Тёмный
Matthew DeSa Art
Matthew DeSa Art
Matthew DeSa Art
Подписаться
Just having fun sharing my work on RU-vid.

Sketching a Mermaid for #mermay2024
2:37
3 месяца назад
Modeling BMO in Blender 4.1
21:50
3 месяца назад
Sculpting a Korok in Blender 4.1
16:11
4 месяца назад
Sculpting Velma In Blender 4.1
21:47
4 месяца назад
Modeling an Easter Basket
26:48
4 месяца назад
Modifiers in Blender: Wireframe
3:32
Год назад
Blender Modifiers: Mirror
10:46
Год назад
Bumblebee Tea
0:11
Год назад
Texturing a Low Poly Pizza Oven
12:42
Год назад
Procedural Pipe in Blender3.3
2:02
Год назад
Mermay Challenge 2022
5:24
2 года назад
3D Compositing
14:05
2 года назад
Backface Culling in Maya 2022
12:13
2 года назад
Smoothing Normals in Maya 2022
5:45
2 года назад
Substance Painter to Photoshop
6:59
2 года назад
Комментарии
@sheenakataria1333
@sheenakataria1333 2 дня назад
Very awesome bro but I wish that if we can apply without ub map
@matthewdesaart
@matthewdesaart 23 часа назад
I am not a huge fan of working with procedural materials in Arnold. You can do it, but I have found the hypershade menu to be prone to crashing. Which is why I prefer to work with substance painter and UV maps when I am working with objects in Maya.
@alexc7075
@alexc7075 3 дня назад
I'm late to the party but where do you get or how do you create generators?
@matthewdesaart
@matthewdesaart 23 часа назад
You can right click on the layer that you want to apply the generator to, and at the bottom there should be a tab that says generator. Then it will be in your layer properties menu. As for getting more generators, you really cant, but you can adjust them and change the types of grunge maps they are using.
@alexc7075
@alexc7075 3 часа назад
@@matthewdesaart For some reason I don't have a generators tab in the shelf and none show up when trying to add one in layer properties. I've found that just adding a new layer with the desired material and a Smart Mask works basically the same. I've done some more research and I think you can create generators in Substance Designer. Thanks for the tutorial and reply!
@fionahonohan2757
@fionahonohan2757 18 дней назад
I would like to express my gratitude for the fantastic tutorial. Despite encountering some challenges, I found that they were beneficial as they allowed me to develop my own methods and learn numerous valuable tips and tricks. I have some suggestions for your future RU-vid tutorials. It would be helpful to include a tool that displays the keys being pressed on the screen during the tutorial. It would also be beneficial if you could clearly verbalize which bone or object you are selecting. In case you forget to mention it while recording, you can always add it during the editing process. Thank you for generously sharing your knowledge with us. I am pleased to report that I successfully modeled and rigged the ball and its tail. Once I have gained more experience with keyframes and graphs, I plan to add eyes and a mouth.
@matthewdesaart
@matthewdesaart 17 дней назад
Thanks for the advice, I tend to jump ahead of myself or assume too much of the people following along when I do some of these sorts of things. I used to have a plugin that let me show the keys being pressed, with the new update I have added that to my addons, so new videos will have that. And I am glad you were able to make the ball and tail rig!
@fionahonohan2757
@fionahonohan2757 19 дней назад
you say what bone you select instead you say this should be connected and we can't see which bone you are connecting to which bone which is very confusing. another problem is that placing the ball very far means too much zoom out and we can't see the names of the bone or the bone you select.
@nikolas4749
@nikolas4749 22 дня назад
Great tutorial Could we had more controls on the eyes to express more feelings like anger, pain etc ? a little bit like this robot eyes : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LspjI7lsjW0.html
@wowowawawaw5530
@wowowawawaw5530 25 дней назад
This is actually a great video
@light-wolfred741
@light-wolfred741 27 дней назад
Also great video 👌 I'll have to watch for my own rigging of characters 😌
@light-wolfred741
@light-wolfred741 27 дней назад
Heck yeah! Almost at the 600 mark now 🎉
@Andres-sz9so
@Andres-sz9so Месяц назад
Amigo muchas gracias eres el mejor!!! Nuevo suscritor.
@CharlF932
@CharlF932 Месяц назад
exactly what I was looking for, thanks a lot!
