12:09 you can use shear tool to give loop cuts angle
@artembazdyrev27 күн бұрын
Im shocked with a quality of this model
@oscarcrespovicenteАй бұрын
Please how can I get this tutorial in real time. I love this job!
@lolpoly3dАй бұрын
Thank you! I don't currently have one, but I will make a real time tutorial at some point :)
@LinhTuan-mk3zp2 ай бұрын
Man i like your talking so much. As a coder i too want to take part in an indie game too. But dont know where and how to start or join.
@lolpoly3d2 ай бұрын
Thanks! For me it's usually as a freelancer through some representation like an outsourcing studio. I assume there are some like that in the programming industry. Hope that helps
@foshe2 ай бұрын
Man this looks awesome! Can't wait to see more from you!
@nickberckley2 ай бұрын
Was it part of the challenge to not use your head base mesh?
@lolpoly3d2 ай бұрын
Yes, not using a basemesh is really only sensible as an exercise :)
@Me7roiD2 ай бұрын
Boom, like that!
@ruslandad3654 ай бұрын
Amazing Work!!!
@buffwarriors4 ай бұрын
FFS how about making an actual tutorial rather than a sowftware promotion video?
@thatez4 ай бұрын
баси добрия
@mitroer4 ай бұрын
Great sculpt ! - I really like the description of muscles and landmarks. Maybe you could add the names on screen for a bit with text next time, they can be hard to catch just being heard :)
@real2late4 ай бұрын
Amazing video as always!
@StudioKelpie19934 ай бұрын
Always find these kinds of videos interesting to watch
@juniordantas92814 ай бұрын
I personally love it! You inspired me to continue with my studies. I started in blender in one, or two months, it’s hard to learn, principally modeling. I make only three or four projects, only hard surface. I intend to start some modeling course, I studied alone for now. Thank you for the inspiration!
@RivenbladeS4 ай бұрын
What's the viewport shading? Matcap? Could you share?
@lolpoly3d4 ай бұрын
Hi! Yes, it's the very first in the list standard grey matcap preset (basic_1.exr)
@RivenbladeS4 ай бұрын
@@lolpoly3d thanks man. I really liked your result as it seems. Hand painted and non photorealistic like shading and colors. I am trying to sculpt it myself cause you inspired me. Keep it up
@grooshka824 ай бұрын
Great short analysis on Timothée's face. Very very very nice skills on sculpting.
@huenson24974 ай бұрын
Dude! Just found your channel and immediately subscribed. I love the structure and the pace of your video. The analysis at the beginning is really valuable and something very unique on yt. Keep it up! Gonna check out all your stuff now :D
@vitorrosan21784 ай бұрын
Absolutely in love with this stylized version. Amazing work!
@ShuripustaILK4 ай бұрын
Ultra Mega Awesomazing!!! ( ╹▽╹ )
@_TetKaneda4 ай бұрын
Great contribution. great tutorial. You have my like. Thank you so much. Greetings
@Yannakis3D4 ай бұрын
Looks awesome!
@PotatOSPoweredPC4 ай бұрын
I'm surprised that the Ton Roosendaal video didn't get you more subscribers. Your skills are undeniable and I hope you get picked up by the youtube algorithm once again.
@Spittoon4 ай бұрын
Wonder if you do box modeling characters?
@lolpoly3d4 ай бұрын
Hi! That's usually not the most efficient approach nowadays. Sometimes I might make parts of a character with box modeling if it'd be faster, but that's relatively rare.
@real2late4 ай бұрын
Love this, learning scultping is so hard for me
@Fannylai_3D4 ай бұрын
so great!
@VFX4 ай бұрын
this looks absolutely stunning! I would love to hear your thoughts on differences between 2 programs too as I started learning Zbrush lately as a Blender user. 🙌🙌
@lolpoly3d4 ай бұрын
Thank you! For now my suggestion is to keep at it with Zbrush, once you are used to it it will expand what you can do (and how quickly). I like to use both to the strength of each.
@VFX4 ай бұрын
I am having tons of fun thank you I'll contine! Sculpting and pushing polygons feel different in Zbrush, more responsive or something maybe as someone switching from one to another you felt that too what is that in your opinion?@@lolpoly3d
@GeorgeMiladCG4 ай бұрын
yea, blender is more intuitive than zbrush but, controlling the mesh in sculpt mode is a bit harder specially with clay strips. I would like to know if you had any tips to make it easier.
@lolpoly3d4 ай бұрын
I was talking about the curves specifically, which are more intuitive, however overall Zbrush is definitely more streamlined and efficient for sculpting (in my opinion at least). People love to rip on Zbrush's interface for its unconventional structure, but it's actually carefully developed to be as fast and comfortable as possible for the specific purpose of sculpting, which is what really matters. About the clay strips brush - I know what you mean. It's strange, I can't quite put my finger on why, but in Blender it just doesn't behave the way I expect it to, so I don't use it as much as I do in Zbrush, where it's probably my most used brush. The only thing I do to it is enable backface masking, but I'm guessing you probably already knew to do that.
