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TheSicklyWizard
TheSicklyWizard
TheSicklyWizard
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Hello, I am the sickly wizard. I am a 3d artist experienced in Blender with quite a few years under my belt.
Working on Corrective Shapekeys
2:49:02
Месяц назад
This character has more bones than a human body
6:41:53
2 месяца назад
Losing my mind while rigging
3:16:53
2 месяца назад
Character Head Time Lapse
10:15
2 месяца назад
GameDev - Finishing Rig and Animating
2:24:01
7 месяцев назад
GameDev - Character Rigging
2:26:02
7 месяцев назад
Doing some chararacter rigging
3:33:16
8 месяцев назад
Doing some Character Texture Work
2:06:38
Год назад
Low Poly Skull
1:56:24
Год назад
Working On a Frog 3d Print
3:49:10
Год назад
Just some peace and quiet art
1:04:28
Год назад
Sculpting Hydra for Tabletop Mini
2:12:43
Год назад
Комментарии
@an_enigmaticdream
@an_enigmaticdream День назад
I dont get how your videos only have 4K views, your editing and jokes are great! And this is great learning experience
@TheSicklyWizard
@TheSicklyWizard День назад
Probably a lack of consistency in posting. I had a new year resolution to put out a new series this year, so stay tuned for that
@spectre7166
@spectre7166 2 дня назад
is there a similar rig for lipsyncing ?
@TheSicklyWizard
@TheSicklyWizard 2 дня назад
Same principal applies really, just using a mouth texture instead
@justcallmeavi3255
@justcallmeavi3255 3 дня назад
I know this is a late comment but your model is massive, probably around 600 to 1000 polygons, worked with the PS1 way back in the day, most hero models, that's the character the player plays had 200 to 600, Crash Bandicoot had 612 and Lara Croft just 260, this was because of the way the PS1 executed instructions, the system specs say 10,000 polygons per frame but the actual number was more like 3000, this was because of the system cache's and RAM, it wasn't just textures and polygons we were sending, it was data sets on raster's, this was to tell the PS1 how many polygons each model has, were it was and how far away it was from the player character, the PS1 didn't have a z buffer, we had to program our own, it also lacked floating point data, hence the wobbly graphics, all those instructions had to be executed before anything was rendered, notice the specs say in *hardware* , that means if the hardware was just making polygons, clever marketing trick from Sony, all the system information had to be written in machine code, just like any computer ever but the game code was written in C, the PS1 stores data from the disk into the caches on the board, then the CPU draws from those to organise and execute instruction sets, to draw frames the PS1 had a frame buffer that the CPU would call on to draw the polygons on the screen, the buffer was limited however and writing the code to call on those instructions, textures and game code was a nightmare, it was fast in hardware but slow in software, we got around a lot of these problems by reducing the amount called on the screen at a time, freeing space in the hardware to make the games run at a smooth 30fps, making low poly models leaves more polys for the environment, sound and effects, so Lara Croft was low poly to make the environments more transversable, whereas Crash Bandicoot needed to be higher in polygons because he took up much of the screen, blender can't replicate the effects of the PS1 graphics because it was hardware limitations that made the games appear that way, a good example is emulated games, same game, more likely crash dumped from the disk but the effects of z buffer wobble and dithering are not present, I suppose if there is a way to tell blender to randomly skip some frames in a render you might get closer to the original, we dumped loads of frames when making in game cutscenes, you can't even tell, Resident Evil has tons of them, which is weird because all the backgrounds are prerendered images!
@Mr.Derpus
@Mr.Derpus 3 дня назад
For some reason when I go to do the dirt/grass textures on the river, the texture is upside down Does anyone know how to fix this?
@TheSicklyWizard
@TheSicklyWizard День назад
Did you try rotating the UV tile?
