29 Model A Tree in Bloom Blender 2.8

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HelloHiHola

HelloHiHola

Күн бұрын

Пікірлер: 5
@momohnyaley2016
@momohnyaley2016 5 жыл бұрын
really smart idea for creating roots
@HelloHiHola
@HelloHiHola 5 жыл бұрын
Thank you so much. One of those aha! moments :)
@MrHazardousMC
@MrHazardousMC 5 жыл бұрын
im struggling making feathers for a avian-humanoid character and took a chance on this video. I still enjoyed this tutorial as I'm only a blender novice and I learned a lot from this! If you have the interest, my problem is how to make feathers from a particle system (which is using a simple plane as an obj) set to hair mode in blender 2.79b. The parent plane object is meant to be textured with a feather (shader/photoshop fiber generator that's transparency masked). I'm going for a 20% cartoon/80% realistic look and want the feathers to be oriented in the same way you see in irl birds. when i went to use the grooming tool i noticed that the rotation was either pretty global and binary or too randomly noisy. as far as I can tell there's no easy way to do this with even the particle rotation tutorial you made before this one. Could you help me so i can learn to groom pretty digital bird feathers. Kind of like this: sketchfab.com/3d-models/phoenix-a3d50c47a70e444eb81627b68034bd5f thank you!
@FloBox52
@FloBox52 5 жыл бұрын
Solid Tutorial. I do wonder whether modelling the blossoms as a seperate object and applying it through the hair might be beneficial. Or rather easier, so that one can avoid the rather cluttered hair settings. But I guess that's just my laziness speaking. I'm relatively new to Blender; Is it advisable to take full use of plug-ins like this? I kind of feel like jumping over some steps when I just generate complete forests, so I will probably hand-sculpt/extrapolate some trees before I automate these processes. However long that may take...
@HelloHiHola
@HelloHiHola 5 жыл бұрын
Thanks for the compliment - I would say skipping over hair settings and scattering a group of hand-crafted blossoms would be 100% satisfying. A couple items in the favorable category here is the blossoms don't create heavy polygon counts; they're a facing hybrid at render time. Clump noise would have generated differences between blossoms and I should have made them bigger too for exaggerated effect. However, the column in support of separate bloom objects is pretty thick with line items. I enjoyed cranking as much out of Sapling as I could in a short period - it's like a fun game and I completely forgot to mention the "Seed" setting that would make ten-thousand different Japanese Maples! I used default value 0. After extruding your first tree, though, which is a definite rite of passage you must experience, consider re-activating the Sapling add-on again! ;)
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