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Treeit Custom Mesh Naming
Subscriber issue solved. Having a decimal point in your mesh name will throw an error on import.
zhlédnutí: 63

Video

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hand
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hand
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2023 08 29 13 04 26 1
Tiger Handle Model High Poly
zhlédnutí 36Před 9 měsíci
Tiger Handle Model High Poly
TreeIt Custom Mesh
zhlédnutí 229Před 9 měsíci
Custom trees require custom mesh? How do in Tree It? Buy TreeIt for free or pay with money: www.evolved-software.com/treeit/treeit DirectX is how old now? Relive the 90's premiere model format with this Blender exporter: github.com/DodgeeSoftware/io_scene_directx Let me know if you want to see more on TreeIt...
Old School Zelda Fairy Pool Water Technique
zhlédnutí 37Před 9 měsíci
I found a great site online which hosts some old video game levels and this video is an attempt to break down the rendering technique of the water found in a Legend Of Zelda game. noclip.website/#mm3d/z2_yousei_izumi;ShareData=AYQ|mUo|A28]VbwTz$C;WHj(4P@/j:UjIMHUjy&0Wf1ZD9U2:P97XlkUr}BvWP I find these old techniques to be quite simple, yet beautiful at the same time. The ingenuity of the artist...
Blender Hard Surface Time Lapse (Tiger tank rear basket latch)
zhlédnutí 31Před 10 měsíci
I have not shared much on modelling, mostly because I consider myself more of a VFX and technical artist, but I thought I would try recording some modelling time lapse from my current project. I would like to work this all the way through to a game ready asset.
Tiger I
zhlédnutí 27Před 10 měsíci
Panzerkampfwagen VI Tiger Ausf.E
Mesh Instance Painter - Unity URP
zhlédnutí 76Před rokem
Something that I have been working on. Taking inspiration from Unreal's foliage brush.
All hands on deck!
zhlédnutí 36Před rokem
Weird stuff.
pivot painter
zhlédnutí 135Před rokem
pivot painter
2019 11 08 15 33 05
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2019 11 08 15 33 05
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zhlédnutí 50Před rokem
2019 11 21 17 16 36
Unreal 5.2: Virtual Heightfield Mesh
zhlédnutí 5KPřed rokem
Unreal 5.2: Virtual Heightfield Mesh
Unity snowy footprints
zhlédnutí 2,2KPřed 2 lety
Unity snowy footprints
Unity terrain blending
zhlédnutí 1,2KPřed 2 lety
Unity terrain blending
Unity lightning effect
zhlédnutí 313Před 2 lety
Unity lightning effect
I am not an animator.
zhlédnutí 140Před 2 lety
I am not an animator.
Unity Camera Controller
zhlédnutí 42Před 2 lety
Unity Camera Controller
Unreal water shader, TreeIt trees
zhlédnutí 201Před 2 lety
Unreal water shader, TreeIt trees
Tesselation Shaders Unreal UE4
zhlédnutí 65Před 3 lety
Tesselation Shaders Unreal UE4
Pivot Painter Explosion
zhlédnutí 559Před 3 lety
Pivot Painter Explosion
Pivot Painter in Unity
zhlédnutí 999Před 3 lety
Pivot Painter in Unity
Blender: Bake Multiple Paint Layers
zhlédnutí 42Před 3 lety
Blender: Bake Multiple Paint Layers
Unreal Test Scene
zhlédnutí 167Před 3 lety
Unreal Test Scene

Komentáře

  • @user-mp3so9dx7x
    @user-mp3so9dx7x Před 8 dny

    Can you share this file? The effect is driving me crazy

  • @user-mp3so9dx7x
    @user-mp3so9dx7x Před 8 dny

    Can you see what the UV2 and UV3 of the model look like? I used Houdini's export, and UV2 and UV3 have been magnified many times. I'm not sure if this is correct

  • @user-mp3so9dx7x
    @user-mp3so9dx7x Před 8 dny

    How to control which axis the block rotates on when three axes are baked through UV and connected to the rotating axis

  • @user-mp3so9dx7x
    @user-mp3so9dx7x Před 8 dny

    ue5 us instance particle space to absolute world space . how to make this

  • @callumharper3281
    @callumharper3281 Před 24 dny

    Do you have to create a low poly version to be able to UV unwrap it? Even if creating a procedural texture in Blender, not substance painter?

