By your accent ain't you Kaizen? Why even call yourself another name. Weird.
@gabrielmoro3d9 ай бұрын
This is amazing! How would you go about making it project with the Nearest Surface Point method? Thank you!!
@uesleimenezes9489 Жыл бұрын
hello, my brush is deformed or flattened when I use it on some parts of the foot, and I can't use it on some parts of the foot, do you know what it could be?
@user-tg4cz6ch5k Жыл бұрын
Who is the author of the music? The composition catches up well with suspense)
@cellmaximumcorporation4991 Жыл бұрын
🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻🖕🏻
@user-rm2lv6wm4x Жыл бұрын
If I have a lot of decals, can I shrink them with auto-increasing offset for each to avoid z-fight?
@jennylee7483 Жыл бұрын
Very useful! Thank so much :D
@SanOcelotl Жыл бұрын
how would you make it affect just your vertex group?
@MilliGaming86 Жыл бұрын
This is brilliant, I'm starting my blender journey next month, hopefully one day a few years from now ill be able to make a living from it freelancing :)
@calebfederico-dyer8837 Жыл бұрын
INCREDIBLE❤
@user-tg4cz6ch5k Жыл бұрын
her tongue is longer!) kzbin.infoiqCRpm95wbE?feature=share
@DjAbhiphop Жыл бұрын
Any change we can get the node setup
@mmcc2852 Жыл бұрын
very interesting and easy to follow along, but i think you miss understood, the offset should be base on the normal after projection(hit normal?)
@ersatzandartifice Жыл бұрын
beautiful topology! great stuff
@the_3d_cookie Жыл бұрын
i can't like this enough good one mate
@dragonmanover9000 Жыл бұрын
13:12 I thought my computer froze for a second 😯
@12388753 Жыл бұрын
Looks like he is in the 3rd dimension 😊
@jasonking9573 Жыл бұрын
This is the best blender tutorial of all time! Thanks man!
@maayaa772 жыл бұрын
Delete the over shot raycast edges ?
@TalhaRiaz1972 жыл бұрын
Please make a Tutorial of Texturing
@xanderb8122 жыл бұрын
Do you do tutorials omg
@MikuDanceAnima2 жыл бұрын
Excellent tutorial, super well explained, I have a question. The edges are very hard, how can I make them softer? I wanted to use geometry nodes as an effect of a finger pressing a pillow.
@AArmstrongC7 ай бұрын
you could add a smooth modifiera, use shade smooth, or a subsurface modifier
@f4ust852 жыл бұрын
I think clamping at 0,5 is extremely low. It helped in this case of course but I reckon it is just very bad practice: in most scenes it will literally kill your light and will alter your results.
@GLGraffixx2 жыл бұрын
Big Thanks :) for it was important to use it with multiple objects. (I have now 2 Suzanne in this scene ;) ) it will be time for modifier nodes :D
@GLGraffixx2 жыл бұрын
Is there a way to shrinkwap on it self? Like a closed hand beteew the fingers and the hand inner side.
@VerticalVertex2 жыл бұрын
Big thanks for the tutorial. Hoping for more in the future.
@grimanlabs23452 жыл бұрын
3D Modeling and Rendering a Girl Bust in 1,5 h in Blender full video upload pls(
@gg.s1gma Жыл бұрын
girl bust in 15 h and bust on this in 2 mins 😂
@milgo4672 жыл бұрын
u have tutorials for this?
@riccardobancone37612 жыл бұрын
Not at the moment, sorry
@merttremable2 жыл бұрын
wth amazing
@yaboii4152 жыл бұрын
homer nft
@videofountain2 жыл бұрын
Interesting.
@videofountain2 жыл бұрын
Can be used with Geometry Node modifier.
@deanster19802 жыл бұрын
Incredible and inspiring. This is how they should teach anatomy!
@cartoonout75602 жыл бұрын
Ciao. Figata! 😉
@larkspur.lazuli2 жыл бұрын
There is a music set from an electronic music artist that uses this video. It was released in 2020 and I can't find it for the life of me. Anyone have links to it?
@mdbsonic57722 жыл бұрын
Which version of blender 2.79 is this?
