very good tutorial! thank you very much! I'm just wondering how many tris does one plank have? since it's a game asset, maybe you can show a way to lower that number?
If this was modeled with the multires modifier your could then easily make a normal map that you apply on the base level of this model along with the texture maps. Ultimately you would end up with an extremely low poly count for the asset but the same look.
this looks amazing but can you please make video on retopology and how do you make it finished asset for game, like do you bake the textures ? please make a video on that topic
for this wood planks or for whatever? I have a lot more videos on my YT channel for "full" game assets, for example this: www.artstation.com/artwork/ZGYGvR
I came across ur channel today, ur work is amazing i have been into blender for about 2 months...still learning watching tutorials and i am going to try making ur models :)
Hi - even at like 0:18, youre mesh already has an edge shine/glow/polish of some kind. I'm not able to figure out how to accomplish that no matter what I try. How are you doing that?
Nice work. After you apply your Deflate filter, you go over the cracks once more using different brushes, namely crease, clay and scrape. Is there a logic behind the first two? Is crease for more depth and a rougher look to the cracks? Is clay just for additional cracks? Could you not just do with Clay what you did with crease?
They are totally different brushes, you will get totally different results with each brush. Clay is a bit more "flat" and "sharp". Crease is a lot smoother and goes too deep into the mesh.
@@brainchildpl Thanks for the reply. That makes more sense. If I can steal one more minute of your time, I'd like to ask what all that "Increase Contrast" at the start did, because I did it and it was hard to see any visible effect
@@brainchildpl If I may, as I side note, I was following your workflow, but I also began adding onto the spaces between the cracks with the Layer brush, to then roughen that out with Scrape, and possibly add some finer cracks with the Draw Sharp. It's just that leaving those surfaces largely untouched seemed counter-intuitive. Then again, it's like everyone says in 3D: "It depends on what it is for" :)
Great Tutorial! I have a couple things I am curious about. First, I used remesh like you did, but now the project is a massive resource hog, and frequently slows down when switching tools or modes. Second, you switch to object mode and back to sculpt mode around 4 minutes the dark lines from your mask go away, but mine are still there in sculpt mode. How do I make that go away?
In the object mode, select your plank, press Ctrl + A and apply the "Rotation & Scale" and then try to remesh (you don't have to remesh again if you already have the modifier on). It he mesh is still too dense, increase the "Voxel Size" amount in the Remesh modifier settings, in order to lower the polygon amount. If blender slows down it usually means you have too many polygons in the viewport. (Not always bur this is the case but most of the time .) Press Alt + M to remove the mask (you can go to the top "Mask" tab in the sculpting mode to see all the actions you can do with your masks).
well firstof all thank you for your videos and the second thing is ı can not sculpt a cube like u :D can u tell me when u are avealible thank u already
Fantastic walk through! Hope to get to this level some day. If I may ask you something, I see everybody around having no problem to sculpt things. but when I try to do it, i get the same problem: the faces of the object react differently. The ones from the side get squished while you can sculpt the others with the normal form of the brush. I tried to add loop cuts but it's so time consuming, and I see that you don't even add loop cuts, maybe using the voxel remesh is the trick here, but still, I can't get around this same dumb thing even with the voxel remesh. Any idea? Thanks in advance!
Yeah, I don't add loops because I always remesh a low poly mesh in order to get it a high poly mesh. The remesh modifier will make a perfect high poly mesh - if you add loops and multires/subdivide the low poly mesh it won't be as consistent as with the remesh modifer - it can be but you will need to make good loops in order to make the mesh "consistent" across the whole model when subdivided and it just takes too much time to do that for me.
Hey! I think I had the same problem, the mesh was doing weird stuff when I was trying to sculpt on it. The thing that fixed it for me is that you need to press ctrl + A and apply all the transformations before remeshing. I hope you already solved it but Im saying it if someone else has same problem and wonders :)
You have to test it out. Remember to apply the rotation and scale before you remesh, though. I can't tell you the exact numbers because it may be different depending on the scale of your object, etc. However, it should be dense enough to make smooth shapes when you paint your mask and extrude/move them.
Hey, we love your works and want to work with you for our game, I am trying to contact with you from all of your social accounts:) Can you pls answer me.
My Store: brainchildart.com/ - You can support me by buying my own products. Thank you :)
woo d. plank... that brings some memories...
thank you for sharing your experience with us!
Thanks for watching!
Dude you need a million views!
Would be nice! ;d
Could you make video on how
to get some good lighting in to your scene
Love your work mate!
Much appreciated! :)
That wooden plank asset belongs in a cartoon RPG 😂
:)
very good tutorial! thank you very much! I'm just wondering how many tris does one plank have? since it's a game asset, maybe you can show a way to lower that number?
I would need to retopo it :P
If this was modeled with the multires modifier your could then easily make a normal map that you apply on the base level of this model along with the texture maps. Ultimately you would end up with an extremely low poly count for the asset but the same look.
thanks, great work
Thank you too! :)
Would be cool to see how you bake the normal map for this model
I created only the sculpt but I will have some baking videos in the future (wood planks).
this looks amazing but can you please make video on retopology and how do you make it finished asset for game, like do you bake the textures ? please make a video on that topic
for this wood planks or for whatever? I have a lot more videos on my YT channel for "full" game assets, for example this: www.artstation.com/artwork/ZGYGvR
I came across ur channel today, ur work is amazing i have been into blender for about 2 months...still learning watching tutorials and i am going to try making ur models :)
Glad to hear! Thanks :) Good luck with your models ;)
Looks really nice
Thank you :)
Hi - even at like 0:18, youre mesh already has an edge shine/glow/polish of some kind. I'm not able to figure out how to accomplish that no matter what I try. How are you doing that?
