Hey, I just wanted to say that I'm a huge fan of your style and form of explaining things in Blender and I would definitely be interesting to see some kind of paid extensive course on creating assets or scenes. Have you thought about it? :) Have a nice day!
@josephburgan3D Жыл бұрын
I feel like this should be pinned 🤷
@SubrosaRose10 ай бұрын
I have to ask do you triangulate only in Blender or you should also do that for Substance Painter?
@the_Winecube_Collective Жыл бұрын
you might've made the most helpful texture baking tutorial I've ever seen for blender. thank you
@SeanLewisArtistry Жыл бұрын
Great tutorial, just one note though. When channel packing, something I've seen more often is the ARM order; it's simply the order correlation between RGB and the metallic, AO, and roughness. The ease of memorizing the acronym ARM is probably why it's used more often for industry standards. It's often just called an ARM map. ARM->RGB (AO to red | Rough to green | Metallic to blue).
@rileyb3d Жыл бұрын
Love it! Great note. As long as the roughness is in the green channel. Apparently green has the best compression and preserves more data for roughness, which is often the more complex map of the three. I love the ARM abbreviation. I'll remember that one!
@ChrisD__ Жыл бұрын
I usually see it abbreviated as ORM in game engines. Godot has a built in material option specifically for handling ORM PBR materials out of the box.
@Tertion Жыл бұрын
Just use what satisfies your need. For example, for those assets that I want to have more ganular controls in-engine, I make a specific ACG map (Ambient occlusion, Curvature, Grunge) for procedural stuff.
@Tertion Жыл бұрын
@@ChrisD__ Its exactly the same but use O for "Occlusion" instead of A for 'Ambient occlusion".
@BlenderUnreal Жыл бұрын
ARM!!! thank you. this is easy to remember!
@FlooferLand Жыл бұрын
It's INSANE how many useful tips you've managed to fit into this one 10 minute video. Genuinely, I've been doing 3D modeling and game development for years now and I haven't been able to learn or figure out most of the stuff in this video.
@SarahsPortfolio Жыл бұрын
dude that channel packing tip is genius
@rileyb3d Жыл бұрын
It can be a real optimization save! Someone mentioned this here already, but I'll make mention again. In the video I did MRO (metallic, roughness, occlusion). It's worth mentioning that what looks to be the more common method is ARM or ORM (occlusion, roughness, metallic). Might be worth mentioning if you're looking to pick up habits that are a bit more common.
@WelhamGaming Жыл бұрын
Very helpful, baking is always a pain in the butt. The sharpen trick is really nice too!
@rileyb3d Жыл бұрын
Thanks! I didn't have time to cover it in this video, but "simple bake" is a great addon to streamline the baking workflow in Blender.
@Toskyval Жыл бұрын
@@rileyb3d I've followed every step of the map sharpening part (fresh Blender 3.6.2 install) and yet the diffuse map doesnt get affected by that filter node whatsoever I do. Any suggestion? Found the solution: inside the Image Editor I was (wrongly) selecting the baked texture instead of "Render Result" (after that I also connected a Viewer node ||| along with the Composite node ||| to the sharpening filter node)
@robertmayster7863 Жыл бұрын
You can also pack ambient occlusion into the tangent space normal map by simply scaling the normal by AO. You wouldn't even need to unpack it, because any lighting calculations would inherently scale with the dot product of the normal as long as you don't re-normalize it. Some game engines can be tricked by that and effectively give you AO without specifying an AO map or using an AO capable shader at all. Also, for very flat, shiny surfaces (polished coins, mirrors etc.) an 8 bit per channel normal map doesn't cut it because you see banding appear in the normals. In that case, you can just pack nX and nY in a single texture, but use two color channels for each, effectively making it a 16 bit fixedpoint value. The z-coordinate then has to be recovered by sqrt(1 - nX^2 - nY^2) Keep in mind that your baked texture don't all need to be of the same size. While it maybe tempting to bake AO together with metalness/roughness, there are many cases where you need a much higher resolution for metalness than for AO - so it would make sense to factor out the AO map or use the above trick for baking it into the normal map. If your textures are more of a cartoonish flavor where you have lots of sharp stylized features, make sure that all straight lines in your texture run parallel to the image borders in UV space - even if that means a sub-optimal UV unwrap. If any high-contrast lines in texture space run at an angle, you wll see magnification artifacts in form of the well known "vasarely squares". These don't show up if the magnified line is straight in texture space. With clever texture layout, you can completely eliminate those artifacts and get away with a very much reduced texture resolution. Lastly, you may want to check whether your engine supports object space or even world space normal maps.Tangent space normal maps are actually meant to be used for animated objects or in case you need to apply a repeating pattern to a non-planar surface. You don't gain anything with tangent space normals when you're baking them and your object doesn't animate or deform. In those cases, object space normal maps are way faster because they don't need the engine to set up a tangent space frame at every vertex. They also don't suffer from any tangent space related ambiguities like texture space winding order, degenerate UVs or topological singularities.
