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This is insane! I loved seeing the new cloth shaders and how they are made but I was thinking "man, I wish we had more stylized or experimental shaders". I was about to comment and then it pops up in the video!! The abstract materials look right up my street.
Have you guys thought about making behind the scenes videos? I'd love to watch longer videos of you guys creating these assets. I'd love to find out about the process, the challenges you encounter, etc. It's fascinating work and I think a 3 minute trailer isn't enough, I'd love to see your team at work! (Maybe on a second channel?)
This team continues to lead the way with such awesome assets and content! Stoked to be a Blender GSG user, new video should be coming soon! Keep it up 🔥
Every asset is available in the Studio app RIGHT NOW. Greyscalegorilla Plus members have unlimited downloads and can send assets directly into Cinema 4D, Blender, Houdini, AND Unreal Engine with ONE CLICK 👉 Download Studio bit.ly/gsg-studio
For those who use the newer version and the setup not working the same way here is some tip: The rope tag radius value needs to be 1 centimeter as mentioned in the video, but after this in the project setting you need to turn on the draw option to enable and tick also the particles and collision radius. After this, you just move the timeline one frame over and you will see the circles. Now you need to reduced the helix subdivision number, until this 1 centimeters red circles not overlap each others. And also check the cubes cloth tags "target Length" option. If these circles overlapping the others, lower the value also.
@@alex-leinauer same here. I found some solution for these, but some other still is a mystery for me :D I know why they doing weird things, but I do not know how I can solved it. Some strange movements are caused by the unstoppable force paradox. It is means that your setup contain more thing, which contradict each other, but the system wants to calculate. So if you set the stretchiness and the bendiness higher and after just increase the itirations number as well in the project/simulation setting, it will solve some problems :))
Valuable nuggets are still relevant in 2024 🎉😮. I was forced into nodes because of redshift. So naturally, this isn't as scary as when this video was recorded almost a decadeago. 😂. However, these node tips, especially about dragging ports from the attribute manager, are working with redshift as well ❤🎉.
It’s been quite a while I’ll admit but…. Connected, download, send??? So I take it that instead of keeping things on their computers, your customers are supposed to subscribe to your computer to use the software that they purchased? …or as im sure you’d like to say rented. Right up until you go belly up? Or you pull a “CrowdStrike”? Did I get that right or am I missing something? Thanks for any enlightenment you can offer.
Thanks for the question, Ernie. Connect is for connecting to the 3D software you are using. If you are a Plus member, Studio let's you download anything from the library and send it to the supported 3D apps. The licensing is just like before. You can use any of these assets in production if you are a member. Hope that helps. We also have a free version if you want to give it a try for yourself. Cheers!
I first heard about greyscale gorilla about a decade ago and it had been a while for me too (I'm all about Blender!) and Im also surprised. Good for them they built this but it would scare me to get too deep into a single system like this.
That's what we thought, too! Until we did a deep dive into how to make make more realistic wood. Turns out some woods look more realistic when using these maps. Feel free to try our free version of Studio to see them in action!
I’m wondering where did you get that color checker? I tried looking online but haven’t seen any or how the material for it would be setup in redshift. I’m a plus member but couldn’t find it in the library. Maybe that could be another asset included in it.
Make sure you set the Bump Blender to Additive Mode to mix the normal map and Round Corners correctly. The way Chad did it here basically replaces the normal map with the Round Corners.
In Redshift Toon Materials, when I apply the alpha image to the plane polygon, the line is not represented by the alpha map, but it comes out according to the plane. How can I make the line appear according to the alpha map?