  • @Tortuap
    @Tortuap Před 29 dny

    Also, please beware avoiding the 'hum' you say repeatedly. It's really annoying.

  • @unclerandy398
    @unclerandy398 Před měsícem

    the sperm particle

  • @blulywm
    @blulywm Před měsícem

    so hlepful thank you

  • @NaitoDev
    @NaitoDev Před měsícem

    Appreciate it, theres just so few tutorials on TreeIt and I just dont want to spend that much on SpeedTree 🙌🙌

    • @weightednormal3682
      @weightednormal3682 Před měsícem

      I recently spent $6 for my very own copy. It's worth the investment.

  • @AbdulAziz-cj4hg
    @AbdulAziz-cj4hg Před měsícem

    Let us download it for free😭

  • @alienrenders
    @alienrenders Před 4 měsíci

    Texture on the height field is blurry. And displacement is being applied, but it's over a wide area so the rocks don't pop out, but entire areas are lifted up. Not sure what I'm doing wrong.

    • @alienrenders
      @alienrenders Před 4 měsíci

      Figured it out. You can't use virtual textures in your landscape material. You can only use regular textures.

  • @Willhelmet6845
    @Willhelmet6845 Před 4 měsíci

    Well done mate! Hero amongst men! ❤

  • @std_void
    @std_void Před 4 měsíci

    Maybe there is some tricks to make s detailed trees in sculpt mode? Would be appreciated! Your vids are so helpful 🥺🙏

  • @std_void
    @std_void Před 4 měsíci

    Bruh that's so goddamn cool and overpowered! I've watched so many guides but this one little adjusting to a scrap brush is insane! It's completely blowed my mind bro, this shapes you get with this brush looks so natural 😳 omg no need to mask, to switch with other brushes, to download bunch of other brushes etc... one little setting if a standard brush 😮 thank you, man!!!

  • @Willhelmet6845
    @Willhelmet6845 Před 4 měsíci

    Hey, I'm still getting an error after removing that code snippet. Any ideas? Thanks!

    • @weightednormal3682
      @weightednormal3682 Před 4 měsíci

      is the program just crashing?

    • @Willhelmet6845
      @Willhelmet6845 Před 4 měsíci

      @@weightednormal3682 Nope, error states Runtime Error 7018 - Could not load 3D object line at 43050.. 👍

    • @Willhelmet6845
      @Willhelmet6845 Před 4 měsíci

      Hard to pinpoint location in code as each vertices etc is seperated as a new line.

    • @weightednormal3682
      @weightednormal3682 Před 4 měsíci

      @@Willhelmet6845 could you send me the file weightednormal@proton.me

    • @Willhelmet6845
      @Willhelmet6845 Před 4 měsíci

      @@weightednormal3682 email sent, thanks so much!

  • @mata184.
    @mata184. Před 5 měsíci

    graphics look great man

  • @bensn4449
    @bensn4449 Před 7 měsíci

    Sorry. Its not working. Textures are low res and blurry.

  • @Mittzys
    @Mittzys Před 7 měsíci

    Some people are wayyy to scared of working with meshes... Or just parallax occlusion mapping

    • @weightednormal3682
      @weightednormal3682 Před 7 měsíci

      Tessellation existed for a reason. Nanite is not flexible at all when it comes to parametric material design. POM is an option, but visually inferior.

  • @noobcoodoocoo
    @noobcoodoocoo Před 8 měsíci

    Yo is this embergen?

    • @weightednormal3682
      @weightednormal3682 Před 8 měsíci

      No, its just Shuriken with some trickery. Maybe need to do a tutorial on this one.