@Olivman79 күн бұрын
Man, this is a lot of useful stuff. D'you happen to have a blog?
@bank8489 Жыл бұрын
wow was this one of the best game asset tutorials on the internet. great job.
@rileyb3d Жыл бұрын
Thanks! That's great to hear.
@Methylviolet3 ай бұрын
Holy moly this is one of the best tutorials I've ever seen. Beautifully clear, not too fast or slow, and exactly what I wanted to know with no filler. Thank you!
@GM-hb1vr Жыл бұрын
finally a gamedev related video, this might be the most useful video you've ever done on this channel.
@krunkinheimer Жыл бұрын
something about a good optimized mesh is just so beautiful to see
@PhotiniByDesign Жыл бұрын
Channel Packing is something that always confused me, I could never get my head around it, but this explains the process perfectly, thank you.
@rileyb3d Жыл бұрын
Thanks for checking it out! I don't know if I can post links here, but if you google "what is channel packing maartenhof" you'll get a really excellent article to read up more on.
@aresnir2725 Жыл бұрын
This model can be optimized for a game even more, removing all greebles and grids and translating them to baked normal map. It will look just the same as with actual geometry. For open grids alpha channel transparency can be used. Also, baking 2K maps is much faster than 4K.
@nerro984 Жыл бұрын
One tip, you can denoise a noisy ambient occlusion using the compositor, much like using the diamond sharpen node, just with the denoise node instead. Another thing that I like to do when using the compositor to edit an image is to plug the result to the compositor viewer instead of render output. This way I don't have to set the render resolution the same as the input image, altough it does need a bit of extra step after pressing render, and that is switching the view to viewer node.
@hintze_r Жыл бұрын
I think this is one of best videos I've seen about baking. Thanks for sharing!
@rileyb3d Жыл бұрын
Thanks! Just watched some of your KZbin stuff as well. Loved the aesthetic of your "moving meditations" submission. Thanks for watching.
@hintze_r Жыл бұрын
@@rileyb3d Thanks a lot for stopping by, I truly appreciate it 🙏
@AndyBegg Жыл бұрын
That sharpen trick is really great!
@rileyb3d Жыл бұрын
One of my favorites! It might not be appropriate for every style, but I find it especially useful with grungy/realistic assets.
@BrassPetals3Voices Жыл бұрын
Fantastic video! This baking info will help a lot. Your approach to showing and not just telling is great. If you were to get a chance to do so, a similar approach to explaining your procedural texturing would be a dream vid for me. It’s a struggle sometimes!
@ramanrafiq7888 Жыл бұрын
The texture bake explaining was so well and easy thanks alot!
@zallesyn4686 Жыл бұрын
golden production level, down to the point, well written, understandable. good
@Q1w1N Жыл бұрын
Bunch of DOPE tricks. Thanks ❤
@samgoldwater Жыл бұрын
Super lucid, expertly delivered - thank you Riley!
@rileyb3d Жыл бұрын
Thanks for coming by to watch!
@creeyuwan2733 Жыл бұрын
Hey Riley ! Wow ! Thanks for this ! I will definitely consider, buying this course from you, when i want to get serious with modeling myself. Much expertise of yours, going into these 3 Minutes of video! And it's nice and quiet at the same time. No music, that would cover your valuable explanations. Thanks a lot. Greetings from germany, europe, earth 🌏🥰
@Sh-hg8kf Жыл бұрын
6:25 Here, why do we set it to emit instead of diffuse? Isn't diffuse specifically for the base color?
