@blengine Could we schedule a professional discussion regarding your Udemy course? Specifically, I'd like to explore strategies for increasing your sales by attracting genuine and engaged students who provide positive 5-star reviews. Are you available for a brief call @YAGI TEAM W.W
I would only recommend this course if you're comfortable with the basics of Blender and you have some experience with subsurf modeling. That being said, the course is entirely step by step, narrated in realtime, and I'm always available through email if you need help, so many even complete beginners have taken the course with good results. Naturally the less experience you have the more of a challenge it will be, but should still be possible to get through if you take your time.
The Corvette one is outdated compared to the new one, and it's actually been unpublished since releasing this one. So the new one is definitely the one to go with.
This looks dope. Got a bit of a c4d and maya background, and been interested in blender, and wanting to step my hard surface game up. seems like a great course to jump into. Are you modeling a single car through? Through photo references or something? I'm curious if I'd be able to find reference images of a car, and follow along, but trying to do something different. And do you think the guide mesh technique would transfer to other software (c4d, maya)? This is my next course purchase for sure.
Hey, yeah this course is the step-by-step production of a single car, from the first vertex to the final renders. For this course we use both blueprints and reference images to create the model. Many people do follow along using different cars and their own references. This presents different challenges obviously, but the course will definitely be useful as a guide to the whole process still. I also won't be as helpful with Q&A if you get stuck modeling a different car though. I don't know how well the guide mesh technique translates to other software. I've not heard anything definitive on this, but I'm assuming the capability is not there, or at least not there to the same extent. This workflow maxes out the quality of polygon modeling for hard surfaces far more than anything I've seen in 23 years, so it will definitely be worth learning Blender for.
While things like harden normals and weighted normals can fix shading in some circumstances, that won't have any positive effect in most boolean cutout situations unfortunately.
Chris is a very talented tutor, i have taken his Jeep and Corvette courses and have learnt a lot, he give immense attentiion to details and he is a genius. Glad i found his tutorials. It has made me improve 1000 times more than what i was.
True, a 1-dimensional point has no direction so it wouldn't have a normal, but in Blender they're not just 1d points, they can also be used to store other information. Like in this case, you can look at it like the vertex not having its own direction, but rather it's representing the directions of the surrounding faces and edges.
Hey, this tutorial is quite old and I'm out of touch with rigging so I won't be able to help you much on this, sorry about that. I do plan on getting back into rigging soon and redoing this tutorial with the latest Blender, hopefully this year.
I think it's generally the same except some minor details. Like at 26:40 when I center things, I do this differently in the new course, and also the new course uses the newer Weld modifier to connect everything after wrapping it around.
Thank you. Very clear descriptions. I would be interested in purchasing your course but I need to know if your course is updated to the 4.1 version seeing as how you are using 2.8 on the purchase page. That's where I ran into trouble with my last course. 4.1 works a whole lot differently than what they were teaching me on and that caused nothing but problems. Please let me know. Thanks again
Unfortunately this is the nature of Blender these days. There's a ton of tutorials, and only a handful are 100% compatible with the latest Blender version at any given time. The Blender Encyclopedia is no longer being updated because the funding just isn't there to keep up with that course, and at this point an update would basically mean an entirely new course. There is a lot of information in that course that's compatible with the latest Blender, but there will be many incompatible parts along the way, so I wouldn't recommend that course if you're looking for something more straightforward to follow, sorry about that. I would love to redo this course, making it even bigger as well, but with the way Blender is updated and tutorials are outdated, including by irrational changes to tool names and UI shuffling, I no longer think I'll be making another course like this.
@@blengine Okay, thank you. Sorry to hear that. I'm fairly new to this and it's just frustrating searching through a million videos to find a simple 2 click solution to a problem. I'd be willing to pay someone with knowledge just to be able to ask them questions when running into snags without having to search through their vast array of courses to find what I missed or ask a Blender community that doesn't really help either. I'm still struggling with simple, basics that I can't find answers to. Again, I'd pay someone just to point me in the right direction when I'm stuck. You give great, detailed advice. Sorry you won't be making more courses. Thanks for the reply, friend. Ron
@@ronaldhulsmeyer1052 I'll definitely be making more courses, just not one that's like the Encyclopedia course, though I may release tutorials similar to that on RU-vid. If you're looking for some personal training, I unfortunately don't really know where to look. You could try posting in the forums at blenderartists.org though, and hopefully you can find some help.
