Transfer HIGH POLY details to LOW POLY object in Blender

  Рет қаралды 284,308

3Dnot2D

3Dnot2D

Күн бұрын

In this tutorial you will learn how to drastically reduce polygon count in blender by baking a normal maps to a low poly object. You can use this technique to make game ready assets.
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Пікірлер: 239
@Dapper_the_slapper
@Dapper_the_slapper 10 ай бұрын
When creating your texture map for your normals bake, if you check the 32bit float box it will bake a 16bit normal map. It will be a more accurate representation of your high poly and have no artifacts. Very important if you are baking normal maps for objects that have very low roughness.
@Grizzermacht
@Grizzermacht 10 ай бұрын
Sad that the Starfield devs didn't see this video before release.
@RadiantMantra
@RadiantMantra 7 ай бұрын
The AutoCAD sandwich still gets me
@brunolopez9645
@brunolopez9645 7 ай бұрын
@@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?
@bogdanborcea9788
@bogdanborcea9788 7 ай бұрын
They don't have the engine for it.
@RadiantMantra
@RadiantMantra 7 ай бұрын
@@brunolopez9645 it's a sandwich seemingly made in a CAD software, no joke. The bread is like 100 n-gons and the lettuce and ham are like 20,000 faces. It's so funny
@durt214
@durt214 7 ай бұрын
@@brunolopez9645 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.
@gamingneeded1902
@gamingneeded1902 11 ай бұрын
Render with a single sample, it makes no difference to use more but makes the bake instant
@ExtrymGamingLTU
@ExtrymGamingLTU 10 ай бұрын
Hehe funny
@MangaGamified
@MangaGamified 9 ай бұрын
New here. At which timeline?
@watchitdogs2280
@watchitdogs2280 9 ай бұрын
Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work
@noyz-anything
@noyz-anything 2 ай бұрын
chat is this true
@nekkovia8660
@nekkovia8660 Ай бұрын
@@noyz-anything I mean it worked for me and it's decent
@Shining4Dawn
@Shining4Dawn 10 ай бұрын
I think you can also go backwards with this process, meaning you can make a low poly model, then add a multires modifier, use sculpting tools to add details and then bake the normal map to keep the model low poly.
@farisazhari3583
@farisazhari3583 10 ай бұрын
nice idea! I'm new to blender, do you have a tutorial to do this?
@Shining4Dawn
@Shining4Dawn 10 ай бұрын
@@farisazhari3583 Grant Abbit has a series of tutorials where he walks you through modeling a game-ready model of an axe. He makes a low-poly model, then duplicates it and increases the poly-count and adds detail with sculpting and then bakes the normal maps just as seen in this video.
@farisazhari3583
@farisazhari3583 10 ай бұрын
@@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro
@Duhya
@Duhya 10 ай бұрын
This is super helpful for working quickly. But also i grew out of it because i found it easier to just work on a high poly and worry about simplifying later, as far as mental workload. Would prevent me from advancing on stuff because id just be thinking about how id low-high poly it, instead of simply adding as many details as i want.
@grayslimeguy8444
@grayslimeguy8444 6 ай бұрын
i mean that makes sense but why would you want a higher poly count if you can replicate the look with low poly (this is coming from the stand point as a solo developer)
@user-yp3nl4qc1b
@user-yp3nl4qc1b 7 ай бұрын
This is amazing! I've been trying to find a more streamlined process to go from high poly to a model that can actually be used in maya to create large scenes and this is beyond helpful. Thanks!!
@ThreeDCreate
@ThreeDCreate Жыл бұрын
This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!
@RomanPittroff
@RomanPittroff Жыл бұрын
I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!
@Maxwolford
@Maxwolford Жыл бұрын
Excellent! I feel much more confident after seeing how simple you made this process.
@bigtprime
@bigtprime 9 ай бұрын
You will be less confident when you will apply it. The video has been made with a very simple object with not much cavity. Depending on what you intend to bake, you can encounter lot of additionnal difficulties.
