it motivates me to practice more. I don't set any schedule time for myself.
- I usually make the head part first, then I sculpt the whole body part and putting them together.
- In the past, I really like the poly-modelling, so I practice poly-modeling a lot. Then I think Sculpting is an important part of modeling, I often follow this workflow: Sculpting > retopology > high-detail sculpting > baking.
@@FlyCat1 Thank you so much for the reply and info! I noticed that you also got a new tablet a while back, I believe a 16 inch Cintiq pro. Did you use a smaller Cintiq/lap tablet in the past and if so, did you find it more cumbersome due to the smaller screen space?
I own a 13HD that feels good to work with, but I do feel limited compared to my un-installed 22" XP-PEN. Should I trade some comfort for a larger viewport? Thanks!! :)
So beautifull!! Can you teach me ? haha
Keep it up!
NOSSA top demais parabéns
Awesome work
Thank you!
Eğitim videosu çeker misiniz ? Çok güzel çiziyorsunuz 😊
nice good job. how long time drawing?
OP bro
OP?
Yes my friend
đỉnh thực sự, bạn học như thế nào vậy
thank you good sir
How was the hair animated? Was it manually done or was there a physics use of some kind?
Vvvvverrrrrryyyyyyy nnnniiiiccccceeeeee
👍👍👍
The Best
Thank you!
This is amazing! I'm a blender noob, could you tell me why you wrap your sculpt in connected vertices? It's around the 7.00 - 8.00 minute part. I've seen other sculpters cover their sculpt in a mesh of vertices. But why do they do that? What's the function of it? Thank you!
I'll answer this one. It's called retopology, the more fine detail you add to a sculpt, the more polygons you need to represent that detail. For example if you get to the point of adding pore level detail, your poly count will be several millions. High poly meshes look incredible, but they bog down your computer more and more the higher you go, and have awful, unworkable topology for animation. If your count is too high, your mesh will deform in weird ways when you try to animate it, if you even can animate it without your computer exploding.
A low poly mesh with proper topology and edge flow ensures that your mesh will deform properly and predictably without any weird stretching or pinching. If you don't plan on animating your character and only plan on rendering out an image you can sometimes get away without retopologizing.
When you retopologize your sculpt you're creating a version of the mesh with a MUCH smaller poly count, only as much as you need to preserve the overall shape and ensure proper deformation. Depending on your needs retopology can actually get pretty complicated and tedious, most people hate it lol.
Then you can project the detail of your high poly mesh on to the low poly mesh through a process called "baking" which will create a series of maps, images to be wrapped around your low poly mesh that make it look identical to the high poly. Each type of map has a slightly different purpose, but they all work together to replicate the detail onto a mesh that has good topology for animation.
The map that blew my mind the most when I learned about it was the normal map. A "normal" is the direction in which the face of a polygon is pointing, and depending on that direction light will react differently. A normal map represents the direction of every single face of the millions of polygons in your high poly sculpt which then tells your computer which way the light should bounce off of the surface of your low poly mesh, giving the illusion of fine detail but without needing extremely high geometry to support that level of detail. Whoever first figured out how to code that piece of technical wizardry is an absolute here to the 3D world, it's magic.
Concepts to look up:
-Retopology and proper topology for animation
-Baking mesh maps
-The types of mesh maps and what they do
Hope that helps!
@@bojordan64 wow. Thank you greatly for that detailed explanation! The video was going so fast i didn't see the baking process. But this clears up a question I've had for a long time. I finally get why they do this now and why it's important. Thank you! :)
@@bojordan64 Ah, I just thought of one more question - Do they deleted the sculpted, high-def mesh after they bake onto the retrotopology layer?
@@MC-tq2lm they actually didn't bake the maps out, I just felt it was important to explain what's possible. They used a combination of hard surface modeling techniques and the multires modifier to sculpt some finer detail back into the final mesh. Deleting the high res mesh is kind of up to you, you don't need to, you can just hide it in the viewport. I wouldn't delete it until you know 100% that you'll never be using it again.
I see. It's complicated and a lot of work. But it's also fascinating! Thank you again for elaborating! It's vast and so interesting..
I LOVE YOUR WORK!!!.. i would love to know... what are your computer specs?
Is Zbrush still far ahead for 3D sculpting (I haven't used Zbrush for about a year)? Blender is impressive and more and more complete : hardsurface, 3D sculpt, rendering...
Short answer: Yes it is.
Long answer: Depends on your needs. If you need an extremely high level of detail Zbrush still absolutely dusts Blender in how smoothly it handles massive poly counts. There's some technical magic the Pixologic came up with behind the scenes that makes that possible even on potato computers. If you don't need super high poly counts, Blender performs just fine. I actually generally like sculpting in Blender more. It's a much simpler interface, better camera, better lighting, etc. And being able to flip between sculpt and edit mode can be a pretty powerful thing.
@@bojordan64 Thx!
That's really amazing. New subscriber here.I would like to know how long does it takes to be a expert like you sir.
This makes me want a new Ghost in the Shell game.
I salute you
yup
didnt understand anything i just watched. but looks great :)
omfg
Like!!!
Bro, It means that you can model my dream girl too. That`s cool.
Thank you!
😂😂 try me! 💅
Ого👍👍
Amazingly ✔ can i do that without graphic tablet?
Could you please tell me where and/or how did you study modeling?