@Finding_Arcadia
@Finding_Arcadia 5 дней назад
Dude, this is INSANE!! Im still new to the whole 3D modeling thing so Im worried this might be out if my league for now, but I'll def be saving and rewatching repeatedly over the coming months!! My goal is to make an animated Broadway style musical, which requires some *intense and intimate* facial emotions, but I'm scared of 3D face rigs lmao
@22.robertusgunawannugrohob14
@22.robertusgunawannugrohob14 8 дней назад
Its good but not good enough for animations
@TheSicklyWizard
@TheSicklyWizard 8 дней назад
I mean, I'm not a professional animator, but they seem to work fine with animation. I'm not entirely sure what you mean by that?
@VikVaughnMISC
@VikVaughnMISC 9 дней назад
I just want a gouraud shading option :(
@VikVaughnMISC
@VikVaughnMISC 9 дней назад
This is going to be a bad question but when making models are we relying on the vertex lighting and colours to shade the model as opposed to selecting shade flat/shade smooth?
@Zorochase
@Zorochase 11 дней назад
Hey Sickly! First off, I want to express my gratitude for your tutorials. I think, as many others have pointed out, they're very well structured and it's clear you have real intentions to actually *teach* your viewers, not just brush over the steps for a quick video to get views. That said, I have to ask: is there a new series in the works? You replied about a year ago to another comment that you messed this one up and that you had a better system. If you can't or won't make a new series, I completely understand, but, in that case, are there any other rigging resources you would recommend to beginners? I'm trying to rig my own characters and I'm really struggling to find resources with the same level of quality as your tutorials. There're plenty of tutorials out there but most of them don't go into detail as to *why* they're telling you to do anything. Again, I really appreciate the work you put into your videos, and even if you feel you messed up, I know you have the best intentions.
@TheSicklyWizard
@TheSicklyWizard 11 дней назад
I have had in the works for a while a full character tutorial series from beginning to end covering modeling up to rigging. Unfortunately, I've been finding myself burnt out from working on it recently, despite only needing a little bit more to do before I'm finished with getting all the footage I need. I do have intentions to make this series however I am taking a break from Blender for the time being, so I can comeback refreshed.
@Zorochase
@Zorochase 11 дней назад
​@@TheSicklyWizard No problem. I'm glad to hear you've got something going, and I look forward to it.
@TheSicklyWizard
@TheSicklyWizard 11 дней назад
@Zorochase you can see what I've had in the works In my recent streams
@pawelnzuerastriguyn2640
@pawelnzuerastriguyn2640 14 дней назад
Mina Ragdoll Models On GMOD.
@TheSicklyWizard
@TheSicklyWizard 14 дней назад
It's more likely than you might think
@originalcharacter2470
@originalcharacter2470 16 дней назад
This is so pretty! Good work!
@levybrandaodesouza6050
@levybrandaodesouza6050 19 дней назад
do you have a new discord link?
@facinuschip1787
@facinuschip1787 19 дней назад
A life savior, thank you!
@realsadrat
@realsadrat 23 дня назад
can somebody please help me and thell me how does he do this? here 2:49
@azuretooth
@azuretooth 24 дня назад
can I apply this to bullet trail FX?
@TheSicklyWizard
@TheSicklyWizard 24 дня назад
I mean, you could, but since bullets typically travel in a linear direction and don't really swing you'd be better off just having a blend key of a trail that's part of the bullet object if you want something simple
@ReaperLordGamingChannel
@ReaperLordGamingChannel 24 дня назад
Dammit, I thought you were 'TheStickyWizard', I am somewhat disappointed now XD
@shadowaxolotl4006
@shadowaxolotl4006 25 дней назад
My right eye goes the opposite direction it should on the x axis, makes my goober look drunk! Any ideas on where I might’ve went wrong? Everything else seems to be working great so far, thank you so much for this 😭
@TheSicklyWizard
@TheSicklyWizard 24 дня назад
I forget exactly how to fix, try flipping the UV map for the right eye on the x axis or maybe mess with the orientation of the UV warp modifier
@VileVictour
@VileVictour 25 дней назад
WHAT
@Soroosh.S83
@Soroosh.S83 25 дней назад
This is very good info for beginners specially the roughness material that I was mind bugllyng so much, it's annoying
@Cactasolar
@Cactasolar 25 дней назад
What is this useful for doing?