@GeorgeMiladCG4 ай бұрын
@@lolpoly3d zbrush ui is good when you used to it , but for newcomers it’s a mess. I have played with brush sitting (normal radius, stroke, fall of) but no matter what I do nothing seems to work, maybe it’s something in the brush code.
@user-wm7ck7bh5d4 ай бұрын
Hello Sir can you share your blender customized theme?
@lolpoly3d4 ай бұрын
Hi! Sure, do you mean the custom blue / red colors I have for vertices and faces in edit mode?
@user-wm7ck7bh5d4 ай бұрын
@@lolpoly3d yes
@lolpoly3d4 ай бұрын
@@user-wm7ck7bh5dI uploaded it here: file.io/LDlki4pY8Jrb
@Me7roiD4 ай бұрын
First! In almost less than twenty minutes? Nah not quite.
@Me7roiD4 ай бұрын
happy little accidents <3
@Me7roiD4 ай бұрын
I'm just here for the gum jokes. P.S.: You rock. And apparently, you blend too.
@ariochakuma4 ай бұрын
really nice video maybe you can add the sigle vertex in quick favorite ?
@lolpoly3d4 ай бұрын
That's a good idea, thanks!
@AlexisRivera3D5 ай бұрын
This is insane!
@IanLetarte5 ай бұрын
Really cool to see the process!
@RN3DCG5 ай бұрын
Very nice video, the out of tune g string made it perfect haha
@jacrossiter20975 ай бұрын
Very nice!
@MACHIN35 ай бұрын
Awesome!
@artempoletsky5 ай бұрын
Nice model, mate!
@BenjoeB5 ай бұрын
Learning blender always seems so cool, but damn the commitment must be insane!
@Bugman5635 ай бұрын
Applause man! Really nice job
@lolpoly3d5 ай бұрын
Seriously, it's criminal how little attention this addon has been getting: blendermarket.com/products/light-wrangler?ref=1300
@somethingc00l15 ай бұрын
this is sick! the detail is insane and deserves WAY more views
@purplelizard01025 ай бұрын
rise and shine, Mr. Goodman, rise and shine
@santiagovalencia1095 ай бұрын
Amazing work!!! how do you do when you add density to the hair, it is already combed? 🤯🤯
@lolpoly3d5 ай бұрын
Thank you! In the density brush settings at the top of the viewport, in the last dropdown menu Curve Shape, you will find checkboxes to interpolate length, shape and point count. I usually keep all of them turned on.
@LykMike5 ай бұрын
Very nicely done!
@samdavepollard5 ай бұрын
crikey, this is pretty special outstanding work not to mention an excellent illustration of just what blender's capable of in the right hands
@RomboutVersluijs5 ай бұрын
When you were doing the skin details @13:58. Is that detail added by textures then? I was wondering how your uv maps are then updated while the mesh went up in poly level and detail. Do those maps stay the same but because of the multires they simply subdivide this maps but keep the form and shape from the beginning? Was wondering then how come tou dont get stretch and squash, since the base mesh has been deformed so much and thus the texture density in the uv maps
@RomboutVersluijs5 ай бұрын
Ps that sculptlayer addon is pretty expensive addon. Yet very powerful and usefull Edit Nevermind, it selected a studio 10 seat as default. Single license is $22
@lolpoly3d5 ай бұрын
Hi! That detail in 13:58 is still only geometry, which is achieved by deforming the mesh using the alpha stamp texture to tell it what vertices to move up. This is why we need the mesh to be so dense at 16million polys, so it can hold that sort of detail. The UV coordinates stay unchanged with subdivision, but we are not using them here. They are only relevant after baking down in Substance. And about stretching, the proportions ofc still aren't that different from the starting point, it's still a human head, so that's not much of an issue here. Also, you'll notice at the very beginning where I show the checkerbox texture on the basemesh there is already some stretching. This is actually common practice in order to get a larger texel density on the face which is the most important. It doesn't matter that there is a bit of stretching because it makes little difference when texturing in 3D space with something like Substance. If were texturing in 2D in, say, photoshop, then that would be a huge pain. But nobody does that anymore :)
@RomboutVersluijs5 ай бұрын
@@lolpoly3d thanks for the reply. Was checking out that sculpt layer addon. Really curious how that works. I thought he was simply smacking on another multires, apparently or I guess , he is actually storing all the data and some how applying it.
@ryanodagawa5 ай бұрын
I just purchased your Base Mesh and teeth. Looks great! How did you open the mouth? I tried to select the lips and move them, but the whole mouth moves (lips don't separate)
@lolpoly3d5 ай бұрын
Thank you! Here's what I did: 1. While in sculpt mode, show only the lower jaw using the face set by pressing H while the mouse is over it 2.Mask it by pressing A - mask all 3. Unhide the entire mesh with alt-H 4. Press A again - invert mask, so now only the jaw is unmasked. I think I also smoothed the mask (again from the A pie menu) 5. Place the 3D cursor on the back of the jaw with Shift+Right click, then at the top middle of the screen, choose the cursor as your transform pivot 6. Rotate the jaw down using the rotate tool. In Sculpt mode the rotate tool is at the very bottom, after all the different brushes, so you will probably need to scroll down to see it. 7. Press A again and Unmask all. Then use grab and smooth brush to fix up any ugly deformation