@noahbeyer7421
@noahbeyer7421 2 ай бұрын
I worked for 1.5 days to figure this out by using the cage method. I tried everything to get my realistic head sculpt to have detail, but this tutorial worked. For some reason the cage methods kept letting me down but this alternate way did not. Amazing work please keep it up!
@andreacrisante6575
@andreacrisante6575 7 ай бұрын
Finally someone who goes straight to the point! Amazing explanation about Blender bake on youtube, surely the best one. I don't like the way you unwrapp (because for sure you can do it better) but anyway nice choise, you made it simple things pretty hard to understand. Thank you.
@Brett3am
@Brett3am 9 ай бұрын
Very clear and efficient process! Thank you!
@giovafncreative
@giovafncreative 11 ай бұрын
Thank you! The decimate modifier is so good! I made a bunch of rocks to use as a landscape decoration in my game, but they were around 10k triangles, now it's 500 triangles and they still look good🙂
@davidjade1921
@davidjade1921 Жыл бұрын
This tutorial helped me out a lot! Thank you!
@sofyamakingart
@sofyamakingart 9 ай бұрын
Thank you for explaining it so well, so happy I found this tutorial!
@sottozen
@sottozen 3 ай бұрын
Loved this tutorial very much! Thanks!
@Byt3me21
@Byt3me21 11 ай бұрын
Thank you very much, this was a great lesson!
@valdoryon
@valdoryon 7 ай бұрын
Excellent video, couldn't be more clear, thank you!
@Digital_Creation_Y.C.
@Digital_Creation_Y.C. 2 ай бұрын
Thank you man! that was so difficult to understand before watching your tutorials , still in progress but I'm closer than ever! keep up the amazing work !
@needthistool
@needthistool 9 ай бұрын
Really fantastic walkthrough. Thanks!
@Kuyuup
@Kuyuup 10 ай бұрын
Such an important tip! Thanks for sharing you're amazing
@samuelsimango120
@samuelsimango120 10 ай бұрын
It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.
@tanguybarbaray5362
@tanguybarbaray5362 10 ай бұрын
You resolved my issue with a fast video because other youtuber show plugin or other method, but this two method was fast and precise, so thanks. Ho, and now you are one French follower.
@Maxboun3204
@Maxboun3204 5 ай бұрын
man i was stuck on this topic for so long, just now because of you i understand it, thanks
@ravendaee
@ravendaee 9 ай бұрын
Super useful tutorial, thank you !
@xpmsplay
@xpmsplay 10 ай бұрын
Great lesson. Thank you.
@liridoncani
@liridoncani Жыл бұрын
Thank you so much for the multires method.Something new I learnt today
@JoaoVSAguiar
@JoaoVSAguiar 9 ай бұрын
You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.
@dreddd7980
@dreddd7980 7 ай бұрын
Finally a tutorial that helped me bake the normals of my object thanks so much
@arminkhorsandipour
@arminkhorsandipour 11 ай бұрын
Wow, That was helpful Thank you so much✨
@jjjulien5380
@jjjulien5380 10 ай бұрын
Thank you, for the nice video! It helped me a lot.
@wulfaxe7661
@wulfaxe7661 10 ай бұрын
this tut would have helped me so much back in february when i started doing things with normals hahaha, all tutorials were a bit convoluted, and i couldn't understand them very well, but i eventually figured things out
@J_GAN8
@J_GAN8 5 ай бұрын
Just amazing, thank you so much !
@ContradictionDesign
@ContradictionDesign 11 ай бұрын
Thanks! Very helpful. Good luck on your KZbin journey! It is quite the endeavor.
@BarrettSmithBB
@BarrettSmithBB 9 ай бұрын
There's an addon called "JBake" that essentially automates that whole process. If you plan on baking a lot of normals, it's a worthwhile addon to have.
@user-ut6tw2ps4k
@user-ut6tw2ps4k 8 ай бұрын
Is it free?
@user-mu9tz1xc6n
@user-mu9tz1xc6n 8 ай бұрын
@@user-ut6tw2ps4k completely open source add-on, it's on git-hub and downloadable from some other places as well.
