TIMELAPSE - Lowpoly VIKING hut | Blender Speed Modeling
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- Опубліковано 25 сер 2024
- My store brainchildart.com/ | Blender Speed Modeling process of creating lowpoly 3d Viking HUT Model. I'll start creating a base mesh for sculpting , then I will sculpt it in blender & then create lowpoly decimated version. No textures used but this 3d model can be used in game engine like Unity or Unreal Game Engine.
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Thank you, it will let me create more FREE stuff for you and other people! :)
Other 2d & 3d GAME ART Videos Playlist: • LOW POLY WEAPONS - Ble...
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#lowpoly #3d #3dart #viking #gameart #modeling #stylised #cartoon #hut #house #illustration #3dmodel #digitalart #blender
Thank you for watching & have a good day!
Rafał Urbański
www.artstation...
this entire video for me is just "but wait, there's more!". I love it.
haha :)
Amazing as usual!!!
Thank you! Cheers! :))
beautiful model! pretty inspiring!
Thanks a lot!
you are welcome!
1:49 great using of the proportional editing !
the final render is cool !
Thank you ;)
Excellent work , but hope you can do some commentary tutorials to be more useful
Yeah, I started learning how to make voiced tutorials :P
amazing
Thank you! Cheers!
Amazing!. Perfect.
Thanks!
Your getting better
Glad to hear! :)
I would like to see a video making the Viking tent I liked it a lot
Today! :P
Another fantastic video. Do you sketch your ideas beforehand, find photos/art from somewhere? It would be great to learn more about your process
I usually start my modeling process from some kind of idea in my head and go with it. Then, I do everything else during the modeling process (I do more concepting and add details to the piece and make some changes during this process)
please explain what he is doing at 9:10
Why move objects like this?
I wanted to use it as modules (modular pieces) and decided to check how many modules I would get from that building, but later I scrapped that idea.
@@brainchildpl Got it, thx for the reply
How do you make the roof?
0:49 :& 1:45 :P
@@brainchildpl yeah I've seen it but its fast I don't understand!
@@CodeZakk Gotcha.I will add it to my list of future tutorials ;) "How to make round roof"
How do you separate objects? You build first then delete what you don't need and mirror the rest & UV then re-build at the end or you make linked duplicates of parts?
mirror or duplicate etc. depends on a specific module ;) There are different techniques for modular 3d game models, you can move UVs of each module to project textures on your model, or you can create unique textures for each piece and create atlas textures that can be reused (so you have a collection of unique pieces/modules and reuse them - place them wherever you want and create new models from them). Or you can just mix both. You can also create unique shaders so your modules look more unique using same textures. You can also bake AO for each full 3d model you create from different modular pieces to make them look better in your game engine - in order to do it, you have to merge all pieces together and then create another UV set for it. So you have 1 UV set for your main textures and a second UV set for baked AO.
@@brainchildpl Yep, all of that. I need video on all of the above :D
I usually had 1 model and 1 texture but there a re use cases for more material slots and separating models as well. I don't know much about what would be the good approach, but I suspect it depends on the model and how far you want to make it. but since there are many approaches, it's hard for a beginner to know which one to use.
Maybe you can have a longer video sometime in the future, where you walk around these topics in 1 go, like when to jut have 1 model 1 UV, 1 map, then 1 model more material slots, then separate parts 1 map, separate parts & more maps and go into how it will effect the output both for rendering only or in games. also how it will behave if you use Substance painter what will it recognize and what not. The final models in games will need different approach, like trees I think will need the top and trunk separate material so you can apply wind in game engine, with that in mind the whole modelling and painting is different.. If you have a model with more parts like metal and wood, what is the best approach? keep them in parts, or merge? What if you want details sculpted? because when you bake high poly sculpts then the details will bleed over to other parts so you probably need more materials, but then you need to make 1 map at the end..
I think it would be a useful addition to the world if someone would walk around these topics a bit. For a beginner it's quite challenging to judge what approach they need and what will be the end result, or if they want a specific end result what they need to consider when they start the model.
I guess this would be a topic for an hour long video or more :D
@@LaszloIvanyi Totally agree, when I finally start making voiced tutorials I will be co covering modular stuff
Hi , u rendered in cycles or eevee
Hey! Cycles ;)
@@brainchildpl have to say , love your work 🥰
@@whimsical.me1 I appreciate! Thanks :)