    • @noobcoodoocoo
      @noobcoodoocoo Před 8 měsíci

      @@weightednormal3682 That would be very cool

  • @perilzof1
    @perilzof1 Před 10 měsíci

    Thank you for posting this. It was very helpful for me to watch you work and solve various problems with the material system in Blender. It seems that the way to go is Substance but, it is good to know that Blender works in a pinch.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 Před 10 měsíci

    youmade what should be a 4 min video 20 min and confusing , do better

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS Před 11 měsíci

    In UE 5.3 we have tessellation but it do not works with path tracer render. I'm trying your solution to see if it works with it (path tracer). HF mesh sould be simply a detailed mesh so it should...

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS Před 11 měsíci

      ...and...technically HF is a mesh...does it is possbile to apply nanite to it? (maybe it is possbile to convert it to a very big ordinary mesh before do that?)

    • @weightednormal3682
      @weightednormal3682 Před 11 měsíci

      @@Samuele_Lini_ARS It would be nice if they just supported tessellation again.

    • @BlackUniverseProductions
      @BlackUniverseProductions Před 8 měsíci

      What was your experience I want to try the same thing

    • @krz9000
      @krz9000 Před 8 měsíci

      Epic chose nanite as the way forward...it will have tesselation in 5.4..already avail in 5.3 with some cracks. Nanite landscape allows a landscapeeditor that can sculpt overhangs and so on...and nanite culling and autolods are so much supperiror to this flickering mess of a virtual heightfield

  • @Ciklopcat
    @Ciklopcat Před 11 měsíci

    What is inside custom function "rotate around axis" node?

  • @trebilicious
    @trebilicious Před rokem

    Some bookmarks for myself: 2:56 Scrape Brush settings 9:50 Square alpha on Scrape

  • @VictorSanchez-ts1nd

    Not working...

  • @Aaron-on3ro
    @Aaron-on3ro Před rokem

    This is a really great tutorial, I learned a ton about modeling and uv mapping - thanks !

  • @kristianrabakov8579

    The result I am getting is very blurry and low res. It's not working...

  • @EmiliaHoarfrost
    @EmiliaHoarfrost Před rokem

    That's beautiful, I wonder how to reproduce it in Blender.

  • @Nortic111
    @Nortic111 Před rokem

    Max Hay directed me to your channel, subbed!

  • @McSpjuver
    @McSpjuver Před rokem

    When grabbing the world Z and feeding it into an RVT output for the heightmap and copying the landscape shading parameters to a material that renders onto the heightfield, the shading completely breaks for me. A directional light will be affecting things that should be in shadow and their normals appear flipped. A typical example is a hill casting a shadow on itself. Everything else seems fine, and this is done with landscape rendering only to RVT. Do you know what could be causing this?

  • @mpalenque
    @mpalenque Před rokem

    hey im trying to feed a video texture to modify heightfield realtime. is this possible ? ?

    • @weightednormal3682
      @weightednormal3682 Před rokem

      Yes, this is possible. The technique shown here does not modify the terrain heightmap. This technique only renders small variations in height to better sell the materials. I believe what you are referring to is changing the terrain height. This would be done with a render texture that is fed into the landscape actor. Can you explain your idea in more detail?

    • @mpalenque
      @mpalenque Před rokem

      @@weightednormal3682 thanks!. yes, I want to feed a camera as a texture and modifiy a geometry with it to collide with a fluid.

  • @KijanaMBrajon
    @KijanaMBrajon Před rokem

    gonna need a tutorial, hombre, this looks great

  • @wetstoffels3198
    @wetstoffels3198 Před rokem

    No collision :(

    • @weightednormal3682
      @weightednormal3682 Před rokem

      You could ray cast to the new surface and place your character feet with the help of IK. Would be an interesting project.

    • @wetstoffels3198
      @wetstoffels3198 Před rokem

      @@weightednormal3682 Like pixel normals?

  • @devjitpaul1191
    @devjitpaul1191 Před rokem

    jeez unreal, all you boast about nanite but for actual environment art, it's pretty useless i had to filter out so many results to find this video. thanks for the tutorial, this will lessen my headache for now.