@manifixdesigns
@manifixdesigns Месяц назад
@keanuvanwyk6755
@keanuvanwyk6755 Месяц назад
can you please tell me how you got the fingers to seperate, i saw that you extruded individual faces then scaled it down. When i try that it stays connected
@matthewdesaart
@matthewdesaart Месяц назад
Sure! When you go to extrude, press alt + e and you will get an extrusion menu. Select extrude individual faces and it will separate out the faces. Hope that helps!
@keanuvanwyk6755
@keanuvanwyk6755 Месяц назад
@@matthewdesaart i tried that but it still does not work. do you think im doing something wrong
@matthewdesaart
@matthewdesaart Месяц назад
@@keanuvanwyk6755 if you did that then the next step would be to make sure that you change your transformation pivot point. By default blender has it set to median point, you can switch it to individual origins and scale it from the faces. To change it you will see a symbol at the top that looks like two circles with a dot between them. Click on that and it will give you a drop down. Just change it to individual origins
@keanuvanwyk6755
@keanuvanwyk6755 Месяц назад
@@matthewdesaart its me again how did you put the bones on the other arm and leg
@matthewdesaart
@matthewdesaart Месяц назад
@@keanuvanwyk6755 you can symmetrize your armature in edit mode. But blender only allows you to do an x axis symmetry. You need to name your bones with a .R or .L example: ARM.L or ARM.R blender will automatically rename the new bones. To symmetrize you need to select the bones you want to make symmetrical and go up to armature and go down to symmetrize
@chopchopchopchop8603
@chopchopchopchop8603 2 месяца назад
Thank you for posting this, the tutorial is easy to follow. Helps me a lot :D. Keep posting more!
@light-wolfred741
@light-wolfred741 3 месяца назад
Fantastic 👌
@NotGamerA1
@NotGamerA1 3 месяца назад
u r a life saver bro
@EYESEEYOURN
@EYESEEYOURN 3 месяца назад
Thats so coooooooll🔥
@matthewdesaart
@matthewdesaart 3 месяца назад
Thank you!
@EYESEEYOURN
@EYESEEYOURN 3 месяца назад
@@matthewdesaart ❤️❤️❤️
@NaderiaPlays
@NaderiaPlays 3 месяца назад
Sweet :D I'd love to try this on my character I'll be making!
@bentontramell
@bentontramell 4 месяца назад
FSpy or P.Plotter for the image setup?
@light-wolfred741
@light-wolfred741 4 месяца назад
Horray!
@AR-dj2lg
@AR-dj2lg 4 месяца назад
@Legion831
@Legion831 4 месяца назад
Now that’s Velma!!!
@light-wolfred741
@light-wolfred741 4 месяца назад
WOOO!!!! YEAHHHH!!!!!!!!!
@LightWolfArt
@LightWolfArt 4 месяца назад
Happy Easter! 🐇🐰 P.s. I am the friend he mentioned at the beggining
@matthewdesaart
@matthewdesaart 4 месяца назад
Visit his channel if you want to see some waifu artistry!
@LightWolfArt
@LightWolfArt 4 месяца назад
@@matthewdesaart Yes, there we will make wonderful waifus both fanarts and original. #Makewaifusgreatagain ✊😤
@natz__8916
@natz__8916 4 месяца назад
do you do private lessons?
@matthewdesaart
@matthewdesaart 4 месяца назад
I wish I could say yes, but I am not currently set up to do private lessons but I can do tutorials based upon your suggestions
@avisualsofficial
@avisualsofficial 4 месяца назад
Bro At least add music to it so it'll be more exciting to watch
@the2fives
@the2fives 5 месяцев назад
god tutorial mate
@lahiruisanka5749
@lahiruisanka5749 5 месяцев назад
Nise tutorial Thank s you so much bro
@LightWolfArt
@LightWolfArt 5 месяцев назад
Very nice. (Thumbs up emoji) 👍
@matthewdesaart
@matthewdesaart 5 месяцев назад
Thanks dude! I hope people like this kind of content
@SuperCrazydada
@SuperCrazydada 5 месяцев назад
Thank you for the tutorial!! Is there any way to make the outline a bit handpainted style? like a bit uneven paint stroke.
@matthewdesaart
@matthewdesaart 5 месяцев назад
Your welcome and thank you for watching! You could potentially separate the mesh from the outline mesh, subdivide it and add noisy displacement map at a low value to the outline mesh. That way the only object getting the noise is the outline material.