@next1291 Жыл бұрын
Just something i wanted to mention regarding the cut tool you used at 0:59 i always use the edge collapse and delete edge loop to terminate loops where possible, there are some clicks to be saved, those work fine instead of the cut tool for the kinda thing you were doing in the vid :)
@SianaGearz Жыл бұрын
The antenna junction above flat surface introduces possible surface Z-fighting. Separate high detail grill insert introduces T-Junctions, so it's best to extend it somewhat so geometry pieces overlap and obscure a crawling dots line, but that too can cause Z-fighting. It depends, sometimes in a game engine for a given game design it may be impossible to set a suitably far nearplane to suppress Z fighting well enough, it would necessitate modelling which isn't prone to these issues, where the topo is cohesive. On the flip side no game engine ever objects against triangulated, decimated models. The quad topology is for your modelling/modification purpose only, and there are topos which are not editor friendly but render absolutely beautifully, think icosphere sections. Oh also long skinny polygons kill ROP bandwidth. If you are triangulating a circle, and really care about its bandwidth consumption (you don't always care), make a big triangle in the middle and arrange smaller ones around it, this way the bulk of the area has no quad overhead. Rendering occurs in 2x2 pixel quads, where whether 4 pixels are occupied in a given triangle or just one pixel, it takes the same time, so it pays to minimise total polygon perimeter and populate the bulk of the area with few polygons.
@symaplasym3441 Жыл бұрын
Will there be a tutorial on this TV? A very interesting part of the procedural texturing of this prop.
@Achelon Жыл бұрын
Wow, I've always used the selected to active trick, never knew this way. Subscribed!
@Dianaranda123 Жыл бұрын
Finnaly! someone explaining this how to bake a Texture.
@rileyb3d Жыл бұрын
I'm glad it was helpful! I also love the "simple bake" addon in Blender. It takes the process I just showed, but makes it even faster and more intuitive. For this video I wanted to make sure the foundational principles are there, so I showed it in vanilla Blender.
@Dianaranda123 Жыл бұрын
@@rileyb3dWhich is fantastic because i have been trying to get how this work for years now. Seeing as i ended up just using Substance Painter instead. While i wanted atleast some of the node stuff to also go onto Substance Painter as texture, just never managed to get how baking works.
@danabu-reish8743 Жыл бұрын
Yesss, I can finally use my procedural mats in peace. Thank you!
@davidgardener1152 Жыл бұрын
super useful video! thanks so much
@rileyb3d Жыл бұрын
Thanks for taking the time to watch!
@nahoj.2569 Жыл бұрын
Excellent and concise video.
@rileyb3d Жыл бұрын
Thanks! I do my best to cut the fluff in my videos. I'm glad it's appreciated.
@displaced_vertex Жыл бұрын
The most useful video for 3D artists!
@wespenwald1297 Жыл бұрын
Finally something on game assets again! Wonderful video :)
@mousemadecontent2126 Жыл бұрын
Very nice tutorial - thank you very much for sharing :).
@rileyb3d Жыл бұрын
Thanks for watching!
@wafi5576 Жыл бұрын
this is super useful. would love to see more like this
@rileyb3d Жыл бұрын
Is there a particular topic you have in mind? Or would you just be happy to see more game dev or asset creation content in general?
@ChillieGaming Жыл бұрын
@@rileyb3dGame dev asset creation techniques please.
@wafi5576 Жыл бұрын
@@rileyb3d i liked this video because it showed me a bit of workflow and it looks really profissional . to answer your question i would say i want to see more detailed look into assets pipeline whether its characters, assets or any other field in 3D.- i say this as one who is very decent in modeling and texturing. but in a real work situation i would total be a noob.
@Zev_Reef Жыл бұрын
Thanks, as a self punishing perfectionist I wrongly thought a model had to be made from one watertight perfect quad mesh. I should unlearn thinking like that lol.
@rileyb3d Жыл бұрын
I'm right there with you! It's taken me a while to accept the reality that I'm better off just disconnecting parts. Once you get the hang of it I think you'll love it. It's a much more forgiving way to go about modeling.
@Dianruakrhakakks Жыл бұрын
Use the correct words. It's separate meshes not objects...if you separate objects it means more materials, which makes the game laggy. Separate mesh not objects!
@Zev_Reef Жыл бұрын
@@Dianruakrhakakks I understand what you mean but I was not referring to blender objects, just a 3d mesh in general And you forget, separate objects can all share the same material and UV. (In Blender)
@zhulikkulik Жыл бұрын
The basic idea is “do it as it is IRL” It's better to have 6 stretched cubes for a simple table than trying to merge legs with frame and top. For the most part - it's both easier and better to make a model out of its parts than it is to model it as one piece. You don't get to mess with topology as much, you can unwrap easier and you can quickly make variations of your model.
