Hazmat suit character rig test
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Metahuman Fashion Test
0:32
2 жыл бұрын
Winter Onsen in Unreal Engine 5
0:32
Installing Nvidia RTXGI Plugin
13:59
3 жыл бұрын
Inland Sea (relaxing ambient music)
5:13
Creative Hacks: Fun
6:59
3 жыл бұрын
Atlas Scatter in Substance Designer
12:14
Ocean in V-Ray animation Test
0:11
4 жыл бұрын
Free Fabric Generator Substance
7:01
Some ideas about rigging in Maya
12:33
Unreal Engine 4 Environment
1:19
5 жыл бұрын
Пікірлер
@milo20060
@milo20060 6 күн бұрын
Projecting the MD wrinkle details to the new subdivided mesh isn't a bad idea either. Then you don't need to guess/add new folds.
@riquelmemendes939
@riquelmemendes939 10 күн бұрын
sublime
@someonespecial1525
@someonespecial1525 11 күн бұрын
I just want to say, maybe it's because I'm using UDIM's and an Arnold ai shader, but it's not letting me localize the file. I even tried a new project and more (been doing this for years) I'm using Maya 2024.1
@StiflerGG
@StiflerGG 19 күн бұрын
Awesome work. There is a download link? Im working on a JAM project and it could fit very well on my project.
@Dungoan-tz1zr
@Dungoan-tz1zr Ай бұрын
how to bake to texture use UDIM with v-ray ?
@kirstenhanh9077
@kirstenhanh9077 2 ай бұрын
really helpful!! thank you
@stefanosalerno3823
@stefanosalerno3823 2 ай бұрын
Is there a reason why my brush create many artifact, I have a BASIC wacom so I dont use the mouse... but seems lite the brush is not under controll, I see mani people using the trim brush and it looks pretty easy compared to my effort, I would love to hear someone more expert about that !
@jongofett2343
@jongofett2343 4 ай бұрын
your video is too long man and not straight to the point... wasted a lot of my time...
@Right_Said_Brett
@Right_Said_Brett 4 ай бұрын
Interesting. It's seems that the jump scare Joe was meant to kill the player and the developers never factored in the player character surviving the attack.
@Mlemaaaa
@Mlemaaaa 5 ай бұрын
How you rig the skirt ?
@payamj1639
@payamj1639 7 ай бұрын
how can i export the zipper teeth to zbrush?
@TheRealDodobird
@TheRealDodobird 7 ай бұрын
hi is there anyway i can PM for question such as discord or something?
@godzil666
@godzil666 8 ай бұрын
For those who want to separate the part when Jaakko is talking about outgang and Maya approach: 23:40 - 30:50 Thanks for a good tutorial!!!
@payamj1639
@payamj1639 8 ай бұрын
how can I export the zipper from marvelous to zbrush? when i export the teeth of the zipper are gone
@Gabriel-hh1pw
@Gabriel-hh1pw 9 ай бұрын
Actually the edges are real geometry. I've ripped some assets from the game and it uses quite some detailed geometry for almost everything tho, so there are really no custom normals, just for wall paddings and fake geometry, but not the edges.
@3dhotshot
@3dhotshot 11 ай бұрын
super nice
@Scav-Goblin
@Scav-Goblin 11 ай бұрын
When im trying to use "Subtract" it isn't removing anything sometimes, what could the issue be?
@unicorninblack2344
@unicorninblack2344 Жыл бұрын
THANK YOU. This is extremely helpful
@crosswind777
@crosswind777 Жыл бұрын
have you watched that full tut from outgang channel?
@ianfavreau9776
@ianfavreau9776 Жыл бұрын
This is a life saver, I would have never thought to use transparency to do layer ordering. Thanks a ton!
@aliprlg
@aliprlg Жыл бұрын
great tutorial Thank you
@minecraft_ironingot
@minecraft_ironingot Жыл бұрын
Wow. this is amazing.
@aurorasanchez8679
@aurorasanchez8679 Жыл бұрын
What keys do you use to get the new polygroups
@prashantvyascg9499
@prashantvyascg9499 Жыл бұрын
as you describe things smoothly thing dont go as you told in video z modeler dont do good work
@oldaccount1942
@oldaccount1942 Жыл бұрын
Great video thanks
@vikakim4169
@vikakim4169 Жыл бұрын
I like the slightly existential vibe of this mentor video))) Thanks for the info really helpful!
@Jaro3Me
@Jaro3Me Жыл бұрын
So glad I looked this up before trying it myself, literally the exact pattern that I needed! Very simple but clever way of laying it all out, thank you!!
@mandarpalwankar2399
@mandarpalwankar2399 Жыл бұрын
can you post a tutorial for adding wet skin ?
@seragyugi2007
@seragyugi2007 Жыл бұрын
u can use more than ten udim how ? the number 10 udim in the uv dont use it use from 1001 to 1009 ignore number 1010 then if u want more use 1011 to number 1019 ignore 1020 just dont use 1010 1020 1030 it will destroy the number when import to mutli tile node i try it and it worked with me and with asset tracting too
@SuperDman321
@SuperDman321 Жыл бұрын
Hmm bought one don't know why thought it was a reg Mic lolbNOT
@arslaan1396
@arslaan1396 Жыл бұрын
when i try to import texture in vray UDIM it shows "invalid file pattern format" plz help
@sajisleem2974
@sajisleem2974 Жыл бұрын
THIS HURTS NATURE HAD ME DYING love your tutorials man !
