You can now get all tutorial project files on Gumroad (as soon as I upload the rest of them), for free. maxedge.gumroad.com/l/bulletholes If you're feeling extra generous, you can support me there as well! Also, I'm listening for feedback on how to improve these tutorials, so please let me know if you need more detailed explanations, or what you might want to see more of :)
@neilmarshall50872 жыл бұрын
More of the same thanks... Original and brain breaking. One suggestion for future tuts. Objects impacting other objects. Hopefully both hard surface and organic (with rebound) versions. So random shapes (say a car corner) making its own shape into a wall. Or a fist making its own shape in an opponents cheek - which then slowly reforms back out. Stick with this format - assuming we already know the basics. There are plenty of noob level tuts, but not many intermediate ++. An occasional 'this node can do these things' tut at your usual level would be fantastic. TIA.
@fatal5102 жыл бұрын
Man you've come out of nowhere in the blender community making some very high quality tutorials showing some advanced stuff. Are you a industry professional?
@elliotmarks062 жыл бұрын
I know. I just found him from a reddit post!
@fairyflosslord72 жыл бұрын
dang your content is so good and unique too ive been subscribed for a little bit now and honestly i can tell youre going to get big in the blender community :3
@ESD80002 жыл бұрын
love the fact you circumvented having to subdivide the entire mesh alot for this effect to work by dynamically adding topo, really lightweight and flexible
@MaxEdge4202 жыл бұрын
The mesh boolean is still 90% of the node time, but there's no circumventing that.
@ESD80002 жыл бұрын
@@MaxEdge420 yeah, but it means this effect can be put on virtually any mesh without having to compromise on general polycount at all - really handy not having to subdivide an entire tank model for a few bullet holes here and there, which i think is worth alot
@blendercomp2 жыл бұрын
Man I was completely lost before the 10th minute, what a gem of a tut this is! :) You've explained both the theory and the node setup, which is awesome. Thanx 4 your hard work, you've just earned a subscriber!
@BlenderFun_2 жыл бұрын
just a real amazing great tutorial with (!) easy to understand explanations (and that is really rare on yt)!!! Keep on doing such great work!!!!
@smepable2 жыл бұрын
This is insane. Youre a Genius.
@NaveenMadhavan-Tech3 ай бұрын
wow.. you just blew my mind...
@cptairwolf2 жыл бұрын
Wow this is amazing, would be perfect for a game I play called War Thunder. Seriously this is the kind of tech I would have always expected next gen shooters to employ.
@SRGSERIES4710 ай бұрын
thanku for existing sir
@jarvislu92422 жыл бұрын
your work is just absolutely amazing!
@dimitrilalushi46938 ай бұрын
The way you produce new geometry on a mesh can be used, maybe, even in making smooth transitioned booleans. There is already an addon doing something so, it is called 'Bevel after Boolean', but it would be good to have other such addons (which use different methods). There are tools achieving smooth transitioned booleans in some 3D apps (Modo's 'Mesh Fusion' is the best, maybe, example), it would be good to have a variety of such tools in Blender too.
@dantab24072 жыл бұрын
Just one word....wow !!!
@Cm1pro Жыл бұрын
Transfer attribute is sample index now, in in new vers. of blender
@donev_2 ай бұрын
Thanks!
@craigbaker63822 жыл бұрын
Cool, looks very good. My brain cannot begin to imagine how the logic of these GEO NODE trees are created but it is nonetheless entertaining to see you explain the process of deriving the solution to arrive at a goal geometry with the right material look as well. Is there a way to make the nearby bullet protrusions be basically parallel? Unless the gun firing the bullets is where the origin was you really want all the cylinders to be essntially parallel or at least their orientation to be as distant point from the surface of the object you are putting the holes into. The bullet paths would have originated at a point relatively far away (just generally). Is there a way to orient the cylinder protrusions based on a selected distant gun muzzle point?
@rudypieplenbosch67522 жыл бұрын
Amazing tutorials, great stuff.
@NikolaevAlexander2 жыл бұрын
Thanks man, awesome stuff!
@chikiscc12 жыл бұрын
Amazing!! 👏🏻👏🏻
@BlenderFun_2 жыл бұрын
i have a question: couldn't you at 7:06 just take the "intersecting edges" from the boolean output and put that in the extrude selection instead of the realize inst+proximity+less than node? wouldn't that be the same?
@TechnoNoodle2 жыл бұрын
damn you are blasting out tutorials! very good and unique stuff c; you think this and the rip & tear tutorial are also applicable on characters? like have two creatures claw each other?
@nurb2kea2 жыл бұрын
A bit hard to follow as a beginner, but that's the reason for the replay button.:-) Very nice explained. Thank you very much.
@WW_Studios2 жыл бұрын
Another epic tut! Thx!
@colinyan7422 жыл бұрын
hei!So cool! thank you very much!
@ZackMcTee-mi7xq2 жыл бұрын
Getting stuck at 2:32 because it seems Blender has updated a lot of the nodes. Any help or updates?
@keithkool2 жыл бұрын
This is awesome
@scottlee382 жыл бұрын
That. is. crazy!!
@noc2_art2 жыл бұрын
Awesome stuff!!!!
@SinOfAvarice2 жыл бұрын
I understand how stretching can be an issue with image textures, but would it still be a problem with a procedural texture?
@Ihor.Savaryn2 жыл бұрын
💪🔥👍🚀
@mamadshonazaramonov30102 жыл бұрын
Going to add bullet holes to every object in my scenes, for extra realism )
@mamadshonazaramonov30102 жыл бұрын
Thank you so much for such a useful tutorial. Seriously, it's great. Your explanations are just awesome!
@jimmac2 жыл бұрын
Already lost I look at where I am in the video. Still 70% to go. Some of us are not cut for this, despite the nice vector math explanations ;)
@NikitaBukoros6 ай бұрын
Is it possible to use it on closed mesh? i`ve tried with a cube but it tear the back side and create mess
@xxxxxx-cd4vt2 жыл бұрын
Good job man
@mahabbat19602 жыл бұрын
They said all of my thougts in comments) thank you)
@mke3442 жыл бұрын
Nice!
@eastrasmann2 жыл бұрын
Awsome.idk If you take fan suggestions for either SFM or Blender but using the Kenny season 2 model from the walking dead could plz do either a mellee weopons slashing or whacking battle scene of Kenny with baseball bat or axe or sword or dual wield weopons, vs multiple zombies or a short fist fighting punching kicking slamming elbowing kneeing slamming into objects short combat animation of Kenny absolutely destroying zombies in combat animation. Search up Kenny player model and NPC in the steam workshop.😁...
@brunoriyuoficial2 жыл бұрын
Good
@Praikozhyra Жыл бұрын
can i add this to cloth simulation?
@gumballegal2 жыл бұрын
subbin just for hat pfp alone
@overlordthe7th9812 жыл бұрын
why not use the raycast node?
@MrRainbowCalendar2 жыл бұрын
thnkuUU!!!
@KDawg50002 жыл бұрын
My UV looks good in rendered view, but when I actually go to render it, it's all messed up/stretched. Any ideas what would cause this? I'm rendering in Cycles/GPU Compute. Thanks! UPDATE: I just had to subdivide my mesh and it works now. I was using a single 4 point plane. (I'll leave this here in case anyone else runs into this)
@KDawg50002 жыл бұрын
Here's my final result. kzbin.info/www/bejne/pn69goppj8yapNk