@ghoziakbar6410
@ghoziakbar6410 26 дней назад
I just press uv unwrap and start praying to God
@HollyriousYT
@HollyriousYT 26 дней назад
was that the timesplitters monke?
@siteation15
@siteation15 26 дней назад
14:21 26:41
@peterpiper317
@peterpiper317 29 дней назад
What exactly can that do though?
@GCAmazingBR
@GCAmazingBR 29 дней назад
UV mapping tip, leaving a lil tag to help me find this vid into my comments feed later on c:
@Doobydoe
@Doobydoe Месяц назад
Do you have a tutorial on how to connect models made separately like how you did with the ear?
@PatinaGames
@PatinaGames Месяц назад
I’m working on a geometry node setup that adds as close to a real lighting system as i could make where the end user does not have to touch geometry nodes at all, just apply and setup the modifier and apply the shader I hope to release it soon. Edit: with tools like box fill where you just grab rotate and scale a box into place and set a color, along with point and spot lights and whatever i’m still coming up with
@PatinaGames
@PatinaGames 18 дней назад
I released my setup to the public
@Moncayo_02
@Moncayo_02 Месяц назад
me suscribo
@alexolivers9476
@alexolivers9476 Месяц назад
Why are half the commenters not even 3d artists 😭
@TheSicklyWizard
@TheSicklyWizard Месяц назад
The algorithm has reached beyond my target demographic
@ClockworkGearhead
@ClockworkGearhead 28 дней назад
@@TheSicklyWizard You made it. You won.
@zefirdude
@zefirdude Месяц назад
Ah yes random and very specific short that I have no knowledge about yet again showed up in my recommendation. I didn't understand a single word nor purpose of it. Cool.
@TheSicklyWizard
@TheSicklyWizard Месяц назад
The algorithm really be doing me some numbers
@minepro2929
@minepro2929 25 дней назад
@@TheSicklyWizardas I person who understood about 3 words. Looks very useful
@vi8799
@vi8799 Месяц назад
unwrapping in blender is a pain in the ass
@DenerWitt
@DenerWitt 23 дня назад
is there any app where unwrapping is not a pain?
@vi8799
@vi8799 22 дня назад
@@DenerWitt To some extent this is inevitable, but it is much less painful to do it in rizom, modo, maya etc. Blender can be pumped up with addons, but their compatibility and support are questionable. I usually praise Blender, but Uv unwrapping is obviously one of its weakest parts
@TheSicklyWizard
@TheSicklyWizard 22 дня назад
@vi8799 what features do you think should be added to make blenders unwrap functionality better?
@vi8799
@vi8799 22 дня назад
@@TheSicklyWizard In Rizom`s terms constrains are missing, autostacking of similar islands, grouping for more contextual packing, islands orienting etc.
@Thatsnakeinurboot
@Thatsnakeinurboot Месяц назад
No idea what this means but it sounds very useful 10/10
@megazinji
@megazinji Месяц назад
I keep coming to this video like its gospel, thanks for the these videos! I got a question tho, how would I export from Blender to Unity while keeping the Vertex Painted Shadows?
@TheSicklyWizard
@TheSicklyWizard Месяц назад
I'm not to sure how unity works with it's shading system but I do know that the vertex colors are saved. Not sure how to access or use them in unity's system
@megazinji
@megazinji Месяц назад
​@@TheSicklyWizard You were right about Vertex Colors being saved, I just had to make a custom shader using Unity's Shader Graph, by using Multiply between Vertex Color node and Sample Texture 2D in!
@PostcardFromADream
@PostcardFromADream Месяц назад
This video is so much more useful than I initially thought. One of the best. I took what I needed to get started, and every time I come back I learn something new that I can implement to take things to the next level.
@Philistine
@Philistine Месяц назад
Thats cool but whats the point? Are you just gonna omit that part and have everyone figuring it out themselves?
@GuitarOfTime0116
@GuitarOfTime0116 Месяц назад
Funni stretch, no further reasons needed
@TheSicklyWizard
@TheSicklyWizard Месяц назад
Use it to stretch funni monky.