@ThroneOfBhaal
@ThroneOfBhaal 7 ай бұрын
Yes@@user-ut6tw2ps4k
@stealthygripen
@stealthygripen 6 ай бұрын
@@user-ut6tw2ps4k Yes, it’s made by KZbinr Jayanam who also makes Blender tutorials.
@rajendrameena150
@rajendrameena150 5 ай бұрын
Yes, it is
@SLEEPING313
@SLEEPING313 Жыл бұрын
Thanks 🤣🙏 I tried every tutorial and it was always doing smth weird or they were not explaining well or too fast but you explained this thing so easily and clearly
@3Dnot2D
@3Dnot2D Жыл бұрын
I'm glad that you like it.
@moonmooooonnn
@moonmooooonnn Жыл бұрын
Finally I understand about baking! Thank you so much!!!😭
@najhonbanjon
@najhonbanjon Жыл бұрын
Good explanation THANKS
@KristianKivisalo
@KristianKivisalo Ай бұрын
Very useful, thank you 👌🏻
@user-gv9hd2fi5h
@user-gv9hd2fi5h 7 ай бұрын
Great video! Thank you 🫶🏻
@dertobbe1176
@dertobbe1176 2 ай бұрын
I live what you did here. Rly helpful
@ArtyDc600
@ArtyDc600 7 ай бұрын
Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥
@vivekjha9597
@vivekjha9597 7 ай бұрын
I've been learning blender for about 6 months. It's amazing in many ways compared to fusion 360. Guys like you make every little tip so easy to understand. Thank you.
@MauvaisGouh
@MauvaisGouh 2 ай бұрын
thanks for the time it took u to share, so usefull
@Artistram3d1
@Artistram3d1 8 ай бұрын
Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!
@3Dnot2D
@3Dnot2D 8 ай бұрын
I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎
@jungcave
@jungcave 2 ай бұрын
thank you! super helpful!
@joryo3d
@joryo3d 11 ай бұрын
amazing!! thank you!!
@GRUBBNSTUFF
@GRUBBNSTUFF Жыл бұрын
I'm working on a tree for project of mine and I got it from 8 million faces down to 996!!! Thank you for sharing your knowledge!
@paulrmoss
@paulrmoss 3 ай бұрын
Super useful, thanks
@williammccormick3787
@williammccormick3787 6 ай бұрын
Thank you for this
@ahmetomercicek5848
@ahmetomercicek5848 7 ай бұрын
Thank's brother , it helped me .
@alexandrearaujo4256
@alexandrearaujo4256 7 ай бұрын
great video. thank´s
@igorgilewicz1549
@igorgilewicz1549 10 ай бұрын
Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!
@3Dnot2D
@3Dnot2D 10 ай бұрын
Thank you.
@mntota
@mntota Жыл бұрын
Thanks, man!
@neondaybreak4548
@neondaybreak4548 8 ай бұрын
Thanks so much 🙏🙏🙏
@dertobbe1176
@dertobbe1176 3 ай бұрын
Best guy for this. Ty
@kekekepi
@kekekepi 3 ай бұрын
i needed this so badd
@randomtask99
@randomtask99 10 ай бұрын
I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.
@n0ni22
@n0ni22 Жыл бұрын
earned a sub!
@madbeef.
@madbeef. 10 ай бұрын
Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!
@NN-wc7dl
@NN-wc7dl 11 ай бұрын
Nice!