@Zev_Reef Жыл бұрын
@@zhulikkulik Ye true
@nahum9537 Жыл бұрын
It was very helpful, and Baking increases performance.😉
@camkayoКүн бұрын
This video was amazing thank you!
@RedHedDes Жыл бұрын
Great video! Thanks.
@OXYPLIK Жыл бұрын
insane cool ! thank you !
@vectordexter5393 Жыл бұрын
Loved the sharpening tip, thanks
@Ahtisham Жыл бұрын
I would love to see a course or tutorial maybe on how you did the texturing, because i am always interested in how someone would make something like that without using Substance Painter
@3dLapso_English9 ай бұрын
Really great tutorial, thanks for sharing!
@ThadeousM Жыл бұрын
Perfect thank you!!
@vikaskumar-lr4cn Жыл бұрын
amazing tutorials you have shared thanks a lot CG Cookie🙏
@Xavy2ko Жыл бұрын
Awesome Tips!
@kevlargames1860 Жыл бұрын
You can also make the vents a 2d plane with a transparent texture like they do with fences
@SianaGearz Жыл бұрын
Just make the vents pure absobent black, not even transparent.
@kevlargames1860 Жыл бұрын
@@SianaGearz true! I guess at that point it comes down to how much detail you want
@SianaGearz Жыл бұрын
@@kevlargames1860 and how robust your systems for lighting etc are, since we're taking interactive rather than production class rendering. Because there's a high likelihood that the inside of the TV even if it were fully modelled won't be correctly lit, with some light spilling where it shouldn't and showing wrong directional cues and just looking weird.
@kevlargames1860 Жыл бұрын
@@SianaGearz yeah that’s true too if it where like a product demo then totally have some extra detail but if it’s a real time render then chances are players wouldn’t look that deep into detail so might as just use the black background in most cases
@SolarTara Жыл бұрын
Would love to add this isn't the only way to optimize for games! There is trim sheets, texture atlases, & tiling textures that can also greatly reduce draw calls and texture memory usage. Those of you wanting to dive deeper should look into those concepts as well! It's counter intuitve but sometimes when building larger scenes its better for an object to have 4 different materials on it (yes that increases draw calls) but its countered by the fact that 50 other objects in the scene also use those same for materials. Thus reducing the total drawcalls for a scene rather then every small object using their own materials / baked textures
@Olivman79 күн бұрын
Any reading material you'd recommend for trim sheets? Do you know whether they're ever used with megatextures?
@masimyildiz Жыл бұрын
Thank you, great tips. ❤
@alessandromarostica7767 Жыл бұрын
Awesome Tut!!! Thanks!
@sebbosebbo9794 Жыл бұрын
great short Tips. thx... renderer Cycle baking settings is also big impotant part and hassle spot ... color space too...special f. beginners... hope you can bring light to that too
@tannguyenvan8546 Жыл бұрын
That's great tips... thank you guys !!!
@noname-name_no Жыл бұрын
Thank you!
@alexvith Жыл бұрын
I was totally unaware that you can use one image, copied over multiple materials, to bake each separate material into a single map. My process would have been to copy the object, create a new material for the new one, and then go for a Selected to Active baking method (which I notice it sucks most of the times).
@rileyb3d Жыл бұрын
Yes! Valuable feature; however, like a lot of Blender features, it's not extremely obvious.
@alex-qn5xp Жыл бұрын
@@benhunter8551 They could make some UI tweaks to make it more intuitive but I think the process is pretty easy already.
@vladimirpetrusev3480 Жыл бұрын
@@benhunter8551 really? nice, where can I find the addon. and is it for free?
@ChillieGaming Жыл бұрын
@@benhunter8551or just use substance painter/designer to bake. They are very cheap. 20 dollars per month and u get both of them with 3d sampler(*it's single photo to pbr material AI is really good specially if u have an nvidia RTX series card.
Жыл бұрын
How important is it to create a high poly model first and then baking from that? Especially for the normal maps, that should give better details in the final model
@TacticsTechniquesandProcedures Жыл бұрын
3:14. Makes total sense. I can work much faster with meshes separated but on the same UV.
@rileyb3d Жыл бұрын
Absolutely! I still make bad decisions on where to separate and what to leave unified, but I feel like those are the decisions that improve with practice.