Hi. In Blender 4.1 with it Shade smooth by angle it doesn’t work. In Blender 4.0 everything is OK. How to fix shading issues after Shade smooth (main object) in Blender 4.1?
Yeah no one's happy with the changes to Autosmooth/Shade Smooth by Angle. You should be able to use the Shade Smooth by Angle modifier for this tutorial, I THINK, but I'd never recommend using the Right Click > Shade Smooth by Angle option anymore. This option is destructive and will physically mark edges as sharp. It is also not compatible with modifiers and won't take them into account. So for the time being, adding the modifier to the end of your stack is the best option, but this doesn't work with everything either. For example, it does not work with the Bevel modifier's Harden Normals option. It's all a bit of mess right now, and we're all hoping the devs heard the complaints and fix this for 4.2.
@@PoMkAc27 Oh, yeah Autosmooth is now Shade Smooth by Angle, and they changed the way it works so that its compatible with Geometry Nodes. Hopefully they bring the old functionality back, it was so simple, we'll see what happens.
Explanation isn't filler. Just 2x and mute the video if you only want to play copy cat. Why should they remake the video for that? Be thankful for the free education. The gull on some people.
@@Bassalicious IKR that's crazy dude is lazy to sit through a free 40 minute masterclass on advanced shading. Keep it up CG Masters your channel is a gem.
This tutorial was very impressive and easy to follow. I love how you shared your thought process and logic behind every value and how it can affect the material, really helpful for learning how to make shaders on your own. Thank you
Hi! I would really love to follow your course but I’m afraid it might be too “advanced”.. can I still do it even if I have no previous experience with Blender? Do you recommend some other course to start with before doing this? Thank you so much! ❤️🙏
Hey, this course is fully step by step and narrated realtime, and many beginners have had great results following along, but yes it's still really advanced and I would not actually recommend this for beginners. I do have a beginner's course here though - cgmasters.com/blender-for-complete-and-total-beginners/ This will help get you up to speed and ready for something more complex. Full disclosure though, I do plan on redoing this beginner's course and releasing it on youtube for free in a couple months. It's on Udemy currently so it's still cheap, but just letting you know this will (likely) be free soonish too.
Thanks a lot 👍. I had only a problem putting this shader on my piece, i couldn't see it properly. So i had to go to menu "UV" and select "Cube projection" and all is fine now.
im trying to follow your tutuorial and got stuck on one of the first steps, the bow will pull back witht he animation set and everything but after deforming the arrow with it, the arrow wont pull back with it. any idea what i could of done wrong?
i know this is an old video but thank you so much for making these, the way you explain things and how they work after is so helpful and actually develops an understanding of the process a lot more than those videos that just tell you what to do.
Thank you for the compliments! Glad you liked it. I'm trying to get some newer stuff on here, but tons of distractions right now, hopefully soon though.
Hello, thanks for this video is amazing, but i have one question. I have a shader that is made whit mapping and texture coordinate in almost every image texture vector input, becouse i animate the position vector so it appear to move. I am traying to mix this parallax effect in my shader but i cant do it. If you have the answer i will be greatfull. Have a nice day
I don't have the answer to this one, sorry about that. My knowledge of this particular shader is pretty limited, especially since I haven't worked with it in a while.
@@blenginethat's no problem honestly. I came here cause I reached the normal video In that course too after watching it on youtube.😅 The course was designed quite a lot the way I like a course to be. I can see some stuff being old, but I am still learning a lot. Thanks a lot for making it, when you reach projects and you have an idea of what tools does what it makes it a lot more engaging.
Is your hood unwrapped cleanly? This texture uses UV coordinates so your objects will need to be unwrapped as good as possible to get the best results.
This is using a much older Blender version that handles background images differently. The blueprints are packed into the .blend file still though, there's just no backgrounds being displayed if you open the blend in newer versions. What you can do is go to File > External Data > Unpack Resources. Ignore the fact that this option may be grayed out, you can still select it. This will unpack the blueprints to a folder. Now you can add in a new background image object and select the blueprints from that folder.