@light-wolfred741
@light-wolfred741 5 месяцев назад
I saw something saying if bit rate is too high then the video may lag a bit. But not entirely sure how high that has to be for it to mess up 🤷‍♂️
@matthewdesaart
@matthewdesaart 5 месяцев назад
Idk I didn't see too much lagging in the stream, it was recommending a bit rate of 13000 I was running at 2600
@light-wolfred741
@light-wolfred741 5 месяцев назад
I missed it 😬
@matthewdesaart
@matthewdesaart 5 месяцев назад
🥲🥲🥲
@light-wolfred741
@light-wolfred741 5 месяцев назад
Im in
@arisynily1882
@arisynily1882 6 месяцев назад
Issues I've encountered with Maya 2023 and how I handled them: 1) In case you select the vertices as Matthew has done at 3:20 ish and you can't select the cylinder via Viewport, do it via Outliner holding the CTRL key. This also works when extruding a cylinder along a curve to make pipes for example. 2) If your mesh looks like it's snapping into itself during the animation at level 2 of self colliding scale as Matthew did, it's probably because your mesh is smaller than his mesh and so the world scale threats it differently, resulting in self-comp. . Consider messing around with this value until you don't get the desired result without it compenetrating into itself. 3) If you've set your animation framerate to 24FPS but your animation still is faster than 24FPS, it's because you've set it to "play every frame" in the Animation Preferences tab. You can find it at the very bottom right corner, under the "go to End of the animation" button. Switch to 24FPS x1 to get 24FPS framerate, however you can set it to whatever you want. Many thanks Matthew for sharing your skills with us!
@ostrovskaya2117
@ostrovskaya2117 6 месяцев назад
Thank you, thank you, thank you!! I needed this very much to bake the textures, new to Maya :)
@mohocklockness8390
@mohocklockness8390 6 месяцев назад
It's a fish person.
@user-cl8gy7nn8j
@user-cl8gy7nn8j 6 месяцев назад
great
@Sahudamen
@Sahudamen 6 месяцев назад
you made this video like you are also learning with as that is what you connect with the audience 🙂🙂🙂
@matthewdesaart
@matthewdesaart 6 месяцев назад
I kind of am, it's more that I am working with an unfamiliar program. I used to do my work in Maya until I just couldn't deal with Autodesk anymore. I switched to blender a long time ago so I typically do this stuff in blender. Working in Maya is a little odd for me sometimes, and it is a trial remembering how Maya handles certain things. 😅
@mrlightwriter
@mrlightwriter 8 месяцев назад
In my work I often need to render furniture placed in white backgrounds. However, sometimes these pieces of funiture cast very dark shadows onto the plane. What do I need to change in this workflow in order to maintain the white ground plane, whilst still being able to alter the opacity of the shadow?
@matthewdesaart
@matthewdesaart 8 месяцев назад
If you want to keep a white background you can always add another layer and render that on its own, you just have to make sure you also have that setup as the shadow catcher in your shadow layer and have it setup as bounced lighting only in your base layer. That way you get the bounced lighting of the white background on you main object and you have a plane to catch the shadows from the lights in your scene. Plus, you can always change the darkness of your shadow render, by either turning down the opacity in photoshop or any other photo editing software. What I found works fairly well is doing a hue and value shift to adjust colors and overall darkness of the shadows.
@mrlightwriter
@mrlightwriter 8 месяцев назад
@@matthewdesaart Thanks, I'll try it!
@chrisgreen2961
@chrisgreen2961 9 месяцев назад
This is not a shader, it's a smart material
@user-su2uo6zu3b
@user-su2uo6zu3b 10 месяцев назад
Why not use cryptomat? when to choose render layers? thx
@matthewdesaart
@matthewdesaart 10 месяцев назад
Not entirely sure when to use either, however I found that cryptomat tends to be more for masking in blender and becomes redundant when exporting to another program, if you are exporting with alpha information already saved into the image.
@hoho7029
@hoho7029 11 месяцев назад
Hello, i have used your tutorial on the new instance of the maya project, and just cube and sadly i am unable to get same effect- my cube is just black so i presume it is not possible to see the "inside" shape but outline shape is visible only. Im using maya25 and following each step along with you on the simple cube and yet im not getting same results which is bizarre. Would you have maybe any idea why is that so? My backface culling is off as well.
