I have made a nice beard in blender with particle system. I converted the particle system to Mesh in the modifier tab and then tried to export the beard mesh in .glb file but the blender got crushed. Then I exported it in .fbx file. It got exported but when I imported the same beard I had exported to blender and saw that there were only small cubes in place of the hairs roots. And the roots were missing. I don't know what to do with it to achieve the hairs exported as it looks before export in the viewport of the blender.
@aneeqayounas8 күн бұрын
if you can send me the file so I can take a a look, I will get a better idea that way.
@fionahonohan27577 күн бұрын
@@aneeqayounas I will send you the file if you provide your E-mail. But I also found that the particle is a special technology work for fur and it works better with it's own softwares. Zbrush also have fibermesh which works like blender particle system. And the particle system is not supported by many softwares yet becouse it is new technology. I wanted to make a beard for my CC4 character but CC4 does not support particle system. So I had to make one from mesh in blender.
@aneeqayounas6 күн бұрын
@@fionahonohan2757 Yes particle systems by default can not be exported out, but if you convert them to hair cards like the method I show in this video you can export them out to other software too and they work.
@be_a_joy25 күн бұрын
finally! thank you so much for this video. i'm already on my 3rd video and all the previous ones didnt work. this one finally worked!
@aneeqayounas20 күн бұрын
Happy to help out :))
@absurd0000Ай бұрын
brilliant method! I found it only worked if i set the pivot to active element for anyone else who can't get them to scale individually
@applepie7282Ай бұрын
I think you could bake the animation
@aneeqayounas28 күн бұрын
you cant bake curve animation made on a curve object
@saraloar76452 ай бұрын
Hi! im having trouble with exporting a glb file with transparent glass material, is it the same process? Or maybe is it that im not baking it right?
@aneeqayounas2 ай бұрын
For transparency, you need to change shader to alpha blend in eevee engine then mess areoun with the alpha value until you are happy and export to test. You dont have to bake if its a simple glass
@itsmanosn2 ай бұрын
I really like your explanation! Thanks for the vid :)
@aneeqayounas8 күн бұрын
Thank you :D Happy to help !!
@reichenil90163 ай бұрын
your method still works a year later, thank you for this! Been looking for a more proper way to export hair. I am only a beginner in Blender but your explanation was easy to follow!
@c4dn3 ай бұрын
Amazing tutorial, thanks you so much!
@aneeqayounas8 күн бұрын
My pleasure :D :D
@claudiosettiart3 ай бұрын
Thank you SO much!
@albinasagyeva83153 ай бұрын
Thank you!
@betweenwinters85124 ай бұрын
this rocks, thanks so much Aneeqa!!
@aneeqayounas4 ай бұрын
My pleasure happy to help
@subhojitbose66864 ай бұрын
Hey is it non copyright
@aneeqayounas4 ай бұрын
what do you mean ?
@gauravmali62504 ай бұрын
i tried but something missing in my exporting
@aneeqayounas4 ай бұрын
what issue are you getting ?
@swapbriarASMR4 ай бұрын
That's really cool! Are you gonna make a video about the new blender update? I am really excited with the new features, and the import/export changes also looked really interesting!
@aneeqayounas4 ай бұрын
Thank you !! and not I dont understand alot of things, but if something is relevent or very useful Ill definitely make a video
@mathieudescubes5 ай бұрын
Hey Aneeqa, Thank you so much for your videos!! I just saw both of your videos on baking textures. However, I need your advice with something, I am trying to export a shiny texture (like the sun) from blender to glb/gltf but nothing is working... Any suggestions?
@aneeqayounas4 ай бұрын
My pleasure, Happy to help. I would suggest baking emission and for the light effect add light objects, I think only point light is supported (but please do check this ) and then export with the option punctual lights turned on in the export menu
@asindushashan9105 ай бұрын
you save me.. thank you very much
@aneeqayounas4 ай бұрын
Happy to help :D :D
@wagnermoura27815 ай бұрын
Obrigado! Você é Top!!!!