Well I did unpack the resources, but the blueprint files did not show in the folder, as if they were never packed... only the car image and the tire treads image appeared@@blengine
@@maboya I opened up the blend file in 4.0, went to File > External Data > Unpack Resources. Then I chose "Write Files to Current Directory". If you didn't try that option while unpacking, give that a shot and let me know what happens. I just tested it again in 4.0 and it unpacked the blueprints for me. Alternatively, you can find the images in the Image Editor window, just use the Browse button in that editor to look through all the images, and you'll see the blueprints there. The blueprints do not have Fake Users though, so if you perhaps saved this blend file and re-opened it then the blueprints might be gone from the file. If this is the case, then you can just redownload the zip file and try again. Let me know how it goes.
Hi Chris, I have just started to download this course but it is taking for ever. It's been 20 mins to get 33 MB, at this rate it'll take weeks(lots), is this normal? One file alone is 3.9GB, is that compressed???? Is there any way to speed this up? I do have a good broadband connection.
@@seankelly5318 Definitely not typical, and Gumroad is usually the faster of the servers, but you can try on Blender Market as well if you'd like. Just send an email to me at chris.cgmasters@gmail.com and I can send you a link to access this on Blender Market too. Hopefully you'll have better luck on there. And yeah this is a huge course, 45 hours of video and other resources, so it's a big download, but hopefully Blender Market will work better with your connection.
@@blengine The first 250MB took over an hour but the speed has just jumped on the rest. The 3.9 GB came in in 10 mins at 60 mbps, strange. It's working though, thanks for the quick reply, enjoy the rest of your Sunday.
@@blengine I just finished all the downloads, with all 250+ videos! I had no idea this was so epic. This is insane value for money, I hope you sell lots. Cheers Chris.
This tutorial is awesome. The texture looks very realistic. BUT, when I apply the material to an imported .obj it does only show a homogenius gray. Can anybody help?
Hello, Chris! I bought this course not too long ago, I haven’t started yet, I see on your twitter (I’m not gonna call the app by its current name 😂) that you are currently working on subtitles, if I may ask, what’s the timeline for the subtitles to be completed?
@@DeafSavage Oh yeah they're coming very soon! I'm hoping to get them published this weekend, but I might be a couple days off. I'm currently reviewing them and have about 8 hours of video left to go through.
Been doing your desert island tutorial on Udemy (which still holds up just fine) and got sidetracked over here, and this was extraordinarily helpful. Look forward to watching the rest of your shader series. Cheers.
@@blengine It's fantastic. Just watched it again. Working my way through all of your Blender Encyclopedia course at the moment. (I know this isn't advised, but I enjoy tutorials and also do other projects, so fuck it, and it'll take a couple more months.) Cheers. - Tim
This is a great video! However it does only work for flat surfaces. Do you know a method for curved surfaces as well ( you then would need UV coordinates )?
@@blengine I found that the method in this video "How to make a Parallax Shader (for stylized effects) in Blender" from Xetirano works for curved surfaces. Maybe it's less accurate, I don't know that, but it looks good.
@@jovlem instead of dividing the Incoming vector by the Z component, divide it by the result of a dot product between itself (the Incoming ray) and the Normal of the surface. This should fix for different orientations of the polygons (compared to the flat plane, where normal looks up, and where dividing with Z works). Dividing by dot(incoming, normal) is more general. Hope this helps.
As far as I understand, normals are a simplification of how real life surfaces work. What you've described is similar to diffuse shading model. As the angle of the lightsource changes from perpendicular to paralel, the amount of light decreases that hits the surface, hence the surface becomes less bright. Lambert's Cosine Law might shed some light on it to reflect upon. Imagine you look from the light point of view, and when you view the surface form the 45 degree angle, you see less of its surface, and it decreases the more you get towards the parralel angle of light rays fo the surface
Normals themselves are simply the direction a face or vertex is pointing, and that's all. They're nothing more complex than that. They are indeed used for calculating shading, but also used for certain tools like extrusion, and for different modifier operations. But normals themselves are just the direction something is pointing.
@@MIchaelSybi Okay just making sure =) Because normals are probably the most needlessly overcomplicated subject in 3D, and I wanted to make sure anyone reading the comments understands that normals themselves are not complicated.