@riccardobancone37612 жыл бұрын
I can't remember, but you can find the same shader node in the 3.0 version!
@mdbsonic57722 жыл бұрын
@@riccardobancone3761 Thanks
@arturertel2 жыл бұрын
Thanks for this great tutotrial, this is really smart approach!
@dontmvme87962 жыл бұрын
Thanks for the video! Seeing this shrinkwrap made with geometry nodes, I can't help but hope someone would come up with a way to combine this with face maps to wrap quickly and simply a mesh with clean topology on a messy high resolution mesh (so as to avoid having to retopologize manually every single time), the idea being to hit face maps with the same name so that the eyes, cheeks, eyebrows, etc. from one mesh would wrap themselves directly around their conterparts from the other mesh, if that makes sense ^_^
@Slomi_DMC2 жыл бұрын
lol a NFT of homer
@TalhaRiaz1972 жыл бұрын
This is so Amazing Please make a Tutorial make about it I will be wait for it Thank you
@ClaudioFontachannel2 жыл бұрын
stupendo
@ClaudioFontachannel2 жыл бұрын
La mano è bellissima
@digitalpotter2 жыл бұрын
wow cool!! Great modeling and good retopology
@tistalagosta34492 жыл бұрын
guys i'm new to blender and i was wondering didn't they just release 3.0 and after two weeks they release a new version is this normal
@riccardobancone37612 жыл бұрын
This is the alpha version, not official stable release.
@9words402 жыл бұрын
still trying to sculpt a proper mesh atm
@riccardobancone37612 жыл бұрын
Then check the link in the video description for a sculpting timelapse!
@michaelwsheeler2 жыл бұрын
Why do you use a solidify modifier?
@riccardobancone37612 жыл бұрын
To help me see what I'm doing, otherwise the retopo surface intersects with the base sculpture. Blender lacks proper visualization mode for Retopo!
@dontmvme87962 жыл бұрын
@@riccardobancone3761 Why not just check the "In Front" option for the retopo mesh (in Object Properties / Viewport Display) combined with the "Backface Culling" option in the Viewport Shading (so that you won't see the front geometry from the retopo mesh when looking at it from the back and vice-versa)? These plus putting viewport shading on Random Color and turning on Face Snapping are my usual set-up when doing retopo. Thanks for your videos, by the way ^_^
@riccardobancone37612 жыл бұрын
@@dontmvme8796 that works as long as your model doesn't wrap around the base sculpt. With "in front " on, the back faces of the retopo occlude the sculpt unnderneath the front facing polygons, and you don't see the sculpt anymore.
@dontmvme87962 жыл бұрын
@@riccardobancone3761 That's why I said I also had to check the "Backface culling" option in the Viewport Shading (in the Solid mode panel). That way the retopo doesn't occlude the sculpt underneath when looking from the backface side: you only see the retopo wireframe when seen from the backface, so the sculpt stays visible as long as you look at it from an uncovered side. I'm not sure if I explained this correctly, but anyway, thanks again for the video! ^_^
@riccardobancone37612 жыл бұрын
@@dontmvme8796 Glad that you found the video useful! Yeah, I'm aware of that, but the backfaces wireframe overlayied on top of the sculpt still annoys me. If there was an option to have full backface culling that hides the backfacing wireframe as well It would definitely do the job, and I would avoid using the solidify.
@michaelwsheeler2 жыл бұрын
Do you ever do tutorials? I would love to be able to follow along. I have some of the basics of Blender under my belt.
@riccardobancone37612 жыл бұрын
There are some tutorials on my channel, but not about this topic yet.
@michaelwsheeler2 жыл бұрын
@@riccardobancone3761 Thanks for the reply Riccardo. Love this hand sample, the sculpt and they topology.
@SloppyPastrami2 жыл бұрын
is there any way to make this setup work with geometry that is not a plane ( ex a cube ) such that only the faces that touch the target would actually connect and the rest would stay above and deform to match ?
@riccardobancone37612 жыл бұрын
The setup as is should work as you describe with any mesh.
@cekuhnen2 жыл бұрын
This is going to be very interesting to see if and how geometry nodes can replace the linear modifier stack and generate a much more generative design workflow