@meech2163
@meech2163 Месяц назад
​@@TheSicklyWizardno further explanation needed, sometimes you just gotta have a Lil fun
@theshuman100
@theshuman100 Месяц назад
if i had to guess, its a more powerful version of falloff selection.
@TheSicklyWizard
@TheSicklyWizard Месяц назад
@@theshuman100kind of? It does allow for proportional editing of the uvs, but in a more controlled way. You an pin select vertices and adjust others and the live unwrap in the UV editor will adjust proportionally to your changes when you move the pinned vertices
@hotdogcat5874
@hotdogcat5874 Месяц назад
Its pizza time.
@ezrafriesner8370
@ezrafriesner8370 Месяц назад
Funiculì, funiculà
@ipaqmaster
@ipaqmaster Месяц назад
Immediately saw the Suzanne unwrap
@enlargedquack
@enlargedquack Месяц назад
What’s the point of it though?
@GuitarOfTime0116
@GuitarOfTime0116 Месяц назад
What's the point of art? What's the point of hobbies? Why do we even have fun at all if it has no purpose? Monkey do funni stretch, no one needs any other reason.
@ClockworkGearhead
@ClockworkGearhead 28 дней назад
Uniform UV image scaling over the mesh.
@Jazztoasty101
@Jazztoasty101 Месяц назад
Why is the bg song pizza pasta put it in a box
@TheSicklyWizard
@TheSicklyWizard Месяц назад
Pizza Tower tutorial theme
@kittykat5090
@kittykat5090 Месяц назад
deliver it to my house and put it on my
@Cobalt17
@Cobalt17 Месяц назад
THE FUTURE IS ADJUSTED DARYL!!!!!!!!
@Varrbariouss
@Varrbariouss Месяц назад
Whaaaaaaaaaaaaat
@emilytrost4123
@emilytrost4123 Месяц назад
do i have any idea what this is about? no. did i watch the entire video? absolutely.
@Joshinken
@Joshinken Месяц назад
For a second i was very confused because i didn’t remember twitter having a 3d modeling software built in
@EvoWatches
@EvoWatches Месяц назад
The background music is so distracting. What do you think of that? Veggie Tails flashbacks
@TheSicklyWizard
@TheSicklyWizard Месяц назад
Cause I hate the sound of my voice 💀
@Rev_Erser
@Rev_Erser Месяц назад
Pizza tower
@Icefall3D
@Icefall3D Месяц назад
This isn't how you do this for gamedev this is a super expensive way to do trail effects.
@TheSicklyWizard
@TheSicklyWizard Месяц назад
I will preface by saying this is a technique I learned from an actual game dev and they were using it because they wanted to have direct control over the motion trail of a sword swing ingame. Conversely id argue it's actually less expensive to do it this way as the trail is a baked effect and not procedurally generated particle system in game which is computationally more expensive, at least as I understand it. The problem with this approach however is it's not dynamic and requires you to actively animate the motion trail yourself. This is a, perhaps, antiquated way to approach the problem, but it is a solution that does work and does have a use case.
@xXUnhingedDevXx
@xXUnhingedDevXx Месяц назад
Honestly depends on alot, usually particals work better but I don't see why it would be all that expensive
@udayjeetsingh1235
@udayjeetsingh1235 Месяц назад
I just try this and its actually really helpful For example align rotation does not work somestimes and u wanna straight the uv of ur mesh. U can pin the corner top and bottom point and scale it to x axis and press 0 and it align the uv perfectly without deforming it. It just work like the pin tool from photoshop and its really handy
@justjjamn4952
@justjjamn4952 Месяц назад
ok but what does it make the 3d figure look like?
@NotGabe001
@NotGabe001 29 дней назад
It doesn't affect what the 3D model looks like, only the UVs
@justjjamn4952
@justjjamn4952 29 дней назад
@@NotGabe001 wwaaat??? really??? wow that's crazy man...
@shawnmm1
@shawnmm1 Месяц назад
It’s actually really handy for making fake game footage by selecting the camera and hitting shift+~ and then tab,