@matthewdesaart
@matthewdesaart 11 месяцев назад
You may need to flip the face normals on the outline object.
@bricktube3871
@bricktube3871 Год назад
is there no way to combine more than 2 layers without outputting to a file output?
@matthewdesaart
@matthewdesaart 10 месяцев назад
To export multiple layers at once, not that I am aware of.
@clcasanouv3318
@clcasanouv3318 Год назад
Thanks for the tutorial! It worked fine for me. I'm working on an animation and want to get this effect within the first few frames. Is there anyway to do that rather than waiting for the simulation to run?
@matthewdesaart
@matthewdesaart Год назад
You can change the frame that the simulation starts at, so instead of starting at frame 1 you can have it start at frame -50 or whatever you need. But to get the shapes that you want out of it you have to let the simulation play out, there really isn't a way to skip the simulation calculation phase.
@4U4U7
@4U4U7 Год назад
Love it! Thanks man! Love the advanced tutorial. Keep well
@glenhintz6457
@glenhintz6457 Год назад
Great job. Thank you. in the past with more complicated shapes, I've gotten erratic results with the "Thickness" option in the extrusion set. I switched to "Local TranslationZ" to create the "thickness." For example the thickness of the stomach wall. Will this provide the duplicate needed to create your outline effect?
@matthewdesaart
@matthewdesaart Год назад
As long as you duplicated the object first and then used extrude it should still work. The differences between the "local translation Z" and the "thickness" option are which normals the operation is using I believe the "Thickness" option has to do with the vertex normal orientation, and the "local translation Z" has to do with the face normals orientation. It could be switched but I am unsure. Either way as long as you created the duplicated object for your new material it should work fine. The reason I deleted the interior faces of the duplicated object was to reduce any Z fighting that may occur during a render.
@glenhintz6457
@glenhintz6457 Год назад
Thanks. I give it a try and let you know how I made out. Thanks also for the explanation regarding the thickness v. local translation Z
@buster5661
@buster5661 Год назад
Id recommend you spend more time blocking the character out before starting
@stibbits7087
@stibbits7087 Год назад
Getting the focal length of your lens is meaningless unless you know the sensor size. That's why setting it to 4mm made it zoom way out, because with a 35mm sensor size (blender default) a 4mm lens is a super super wide angle. If you just set the sensor size to match your focal length that's not matching the information from the photo, it's just making it up.
@matthewdesaart
@matthewdesaart Год назад
I knew something was off and I appreciate the information, hopefully someone will find your comment helpful too
@martinkapostas1977
@martinkapostas1977 3 месяца назад
@@matthewdesaart motorola g7 focal length is 27mm on FF ... web is full information on sensor size ... you have to just google it ... setting sensor size to 4 is just misleading
@juliustaal2555
@juliustaal2555 Год назад
i cant do the part on 4.50. for some reason if i scale the bar down on frame 60, the bar also gets smaller on frame 1. basically i can only animate movement, not scale. does anyone know what i might be doing wrong?
@matthewdesaart
@matthewdesaart Год назад
Set a keyframe for the original scale at frame 1 and then go to frame 60, scale it and set another keyframe
@juliustaal2555
@juliustaal2555 Год назад
@@matthewdesaart i did that but the bar also gets scaled on frame 1, even when i only scale it on the second keyframe
@MM-vi6ce
@MM-vi6ce Год назад
It still doesn't produce the most accurate shadow. The shadow catcher result you get is just B/W shadow, while the actual shadow is colored. They added new "Shadow Catcher" pass that proudce colored shadows but it does not work correctly with external compositing either. It only works in Blender's Compositor with "Alpha Over" node. All in all Blender does not have proper tools to save out shadow/reflection for correct VFX or compositing in Photoshop. There is aonother channell that did proper compositing workflow with a violine and it's a lot of workaround steps, pure nightmare. Blender just lacking as always, just like it lacks proper Caustics. They just introduced Light Linking thank goodness! But hey, it's free, what can we do.
@matthewdesaart
@matthewdesaart Год назад
I agree, blenders compositing tools are pretty rough, and their passes aren't the most accurate. But, I have never been one to do much compositing anyway. To deal with the poor quality of the shadows, I typically lower the opacity of my shadows or change them to an off grey in post, so that I can use the layer functions to capture color. It isn't perfect but it gets the job done for most cases.