@worldofkingtrap13286 ай бұрын
Congratulations! Your video was so clear and so well explained, that I didn't need to look for any other video. I loved it!
@aneeqayounas5 ай бұрын
Thank you, Happy to help :D :D
@durvesh0076 ай бұрын
This was so helpful. Thankyou very much🫡👍👍👍
@aneeqayounas4 ай бұрын
You’re welcome 😊
@villaqh6 ай бұрын
wow!cool
@aneeqayounas6 ай бұрын
Thank you :D
@Matey-qe8jg6 ай бұрын
omg turn that clicking sound off!
@aneeqayounas6 ай бұрын
sorry I feel your pain but I couldnt do anything about it
@AinyAfzal-s4o7 ай бұрын
omg no blender tutorial was ever so thorough and concise as this one! thanks so much :D
@aneeqayounas6 ай бұрын
Thank you. Happy to help :D :D
@刘瑞丰-r4e7 ай бұрын
awesome! But I get confused at the end, why a single vdm brush can draw both left ear and right ear? Is there a symmetry-like functionality?
@aneeqayounas4 ай бұрын
you can rotate your VDM brushes so I just rotated mine
@ViralObservation4 ай бұрын
While in sculpt mode, there will be a mirror option in the upper right corner of the 3d viewport. It's an icon with xyz buttons next to it. To make the ear flip, you would highlight the x button, then place your brush where you would like on one side of your model click and drag. It will now create a perfectly symmetrical mirrored brush on the other side. This works on the y and z axis as well as on multiple axis at once. Hope this helps!
@JoseTorres-qj5xq7 ай бұрын
Hey! What do you say?
@aneeqayounas6 ай бұрын
about ?
@TheWillvoss7 ай бұрын
Thank y ou
@CGRunLough8 ай бұрын
thnax it's amazing
@aneeqayounas4 ай бұрын
Happy to hear that :D :D
@ilhanilhanDev8 ай бұрын
Thanks Nana Osaki
@aneeqayounas8 ай бұрын
My pleasure !!
@kavyahegde86368 ай бұрын
Hello madam.... Thank you for this wonderful,easily understandable video... I have a doubt like How to export material properties in Blender to glsl format?and here we can use expression editor .... Waiting for your response madam.... Thank you
@aneeqayounas8 ай бұрын
Happy to help!! I am not familiar with glsl :/
@kavyahegde86368 ай бұрын
@@aneeqayounas okk madam....Thank you
@Slickstaff_Stainpants9 ай бұрын
Hi from Reddit :)
@aneeqayounas9 ай бұрын
Yo! I hope you enjoyed the video :D
@aneeqayounas9 ай бұрын
Link to the tutorial : kzbin.info/www/bejne/jZ-9Z5qafsukibssi=51aT0w0sWbHLK0N1
@aneeqayounas9 ай бұрын
Tutorial for the video : kzbin.info/www/bejne/jZ-9Z5qafsukibssi=51aT0w0sWbHLK0N1
@AMMA-vb8uq9 ай бұрын
Can the GLB file save UV animations or texture animations created by Blender
@aneeqayounas9 ай бұрын
No you need to add them via code in three.js or whatever platform your using
@sebastianodibusti9 ай бұрын
Amazing bro, do u have the creation process? 👏🏻
@aneeqayounas9 ай бұрын
Not yet but I can definitely create a video on it
@sebastianodibusti9 ай бұрын
@@aneeqayounas sure bro, I'll be waiting, thanx
@swapbriarASMR9 ай бұрын
I have been searching for a long time and this is the only tutorial so far I found that actually talks about the tools in details, and what's happening under the hood. One of the best and most comprehensive videos, kudos! I have one question, altho a bit unrelated. When the UV is unwrapped, is the information related to the coordinates stored in the model itself? For reference, I want to import a blender model in another program (Godot), and create the materials in that program. The only thing I want to use blender for is modelling and UV mapping, but so far I haven't understood where or how the UV data is stored. Anyways, Thanks a ton!