@sherrydowns4052
@sherrydowns4052 Ай бұрын
Tyvm
@mrbcstewart
@mrbcstewart Ай бұрын
That was extremely helpful! Based on mostly this tutorial, I've tried to make a step by step workflow for this. Thought I'd pass it along in case it is helpful to anyone. If anything is wrong, please reply to the comment with the correction. Recipe for Baking detail from High Poly to Low Poly Mesh: (HTab = Horizontal Tabs across top left of Blender) (VTab = Vertical Tabs in bottom right panel of HTab-Layout in Blender) 1.HTab_layout - Copy High Poly and rename like … Mesh_High and Mesh_Low a.Shift-D to duplicate, Right click to cancel motion (so they exist in the same space) 2.Turn on Statistics overlay (top right icon, Hollow Sphere hanging from Solid Sphere) 3.Make the Low Poly model, well…. Low Poly… (reduce geometry) a.Option 1: VTab_Modifier(wrench) - Use Decimate Modifier i.Lower Ratio to See affect ii.Remove without applying (since we are using Remesh instead) b.Option 2: VTab_Data(three connected dots) - i.Still in Object Mode, change to Wireframe to see the faces that make-up the Mesh ii.Remesh_Section (Note: There is also a Remesh Modifier that does the same thing) 1.Set Voxel Size to get less faces 2.Press Voxel Remesh button … note Face difference iii.Normals_Section- check that Auto Smooth is off on High and Low Poly c.I ended up using a combination of Decimate, both UnSubdivide, and Collapse, as well as ReMesh 4.HTab_UV-Editing - Smart unwrap the Low Poly a.A Key(select all)… U Key->Choose Smart Unwrap (S Key) b.Set margin to .02m (then press OK) c.At this point, you could save your UV Map for use later… Left Viewport, Viewport Menu Ribbon -> UV ->Export UV Layout (pick a location in your project, and save) 5.HTab_Layout - Split Screen (or you could just do this in HTab_Shading) a.Switch left viewport to Node editor 6.Shade Smooth on High and Low poly meshes (right click in Viewport) 7.Make sure that both High and Low Poly models are in the same position in space (right on top of each other, intersecting vertices) 8.Two options, MultiRes or Not-MultiRes a.If MultiRes…. i.Hide the High Poly Mesh (eyeball icon in the Object Heirarchy) ii.VTab_Modifier - Add MultiResolution Modifier 1.In the modifier details, Subdivision_Section, Press “Subdivide” button until Low Poly Mesh look like the High Poly Mesh 2.Change “Level Viewport value to 0 9.VTab_Modifier - Add Shrink-wrap Modifier to Low Poly … target the High and Apply 10.Create New Material on Low Poly mesh 11.Create image texture node and normal map node in Node editor and wire to BSDF 12.On Image Node, create New “map image” on image texture (set width and height) sRGB -> Non-Color (unless Diffuse) 13.VTab_Render - a.Change to Cycles Engine and switch to GPU if you have one b.Sampling Section - Change “Max Samples” to 128 c.Bake Section i.Switch Bake Type to Normal (Diffuse, etc depending on what kind of image map you want to Bake) 1.Note, if Baking Diffuse, if you only want color, turn off Direct and Indirect (unless you also want to capture the lighting) ii.If NOT MultiRes, click Checkbox for “Selected to Active” 1.Three options for specifying the baking area/constraint (Oven)… 1. Cage, 2, Extrusion, 3. Max Ray Distance (tutorial uses #2) a.If Cage (Surrounds bake source and target to constrain render area for logic of the bake to operate) i.Duplicate Low Poly for use as Cage… make bigger than both other meshes (rename this copy to Mesh_Cage) ii.Checkbox - Cage option iii.Use Eyedropper to choose duplicated low poly mesh that you are using as the cage b.If Extrusion just set value to something like .5 m c.If Max Ray Distance just set value d.Note: Normal map that is generated should only be on the purple/pink spectrum, otherwise, adjust Extrusion amount, Max Ray Distance, or Cage size and rebake 2.Unhide Both Meshes if hidden 3.Make sure that the Image Node that is the baking target is selected in the Low Poly Material 4.In Object Hierarchy, Select High Poly, then CNTL-Select Low Poly iii.If MultiRes, click Checkbox for “Bake from Multires” iv.Double check settings … click Bake 14.Shading Tab - Image Panel, preview Normal image 15.Hide High Poly to see Baked Low Poly 16.Play with HDRI and BSDF shader (see tutorial) to compare meshes 17.If you used MultiRes modifier, now that you are satisfied with the bake, go ahead and apply this modifier 18.Save the baked image to disk. HTab_Shading - Lower Left Image Preview Panel - hamburger Menu -> Image -> Save As… a.In the Node Editor - Image Node - Click on the Folder icon and point it to your saved image 19.Repeat baking steps (from 10 above) for each image type that you want to bake from High to Low, usually at least Normal, Diffuse(for Base Color)
@sandom_saddom
@sandom_saddom 5 ай бұрын
THANK YOU!!!!!!!!!!!!!!!!!!!
