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Dankeating3D (sprunghunt)
Dankeating3D (sprunghunt)
Dankeating3D (sprunghunt)
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Game artist showcasing game art and tutorials for Maya, Houdini, substance painter, designer, and Unreal Engine
Houdini rope covered bottle tutorial
38:05
4 месяца назад
Houdini Cushion Tutorial
32:30
Год назад
UE5 Space Ship Landing Pier
0:41
2 года назад
UE5 Throne Room
0:13
3 года назад
Throne Room - UE5 - progress video
0:10
3 года назад
UE4 - Landing Pod Scene
0:14
7 лет назад
The Robot Hunters Room
0:59
13 лет назад
UDK halftone shader
0:09
13 лет назад
Комментарии
@karimoh3154
@karimoh3154 9 дней назад
Thanks, this is visually the best brick wall tutorial on youtube I found. Technic wise well done as well!
@nashonightmare
@nashonightmare 16 дней назад
Thanks nice tutorial. This helped me a lot. You can also adjust the contrast using power node.
@SomeCrazyVids
@SomeCrazyVids Месяц назад
Checked out your artstation page, love the work from Pillars of Eternity II. Tutorials on this would also be amazing for inspiring environmental artists
@SomeCrazyVids
@SomeCrazyVids Месяц назад
Great stuff! This is far better content than your 2 new world flail and witch broom videos, which don't show or teach viewers anything. You should consider redoing those in this long form tutorial format as well. Subbed. Keen to see more 😊
@ToniPirogov
@ToniPirogov Месяц назад
Thank you, that's what I need
@darrylbrownstone2553
@darrylbrownstone2553 Месяц назад
Thanks Dan!
@Andrew-tl8dq
@Andrew-tl8dq Месяц назад
hi!) how to mix more than 2 textures?
@Wings012
@Wings012 3 месяца назад
Is there a way to make this worth with some sorta grayscale map for roughness/specular? I tried plugging grayscale maps into the Specular Power slot but just got strange results.
@philippwelsing9108
@philippwelsing9108 4 месяца назад
NICE work, thank you!
@NicoMahlerCG
@NicoMahlerCG 5 месяцев назад
woow sweet
@NafunaTVchannel
@NafunaTVchannel 6 месяцев назад
this is awesome. A video with narration would be even more awesome!
@asr59
@asr59 8 месяцев назад
Great work! I wish some of the videos were like this instead of a few seconds breakdown 😅 but I understand it takes lots of work. Some advice if you allow me about the group sop: 1. The first group you made, instead of manually placing the selection box, you can group by direction (one of the checkboxes in the group) and set the vector to 0,1,0, so will select the faces that has this normal (top face). After that you can use group expand to add the neighbour faces. 2. On the second group, you can group by "unshared edges", to select the border (edges with only 1 face). Hope it helps to make it more procedural :D
@TheRealArtDoctor
@TheRealArtDoctor 11 месяцев назад
This helped ny left ear
@septuleptum
@septuleptum Год назад
It is difficult to give any qualitative assessment because of the poor sound. I think you understand what you are doing, but you need to improve the quality of the recording. Thanks anyway, saved video for later.
@felixvandenbergh7301
@felixvandenbergh7301 Год назад
Whoohoo! This helped me a lot.
@maximpavlov7415
@maximpavlov7415 Год назад
Cool!👍
@bharat5194
@bharat5194 Год назад
Love it! More Houdini tuts please
@3dcloud
@3dcloud Год назад
Cool !
@yassinedjebbari4819
@yassinedjebbari4819 Год назад
Thank you ! It was a great tutorial and helped alot
@zzzzzzz8473
@zzzzzzz8473 Год назад
awesome breakdown ! they have a great organic look . near the beginning when doing the mirror does that mean they are tileable as well or does the processing create a discernable edge if stacked next to each other ?
@sprunghunt
@sprunghunt Год назад
Yes - The mirroring at the start was to make the edge of the tile have less of a obvious seam when placed next to another piece.
@Helios.vfx.
@Helios.vfx. Год назад
Love it!!
@RMAFIRE
@RMAFIRE Год назад
man this is awesome! 🔥🦾
@yuling1683
@yuling1683 Год назад
very useful!
@lydap6381
@lydap6381 Год назад
👍
@Medicbobs
@Medicbobs Год назад
Would love to use this in my personal project..
@tbababauabbd2
@tbababauabbd2 2 года назад
totally not outer worlds 2
@mrxxsesshomaruxx9642
@mrxxsesshomaruxx9642 2 года назад
If we get Outer Worlds 2 with these visuals oh boy!!
@qui573
@qui573 2 года назад
Would love to see POP with this.
@IvanDCosta12
@IvanDCosta12 3 года назад
Good, but there is some flickering in the scene
@pigydog123
@pigydog123 2 года назад
its the screen space GI that lumen has
@SuperlativeCG
@SuperlativeCG 3 года назад
It's very salient.
@nintendians
@nintendians 3 года назад
quite nice.
@sakiisenpai1774
@sakiisenpai1774 3 года назад
This looks so good! Can you tell me how you modeled this bulding?
@sprunghunt
@sprunghunt 3 года назад
Thanks - I have a blog post that talks about how I made the lattices here: www.artstation.com/dankeating/blog/Z8Pq/making-islamic-lattices-in-houdini I don’t have a complete walkthrough for the whole environment though.
@MeetThaNewDealer
@MeetThaNewDealer 3 года назад
Your Grace
@sprunghunt
@sprunghunt 10 лет назад
you can see a high resolution screenshot of the shader network for this here: www.flickr.com/photos/sprunghunt/5177430382/sizes/o/
@codenameoculus6636
@codenameoculus6636 10 лет назад
Thanks that's better, still not there completely, I'm not sure what the 'param tex_u' & 'param tex_v' are doing? are these just a constant? if so what values should these have? Thanks :)
@sprunghunt
@sprunghunt 10 лет назад
CodeNameOculus Those parameters are controlling the tiling of the halftone texture. They can be set to anything you wish. The whole upper right of the shader network from the node "param2D_cartoonShade_pattern" can be replaced with a single texcoord node if you want. It's just more adjustable the way I have it.
@codenameoculus6636
@codenameoculus6636 10 лет назад
Awesome work! Any chance we could get a download link or a better screen shot of the shader. I've tried to replicate with no luck :( Help would be much appreciated.
@sprunghunt
@sprunghunt 13 лет назад
@thegoodwar; I am not using screen position in this video. The shader gives you the option to use either screen position or regular UV coordinates. I did use screen position to start with but that was too disorienting.
@thegoodwar
@thegoodwar 13 лет назад
This is really cool but the textures will jump around quite a bit because you're using screen position, correct? Would it be better to use local uv coordinates or world space position as uv coordinates instead? If you used world space coordinates all of the textured objects would line up with each other and the textures wouldn't slide around when the camera moves... but would still slide around when the object moves. I guess local uv coordinates would be the only way to avoid this. Great work :D