@BLNTSMK
@BLNTSMK Жыл бұрын
good stff
@ohaimiles
@ohaimiles Жыл бұрын
Damn, what a lifesaver, thanks a ton! solved alot of on screen problems
@paperfox5292
@paperfox5292 Жыл бұрын
Yoshida is the only one to still freak me out even after playing the game for many times
@RUSTICW0LF
@RUSTICW0LF Жыл бұрын
Thank you!!! Good tutorial, for helping me understand this amazing software a little more.
@singaporeghostclub
@singaporeghostclub Жыл бұрын
That Joe’s has limited programming - Code: Grab and beat the shit out of anyone that hides in locker S135836. 😂
@pixelwash9707
@pixelwash9707 Жыл бұрын
This is good, but very incomplete for me, as it didn't answer the very basic question I expected this video to answer by its title - how do you turn a selected part of custom graph into a "package" that you can reference later and save it in the library? I don't see the command in the menus.... Maybe you can't, and you have to copy the part of a graph network you want to use as a re-usable element, and paste it into a whole new one, and you save that into your library? What inputs and outputs are required and available to add to a referenced part? So many unanswered questions, lol.
@pixelwash9707
@pixelwash9707 Жыл бұрын
I've answered my own question - there is no way to do what I asked in Designer, you have to start a whole new graph for any parts you want to instance. I'm yet to find out how to get these building blocks to show up in the library though, I've marked them as "show in library" in their information section, and I still don't see them...
@zdspider6778
@zdspider6778 Жыл бұрын
@@pixelwash9707 Because the identifiers of the Output nodes need to match. "baseColor", "basecolor" and "base_color" are different things. Create a new graph with the PBR metallic/roughness preset template and look at what the outputs are called (their identifiers not their labels).
@xVladyslav
@xVladyslav Жыл бұрын
Thanks from 2022!
@BlackSteelDrawing
@BlackSteelDrawing Жыл бұрын
Oh nmy god! Thank you so much for this video!! I feel so stupid for not realizing that i had gamma on all my maps, I was reuajusting them in photoshop or directly in ue using bringhtness and brightness curve sliders, to deal with the glossiness issue, which was insanely annoying. Also thanks for the comment, about just setting compression to masks!
@KavanBahrami
@KavanBahrami Жыл бұрын
2:47 couldn't you just change the sampler type drop down in Details / Material Expression Texture Base (from Color to Linear Color) rather than having to delete and reconnect the pins ?
@yaschan99
@yaschan99 Жыл бұрын
You can but you will need to change the texture as well
@KavanBahrami
@KavanBahrami Жыл бұрын
@@yaschan99 for sure, I just meant once changed you could flip,that toggle rather than do the thing you were saying was annoying ;) thanks for tips I was having an issue with srgb and this helped clarify
@peter486
@peter486 Жыл бұрын
i never understood the point of taking someting 3D and move back it to 2d.
@peter486
@peter486 Жыл бұрын
hey Jaakko i used blender in this workflow with vertex group after Zbrush to get rid of all the extram loops. etc. tack för videon :) /dice
@yaschan99
@yaschan99 Жыл бұрын
Yay, awesome!!
@tallantchou2613
@tallantchou2613 Жыл бұрын
amazing!I want to ask how to bind and skin high heels to metahuman?
@yaschan99
@yaschan99 Жыл бұрын
That’s easy. The ankles are bent to fit the high heels. The rig will be compromised with non-zero values but that was manageable.
@tallantchou2613
@tallantchou2613 Жыл бұрын
@@yaschan99 Thanks for your reply. Does it mean that I need to change the skeleton by moving transfrom node in the animation blueprint after adding the animation blueprint for metahuman? I can hardly find more detailed tutorials😂
@yaschan99
@yaschan99 Жыл бұрын
@@tallantchou2613 if I remember right I just rotated them in Maya.
@yaschan99
@yaschan99 Жыл бұрын
@@tallantchou2613 I recommend this guy. He is a guru in this exact field kzbin.info
@tallantchou2613
@tallantchou2613 Жыл бұрын
@@yaschan99 Thank you very much. I'll keep trying!
@pygmalion8952
@pygmalion8952 Жыл бұрын
but you didn't tell us how to solve the collar issue. adding thickness to a 2d plane's part is still questionable. what i want to is that, i want to have the usual cloth workflow. retopo 2d and deform it to 3d cloth and bake. but this results in fucked up collars. i can solve it with shrinkwrapped topology but it is harder and takes longer time than 2d retopo. for id map, i assume you give each part their own color with the added seam polygroups?
@Amelia_PC
@Amelia_PC Жыл бұрын
Awesome! Usually, Marvelous Designer drives me crazy with its weird cloth simulation, putting everything out of place (no matter how good and powerful our GPU and processor are). Simple things become a nightmare fast. Thanks for making our lives easier! (unfortunately, I'm not a Maya user. Can't download the student version and it's pretty expensive for me right now. For 3ds Max users, use skin weights to transfer attributes)
@yaschan99
@yaschan99 Жыл бұрын
Thank you so much for watching and for your response. Do you have some specific situation with MD that you need help with? I don’t mind taking a look
@Amelia_PC
@Amelia_PC Жыл бұрын
@@yaschan99 "Do you have some specific situation with MD that you need help with?" You're so kind! Fortunately, I have no questions about MD :) Thanks!
@hermitinc8162
@hermitinc8162 Жыл бұрын
31:30
@padong9844
@padong9844 2 жыл бұрын
Brilliant!!
@yaschan99
@yaschan99 Жыл бұрын
Thank you!!
@DimaShishkov
@DimaShishkov 2 жыл бұрын
Very nice walkthrough. Thank you for sharing your thought process regarding colors and composition. Amazing result.
@yaschan99
@yaschan99 2 жыл бұрын
Thank you so much for watching and for lovely comment. This made my day!
@OkaminoShikon
@OkaminoShikon 2 жыл бұрын
Huge thx!