@taftphotography
@taftphotography Жыл бұрын
Very helpful Nemanja as usual
@3Dnot2D
@3Dnot2D Жыл бұрын
I'm glad that you like it.
@mertality2329
@mertality2329 7 ай бұрын
ThX
@tapikoBlends
@tapikoBlends 10 ай бұрын
thanks
@adamzeiun892
@adamzeiun892 5 ай бұрын
so smart 👍
@LafeSpace
@LafeSpace 11 ай бұрын
Nice
@megapixeler
@megapixeler 10 ай бұрын
One way to make this video extra useful (specially to newbies) is to explain a little more what you are doing and why, and not just explain how to do it.
@mrbcstewart
@mrbcstewart Ай бұрын
I found it really useful (as an intermediate Blender user) that you kept this as short as possible and explained the concise methods of getting it done. BlenderGuru is awesome if you want a full explanation of the why's (see Anvil tutorial)
@Danny-rp2hk
@Danny-rp2hk Жыл бұрын
Thanks this video is so helpful to all 3d artists
@3Dnot2D
@3Dnot2D Жыл бұрын
You're welcome.
@JJforYoutube
@JJforYoutube 9 ай бұрын
thank you i finally baked a normal map
@user-ll4on9my7h
@user-ll4on9my7h 9 ай бұрын
Texture baking is very important to learn.
@Hydr312
@Hydr312 6 ай бұрын
0:00 left high poly and right low poly. You can see it in the silhouette. The left one has way more structure/smooth the right one has harder egges.
@jungcave
@jungcave Ай бұрын
for some of you who will bake diffuse color from high poly mesh to simple 2d plane for texture atlas - dont forget in ouliner to turn off all render icons of the rest unbackable objects, because it may collide with your baked map )))
@Krakius
@Krakius Жыл бұрын
Thanks
@3Dnot2D
@3Dnot2D Жыл бұрын
Thank you!
@Jackson-bh1jw
@Jackson-bh1jw 8 ай бұрын
he never deleted the high version and always covered the low one, gg genious.
@kmanL3G3N3D
@kmanL3G3N3D 7 ай бұрын
Simple bake is a must have for Blender. It would help save time
@dertobbe1176
@dertobbe1176 3 ай бұрын
It probably could save time If there were an option in the remesh Systems
@Mohammad-t3m
@Mohammad-t3m 10 ай бұрын
The Garten of banban devs played this video in reverse lol
@WasifRBX
@WasifRBX 2 күн бұрын
Alternative title: How to bake rocks with minimal resources
@satriadiutama7010
@satriadiutama7010 11 ай бұрын
i cant believe this channel only have 3k subs, i thought some 600k
@3Dnot2D
@3Dnot2D 11 ай бұрын
Thanks. Maybe one day 🙂
@ninjutsu_bujin
@ninjutsu_bujin Жыл бұрын
Nice. 🙂
@3Dnot2D
@3Dnot2D Жыл бұрын
Thanks!
@kolper6799
@kolper6799 10 ай бұрын
We need to send this to that guy who made 70k polygon sandwitch in starfield.
@SayceBuckleyFreak
@SayceBuckleyFreak 9 ай бұрын
i loved that HDRI lol ! do you know which one you used?
@davestomper3428
@davestomper3428 10 күн бұрын
Hey Thanks for the information man this is super good to know Is this something you would use for like hard surface modeling or is it primarily used for Organic models?