@herbertpimentel6 ай бұрын
OMG this is insanely good
@SrujanRaghavendra-y9h9 ай бұрын
I request you to make a detailed procedural texturing tutorial of this Television set.
@Bizzomephisto11 Жыл бұрын
thank you for this.
@Ajasmm02 Жыл бұрын
Expecting more videos related to Game Dev.
@GoopyGoblins Жыл бұрын
the sharpen part... is so damn smart...
Жыл бұрын
Beethoven, 7th Symphony, 2nd Movement at 00:42 ? Good video ;)
@HollowsDarkness10 ай бұрын
For the vent, would it be better to make an alpha channel with it and just kinda "cut" out the vents and just make it all a texture?
@garchu3214 Жыл бұрын
first time hearing about channel pack
@rileyb3d Жыл бұрын
Someone mentioned here already, but I'll bring it up again. In the video I did MRO (metallic, roughness, occlusion, in RGB order). It's worth mentioning that what looks to be the more common method is ARM or ORM (occlusion, roughness, metallic). Might be worth mentioning if you're looking to pick up habits that are a bit more common.
@dougieladd Жыл бұрын
Good tut!
@vikaskumar-lr4cn Жыл бұрын
please could you make tutorial on how you textured this model
@RaveYoda Жыл бұрын
Wow, so good!!!
@Sniper-nj2kf15 күн бұрын
Good video mate
@omeizasanni Жыл бұрын
Please can you cover how you textured this model
@ApexPredatorM822 ай бұрын
How to bake displacement textures please can you guide
@realdotty5356 Жыл бұрын
That model is insanely realistic
@masoudlpm Жыл бұрын
Great tutorial, Thank you.
@Tertion Жыл бұрын
Nice, there is not enough Blender to game engine tutorials out there !!
@rileyb3d Жыл бұрын
Thanks! Hoping to change that.
@VJK1029 ай бұрын
Nice tutorial. Just didn't get the point of baking the color as an emission texture instead of a simple diffuse one
@sanchitsinghal3111 Жыл бұрын
Hey loved the video, mind sharing the texture file?
@richardforthrast8508 Жыл бұрын
Are the topology changes necessary if you are using nanite in ue5?
@BrunoZerone Жыл бұрын
wow, that was really easy to digest and insightful. Thanks a lot. I'm saving this for future reference hehe
@rj_enoz Жыл бұрын
Notes : 1. Localize geometry : Add edition geometry but only near it. 2. Dissolve the edge that does not affect the silhouette contribution 3. Break up the mesh to not include more geo 4. 1 Single Material less draw call Safe Practice : After triangulating, Texture Baking. Channel Packing = R,G,B Different = Metal, Roughness, Aimbient Occlusion 8:42 Blender Compositor : Color Management standard Compositor Filter node (Diamond Sharpen .5)
@silveira3dmarcos7 ай бұрын
Amazing!!!
@aliakbarzade230 Жыл бұрын
Doing it this way doesn't require you unplugging metallic node. Cool.
@rileyb3d Жыл бұрын
Yeah, since we're isolating the diffuse (as far as I know), metallic will not interfere.
@f-man3274 Жыл бұрын
2:12 wow, how did you move that so precisely and fast?
@rileyb3d Жыл бұрын
I answered this in another comment, but I'll copy paste it here: In the snapping menu (next to magnet icon on the top of 3D viewport) you can enable "face project". This will snap to the face of an object. You can also hold down shift to combine a few snapping methods. I usually have vertex, edge, and face all selected. Turn on snapping by pressing the magnet icon, or temporarily turn it on by holding Ctrl. I used Ctrl in the video to temporarily snap to the face.
@f-man3274 Жыл бұрын
oh, thank you very much dear sir@@rileyb3d
@pawnix4122 Жыл бұрын
This is good, but also very time consuming. In Substance, i can just paint and export and the softqare does all the manuall stuff for me. I like that this stuff can be done solely in Blender to a VERY high quality.
@ChrisD__ Жыл бұрын
You should probably make sure you bake the data textures as linear and not sRGB, they will break or just be generally worse quality in your game engine otherwise.
@sebbosebbo9794 Жыл бұрын
is this a node setting... f.e. normal baking change this setting even too non linear..? or Im wrong...is it a color space or render setting change ..!
