Looks very yummy, nice work, thanks for show the process.
@divya.khapne4 ай бұрын
really helpful. Can you please let me know how to make the peeled lid?
@IvinNayaYoesel3 жыл бұрын
wow some very neat techniques Mr.Liang, I would be looking forward to experimenting with some of them in my future projects :)
@aleksanderk56953 жыл бұрын
Nice one. Thank You.
@Opuntiaindica17 күн бұрын
Hi, how did you make the waves tilable? I can get them to merge like yours.
@pavitrajain8311Күн бұрын
end pointsw should be in same line
@H53. Жыл бұрын
Is it okay if I learn from this, and make a course on how to make a noodle cup?
@GhoulSoulToll Жыл бұрын
What did the cycles renders look like?
@santiini5154 Жыл бұрын
Incredible work. Thank you for showing the process. Though I would love a more detailed tut since I can't even achieve the simulation
@adrian6216213 жыл бұрын
Hi just a quick question on UV wrapping after marking the seams, how did you get the uv to curve around the product label? The only thing close I've gotten was using cylinder projection but it doesnt curve around the product label? Thanks!
@KenLiang3 жыл бұрын
The unwrapped UV should be curved by default if your cylinder mesh(cup) has a lower diameter at the bottom. The only reason I could think of in your case is that the cylinder is perfectly straight from top to bottom?
@사이프러스CyPress Жыл бұрын
The attraction of the objects to each other creates a concave curve between the noodles and the broth. The curvature is concave, allowing more light to be reflected and making it easier for highlights to appear. It is important not to overlook these details.
@nhamquyvuong2111 Жыл бұрын
how to add the imagin in bruh?
@mirotankian84432 жыл бұрын
dude if I were you I would definitely make a tut video for that. you could get lotta subs.
@nicosci70093 жыл бұрын
Hi, The noodle gets distorted when I simulate, the noodle's surface becomes uneven. Self Collision distance is at .1 cm and scaled larger than what you did in the video. I tried with a 40K+ and 7k+ vertices noodle and still get distortion. Did adjust anything in Stiffness and Damping?
@KenLiang3 жыл бұрын
Did you enable internal springs?
@Birkkromann2 жыл бұрын
@@KenLiang I have the same problem and I have enabled internal springs. I've tried both with the standard settings and also tried increasing the tension and compression.
@pavitrajain8311Күн бұрын
@@Birkkromann have you find any solution
@BirkkromannКүн бұрын
@@pavitrajain8311 yes, I changed to Cinema 4D instead 🙈
@EvanMapleMaggot3 жыл бұрын
Sir, i have a question. When i convert curve to a mesh it becames subdivided a lot. And my cloth simulation becomes 0.00001fps for only one noodle. Unsubdivide makes bad results to a mesh. Is there any chance to control number of subdivisions when converting?
@KenLiang3 жыл бұрын
Tune down the curve's resolution (in object data properties) before you convert it into a mesh. If you have a subdivision modifier, remember to only apply it after you convert it into a mesh, not while it is still a curve. Generally, the heavier your geometry, the longer it takes to simulate your cloth. So try working with as minimum geometry as you can and only refine it with subdivision modifier after the cloth modifier.
@EvanMapleMaggot3 жыл бұрын
@@KenLiang thanks a lot!
@jurepog3 жыл бұрын
Very cool! How much time did this take you alltogether? Not the vid, but the modeling and setting up to render.
@KenLiang3 жыл бұрын
Thanks! All in a day's work if i recall correctly.
@jurepog3 жыл бұрын
@@KenLiang wow, that’s great! Would you recommend any classes or tutorials to learn intermediate blender modeling? I am just starting but have the bases down since I have worked with other softwares so I had some idea.
@KenLiang3 жыл бұрын
@@jurepog i would suggest familiarizing yourself with blender's modifiers. Coming from softimage xsi myself, i think this is the biggest difference in modelling approach when it comes to blender.