@doeeman1
@doeeman1 11 ай бұрын
i love you
@kampkrieger
@kampkrieger 7 ай бұрын
you can tell which is which. Look at the edges (transition to background) the low poly version has uglier more clunky edges. This is important, that is how you know how far you can go with this. You example is still high poly enough that it does not become apparent enough to be a problem.
@vizdotlife
@vizdotlife 11 ай бұрын
Thanks for the tutorial! This is great. One question. You mentioned it was very important to switch to Cycles from Eevee. Does this not work in Eevee too, but of course lower quality?
@3Dnot2D
@3Dnot2D 11 ай бұрын
In order to bake normals you need to switch to Cycles. You can later use Eevee for render...
@AlisonReidMe
@AlisonReidMe 10 ай бұрын
Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.
@3Dnot2D
@3Dnot2D 10 ай бұрын
You're welcome 😊
@omiorahman6283
@omiorahman6283 5 ай бұрын
suppose i want to paint the rock do i paint the high poly and just transfer the color using normal maps or do i have to add another color image for the low poly and uv unwrap both high and low poly mesh
@feraspielt
@feraspielt 6 ай бұрын
This is the first tutorial which I understand with first try xD thanks! as my model has 20 million polygons, I still wait for the result^^ Hope it worked Can I display the baked texture in texture painting or vertex paint, so I could for example paint dino scales scale for scale in different colours? I have another question: in sculpting my model mirror is not 100% the same... Normaly I model the clay on the right side with X mirror... But the left side (the mirrord side) isnt exat the same.. its like you modeling the right side with 100% strengh and the left side just with 90% strengh. Do you know why this happens? its with every model i made
@milanzeeman4454
@milanzeeman4454 7 ай бұрын
I could also just use quad remesher from exosuit?
@starfoxdelta
@starfoxdelta 7 ай бұрын
Does this work for character models as well, or would another method be needed?
@grey3318
@grey3318 11 ай бұрын
Normal maps are witchcraft. Super helpful video though. Saving this one for reference.
@stevannikolovski
@stevannikolovski 5 ай бұрын
Seems like Multires bake way is faster and easier. Thanks for nice and straightforward video.
@deltagaiya7681
@deltagaiya7681 7 ай бұрын
Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?
@3Dnot2D
@3Dnot2D 7 ай бұрын
Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM
@KidamaruDesigns
@KidamaruDesigns 2 ай бұрын
In fact, it's amazing why such a basic tool as baking can't be made easier. Conditionally, you do low and high. Click bake, make small settings in the window that appears and bake occurs with automatic binding of normal maps to the low model. Baking one object is still OK, but if there are 20 such objects, it's terrible.
@YannHubert
@YannHubert 18 күн бұрын
Hy, very great tuto (i just begin with photogrammetry). Your solution is very helpful but how to export this amazing rendering in glb or obj format ? Thank you for your answer :)
@DianaProbst
@DianaProbst 7 ай бұрын
My muddy rock is now a shiny low-poly meteor!
@mr.j7899
@mr.j7899 9 ай бұрын
I think you can optimize it more by manually doing retopo. 1.2k tris is still a lot as a rock. But important thing is you demonstrated the worflow. Subbed!
@pumpkinpiecrust8435
@pumpkinpiecrust8435 7 ай бұрын
Geniunely wondering where manual retopo fits into this workflow. Would you do it instead of the decimate? Do it with a fairly high poly count just to have nicer topology (not necessarily more optimized just cleaner to work with for UV's and such) and THEN decimate it? Im curious
@mr.j7899
@mr.j7899 7 ай бұрын
@@pumpkinpiecrust8435 I do both. I decimate in ZBrush then place it in Maya for retopo. Great for creating assets for games. You just gotta know how to UV unwrap properly.
@thomassilvestri4434
@thomassilvestri4434 11 ай бұрын
Does this work well with characters, or do you need to strategically retopologize and seam for unwrap.
@3Dnot2D
@3Dnot2D 11 ай бұрын
Depends on a character. It can work. But you should always have a good low poly topology and transfer details on that one.
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