@SolarTara Жыл бұрын
sRGB is perfectly fine for colour maps, and when saving out other maps like AO, Roughness, or packed ones, etc. You use TGA or similar file format that by default isnt sRGB. Than within the engine you just have to make sure that they do not use sRGB for those maps. Unreal engine detects Normal and packed images on its own
@ChrisD__ Жыл бұрын
@@SolarTaraYeah I forgot to specify that I was talking about the textures with just data in them.
@ChrisD__ Жыл бұрын
@@sebbosebbo9794 The setting appears both on the node & texture in the image editor. It's not your render color space, just the color space for that texture. You have to rebake for it to take effect.
@rikkasummer2784 Жыл бұрын
please make more game creation using blender....because i am quite interested in this development recently
@guilhermepctm2244 Жыл бұрын
What is the music in the end of the video?
@benas763 Жыл бұрын
But why triangulate? Is there some benefit from keeping them all quads ?
@BainesMkII Жыл бұрын
Game engines will automatically convert everything into triangles, but automatic conversion may not split a quad the way you would prefer. If you handle the triangulation yourself in Blender, then you can look for and fix any such issues. For example, any quad that isn't perfectly flat will either "bend in" between one pair of opposing vertices or "bend out" between the other pair. This will affect how the quad is shaded, which can lead to visual artifacts when the choice a program makes for the "bend" doesn't match your intended shape. You can even notice this kind of undesired shading artifact when working purely with quads within Blender, as Blender itself has to pick which way to "bend" a quad in order to display it onscreen.
@berkulas52072 ай бұрын
Grills also could be bake too
@Nenoe721 Жыл бұрын
Thanks for this! Just one question, do we triangulate before unwrapping or just before baking (thinking UE auto lightmaps matching so those verts in such don't change down the line.).
@rileyb3d Жыл бұрын
I unwrap before triangulation. When modeling from quads with edge loops, it's much easier to set the seams before triangulation. I haven't personally had issues with this workflow.
@jannraquitome84952 ай бұрын
What if you have to turn a high-poly mesh to a low-poly one?
@donniebrasco4871 Жыл бұрын
Tooop....Thank you!!!
@Aws-graphics Жыл бұрын
and how do i use the channel pack in the game engine?
@fellastout Жыл бұрын
So you export 4k maps but use 2k for game engines? If so, how does the quality of the image hold up? Does the sharpening tip you shared come through when scaling down the image or does it depend which image format we use (jpeg, jpg, png...) when baking and saving?
@MakotoIchinose Жыл бұрын
2K resolution still generally hold up well, and you can add detail texturing in the game engine. Idea being blending the base textures with scaled textures for the micro details, helping to hide the pixel interpolation upclose.
@kopfdertoten4663 ай бұрын
Nice!
@TroublingMink59 Жыл бұрын
A few tips, don't bake your channel packed map, or any map besides base color, as sRGB, you want those to be linear textures, or you will get incorrect results in game engines. Also, why did you bake a normal map without a parent mesh to get normal data from?
@Mechanoid Жыл бұрын
how did you slide that antenna ontop the surface that fast? I'm doing it manually and it's not perfect even.
@94RS Жыл бұрын
surface snap
@rileyb3d Жыл бұрын
In the snapping menu (next to magnet icon on the top of 3D viewport) you can enable "face project". This will snap to the face of an object. You can also hold down shift to combine a few snapping methods. I usually have vertex, edge, and face all selected. Turn on snapping by pressing the magnet icon, or temporarily turn it on by holding Ctrl. I used Ctrl in the video to temporarily snap to the face.
@GAL0PERID0L0 Жыл бұрын
Ничего не понял, но очень интересно!
@nahoj.2569 Жыл бұрын
I'd like to know the name of the music used in the video.
@rileyb3d Жыл бұрын
"Inevitable" by Risian
@nahoj.2569 Жыл бұрын
@@rileyb3d thanks
@bilal-c6x Жыл бұрын
It's Awesome
@jfun300 Жыл бұрын
strange music at the end... oddly inspiring
@jamesmccallum1248 Жыл бұрын
Amazing tutorial - But for the love of all that is holy, WHY THE MUSIC???? ( still subscribed fyi )
@sebbosebbo9794 Жыл бұрын
its sound or feels like I watch the end of the last tutorial of all time before😅😂🤣💣💥🗯💭💨🕊 a dramatic super Gau happens.