    • @sporeolegy
      @sporeolegy Před rokem

      I cannot agree more major downgrade being forced to work with meshes like I’m making a 90s platformer

  • @xylvnking
    @xylvnking Před rokem

    The video titled "Making a Rock in Blender" is a tutorial by WeightedNormal on how to create a realistic rock model for games using Blender and Substance Painter. Here are the key points: The presenter starts with an icosphere in Blender and uses the bisect tool to cut away parts of the sphere to create a rock-like shape. He emphasizes the importance of creating a shape with a lot of facets to avoid the rock looking like a potato. He then moves into sculpting mode and uses DynaTopo for dynamic topology. He uses the scrape brush with a sharp fall-off and original normal settings to create detailed facets on the rock. The presenter introduces the clay brush to add surface detail to the rock. He then uses the scrape brush again to refine the details. He duplicates the high-poly rock model and uses the decimate modifier to create a low-poly version of the rock. He then creates UV seams and unwraps the model to prepare it for texturing. The model is then exported as an FBX file and imported into Substance Painter, where the presenter bakes mesh maps using the high-poly model. The presenter briefly discusses the possibility of using a remesh modifier in Blender to smooth out the rock model, but decides against it, preferring the more faceted look. The presenter concludes the video by suggesting that a few different rock models can be created and then duplicated, scaled, and positioned in a game environment to create a realistic rocky landscape. The video is a practical guide for 3D artists looking to create realistic rock models for games using Blender and Substance Painter.

  • @kernelskytrain
    @kernelskytrain Před rokem

    how did you do this? your stuff is cool

    • @weightednormal3682
      @weightednormal3682 Před rokem

      It is not complicated. Just the built-in rigidbody mechanics. I will make a tutorial sometime.

    • @kernelskytrain
      @kernelskytrain Před rokem

      @@weightednormal3682 yes please

  • @NexVice
    @NexVice Před rokem

    Does this generate Visemes for a mouth mesh that doesn't have it? Is your character from Character Creator, if so, is this compatible with that software?

    • @weightednormal3682
      @weightednormal3682 Před rokem

      I made the visemes as a set of blend shapes in blender. The head was from character creator, but any mesh could work.

  • @leroymoore3864
    @leroymoore3864 Před rokem

    third

  • @AtrusDesign
    @AtrusDesign Před 2 lety

    You can do everything in blender, also this kind of texturing.

  • @louannephraim7406
    @louannephraim7406 Před 2 lety

    What about texture painting IN Blender and THEN bake the hi poly for the low poly in the latest Blender 3.0+? Thanks for all you do with this type of tutorial. There are rock tutorials out there, but not on texture painting AFTER sculpting in Blender in Eevee. Do you know of any other tutorial out there that covers that? Once again, thanks a million for this.

  • @syntax_error6882
    @syntax_error6882 Před 2 lety

    that's very informative .. i try to reproduce this soon thanks !! and you talk about optimization that's great

  • @carloaswad8808
    @carloaswad8808 Před 2 lety

    Thanks for the tips man, but a friendly advise to you sir, please make your tutorials faster, I realized that there were way too many long pauses between your actions. The 20 minute video could easily be shortened to 5 minutes.

  • @archimiciaa
    @archimiciaa Před 2 lety

    Perfect. Thank you so much

  • @rakeshkryadav5888
    @rakeshkryadav5888 Před 2 lety

    water is looking awesome...

  • @oozly9291
    @oozly9291 Před 2 lety

    Love to see how you did that

  • @lopost07
    @lopost07 Před 2 lety

    That was a bit chaotic but still probably the best tutorial what I saw on how to actually create more or less complicated particles. Thank you

  • @Arawn7755
    @Arawn7755 Před 2 lety

    I am currently using version 3.1. If you want the same sculpting effect as the video, check both 'Normal' and 'Plane' in Tool - Brush Settings - Advanced - Use Original. Thank you so much for the great tutorial video.

  • @Bigalldone
    @Bigalldone Před 2 lety

    Painful to watch man. But at least you know. Thanks.