Might be a mask perhaps?
Thats cavity maybe
Привет. Крутое видео. Подскажи какие кисти используеш?
Basic brushes, there is nothing custom.
You're the best
:D
do you eventually bake the high poly on a low poly version?
Do you need it? I can do that.
@@brainchildpl i'm asking if that was the next step after sculpting. or did you just paint onto the vertices
@@jas-jr3rv It was just a quick sculpt :)
@@jas-jr3rv No, This is the final step. I didn't paint anything.
Jestes zajebisty. Po prostu... zajebisty
Dzięki :D
amazing tutorial!
Thank you! :)
you are welcome!
I'm fairly new to blender could you explain what exactly you used to draw the marks on the wood
Masks / Masking (in sculpting mode)
@@brainchildpl thank you so much! I thought that may be it, but wasn't sure so I appreciate the clarification!
@@sarahluv6228 ;)
Nice work.
After you apply your Deflate filter, you go over the cracks once more using different brushes, namely crease, clay and scrape. Is there a logic behind the first two?
Is crease for more depth and a rougher look to the cracks? Is clay just for additional cracks? Could you not just do with Clay what you did with crease?
They are totally different brushes, you will get totally different results with each brush. Clay is a bit more "flat" and "sharp". Crease is a lot smoother and goes too deep into the mesh.
@@brainchildpl Thanks for the reply.
That makes more sense. If I can steal one more minute of your time, I'd like to ask what all that "Increase Contrast" at the start did, because I did it and it was hard to see any visible effect
@@21Liberdade It increases the contrast of the mask (black mask), you probably have to do it a few times to get a good result with it.
@@brainchildpl Thank you kindly
@@brainchildpl If I may, as I side note, I was following your workflow, but I also began adding onto the spaces between the cracks with the Layer brush, to then roughen that out with Scrape, and possibly add some finer cracks with the Draw Sharp.
It's just that leaving those surfaces largely untouched seemed counter-intuitive.
Then again, it's like everyone says in 3D: "It depends on what it is for" :)
Do you draw a 2D draft or find a reference photo for modeling things like this?
I don't copy and refs, but I use refs to get an idea. In this video I didn't use any ref at all, it was pretty straightforward.
@@brainchildpl Thank you for the info!
Now imagine someone made 100 of these procedurally with geo nodes. His heart would collapse from sadness ☹️
:D
Very nice looking asset.
Does it make sense to use these assets for mobile games?
I mean because of performance.
You can prerender them to 2d sprites
He really just deleted a cube to make a new cube huh?
:D
We all did it at some point
Great Tutorial! I have a couple things I am curious about. First, I used remesh like you did, but now the project is a massive resource hog, and frequently slows down when switching tools or modes. Second, you switch to object mode and back to sculpt mode around 4 minutes the dark lines from your mask go away, but mine are still there in sculpt mode. How do I make that go away?
In the object mode, select your plank, press Ctrl + A and apply the "Rotation & Scale" and then try to remesh (you don't have to remesh again if you already have the modifier on). It he mesh is still too dense, increase the "Voxel Size" amount in the Remesh modifier settings, in order to lower the polygon amount. If blender slows down it usually means you have too many polygons in the viewport. (Not always bur this is the case but most of the time .) Press Alt + M to remove the mask (you can go to the top "Mask" tab in the sculpting mode to see all the actions you can do with your masks).
well firstof all thank you for your videos and the second thing is ı can not sculpt a cube like u :D can u tell me when u are avealible thank u already
Hey, Thank you ! :) I am not available, I am not doing any extra client work.
Could you screen cast your keys?
I sometimes forget to do so because I cannot save my settings of the screencast keys addon - I have to do it manually each time.
Oh I see! I love your work btw
Fantastic walk through! Hope to get to this level some day. If I may ask you something, I see everybody around having no problem to sculpt things. but when I try to do it, i get the same problem: the faces of the object react differently. The ones from the side get squished while you can sculpt the others with the normal form of the brush.
I tried to add loop cuts but it's so time consuming, and I see that you don't even add loop cuts, maybe using the voxel remesh is the trick here, but still, I can't get around this same dumb thing even with the voxel remesh.
Any idea?
Thanks in advance!
Yeah, I don't add loops because I always remesh a low poly mesh in order to get it a high poly mesh. The remesh modifier will make a perfect high poly mesh - if you add loops and multires/subdivide the low poly mesh it won't be as consistent as with the remesh modifer - it can be but you will need to make good loops in order to make the mesh "consistent" across the whole model when subdivided and it just takes too much time to do that for me.
Hey! I think I had the same problem, the mesh was doing weird stuff when I was trying to sculpt on it. The thing that fixed it for me is that you need to press ctrl + A and apply all the transformations before remeshing. I hope you already solved it but Im saying it if someone else has same problem and wonders :)
@@barb1100 that's right my friend!
are you using tablet?
Yeah, I use WACOM Intuos 4 (M size) - pretty old tablet ;)
@@brainchildpl okay, thanks !
mmmmm remesh voxel size?
You have to test it out. Remember to apply the rotation and scale before you remesh, though. I can't tell you the exact numbers because it may be different depending on the scale of your object, etc. However, it should be dense enough to make smooth shapes when you paint your mask and extrude/move them.
Hey, we love your works and want to work with you for our game, I am trying to contact with you from all of your social accounts:) Can you pls answer me.
Hey, I don't do any client work :( (at all)
why do u speed it up? it's really hard to follow the tutorial while it's going fast, and i'm already confused as hell in the first 25 seconds
Because people don't want to watch slow (normal) speed videos :(
@@brainchildpl If you made a more detailed tutorial for people to watch and use, I'd love to subscribe and watch it.