@aneeqayounas9 ай бұрын
Thank you for your comment it made my day 😄😄 To answer your question the UV refers to the 2D coorinates of the vertices of your model. Think of it like oragami how you would make paper cutouts and join them to make a 3D shale . In Blender we do this in reverse. The information is stored in 3D file that you export out and is understood by all 3D softwares the same way
@swapbriarASMR9 ай бұрын
@@aneeqayounas Ah I see! Thanks a lot for the reply, and again thanks for this video, your explanation was super detailed and super useful :)
@FrannooMinionPo9 ай бұрын
0:05 Pepsi: *BURP*
@O130so8Com10 ай бұрын
0:05 LOGO Burp 🤣🤣🤣
@sophiasoh723910 ай бұрын
Wow this video solved the problem I've been struggling with for days. What a relief! Thank you so much for detailed explanations!
@aneeqayounas10 ай бұрын
Thank you glad to hear it 😄
@serbanbortan73210 ай бұрын
the information helped me alot , but i have a question In order for blender not to crash, I use low poly objects (cubes) for the viewport to replace a patch of grass (in geometry nodes) and then multiply this proxy to create a field of grass, the textures are of high quality and the computer don't deal with it otherwise... and if I move grass patches, proxies, textures, etc. in Godot.. he only sees the uneven plane on which the grass should stand and that's it. I've been struggling for 2 weeks to solve this, can you help me please?
@aneeqayounas9 ай бұрын
I would love to help you out. I need to see the file to get a better idea. You can email me at [email protected]
@胡广-f8v10 ай бұрын
感谢你对如何导出glb格式的讲解,这个视频对我帮助很大!
@aneeqayounas8 ай бұрын
My pleasure always happy to help :)
@norph197511 ай бұрын
Thank you for tutorial, interesting and very useful way!
@aneeqayounas9 ай бұрын
My pleasure !!
@CartoonblockyFan202311 ай бұрын
My Hairrrrrrrrrrrrrrrrrr
@fascinatedbynature807611 ай бұрын
Thank you for sharing 🥹
@eldritch4811 ай бұрын
So...essentially, resculpt your object using the shrinkwrapped version as a rough?
@aneeqayounas11 ай бұрын
Yes exactly!
@eldritch4811 ай бұрын
@@aneeqayounas While I'm sure that *works*, it's not really creating a VDM from an existing model, particularly if that model is complex. "Resculpt using roughs/reference" is very different from "take something that exists and use it as a VDM." I wonder if you could use booleans to merge existing objects with the plane, and then make a VDM from that...
@eldritch4811 ай бұрын
I see you replied to someone else with a similar idea...curious, do you happen to know what (or if) UVs matter for this? Those are for textures, which is a completely different process....
@aneeqayounas11 ай бұрын
@@eldritch48 for complex model just break it into smaller parts and it will work, as long as you can get the UV map to planer it works but I found best results when using shrinkwrap method
@aneeqayounas11 ай бұрын
@@eldritch48 vdm brushes are textures that are applied to brush in grayscale so its important when your making your own brushes you bake onto a plane with planer UV mapping otherwise you end up with wierd results
@bzsteachings51111 ай бұрын
Hey man, that's as amazing as complex, may you explain why and what we get from baking materials and baking uv maps? How do you get those images containing the uv unwrapp of the model of the normal, roughness and ecc..?
@aneeqayounas11 ай бұрын
Thank you, Baking is needed when you plan to export your materials from Blender to another engine or software, if your material was procedurally created you can not exported outside until you bake it into textures. Your first unwrap the model which is 2D representation of your model and then bake your textures which is the color information.
@bzsteachings51111 ай бұрын
@@aneeqayounas Very clear and concise explanation, thanks to you now I know, much appreciated!
@moyashistudios205511 ай бұрын
Thank you. Been using Blender for 4 yrs and didn't realize this function exists 🤦