And the good thing is now you can bake the normals onto the low poly mesh directly through the multires modifier, which I find works better and is simpler than baking from the high poly mesh with the horrible topology!
Now reshape is an option. Put models in the same location, select high poly, select low poly with multi res, click reshape under the shape bar on the multires modifier. Produces better results for more complex models than the video method
Well, that'd be great... if it actually worked that way. Seems like you're leaving out some crucial details. Because I can't get Reshape to make the low-poly mesh conform to the original at all. When I add the Multires modifier to the low-poly object and select the high-poly followed by the low-poly version, I get the error "Objects do not have the same number of vertices". Are you sure this feature was even meant for this kind of low-poly mesh workflow? Because I'm really starting to doubt it
@morivy you it's been a while since I used it but the high res should have been created by subdividing a copy of the low res and then sculpting it. Then you give the low res a multires, use that to subdivide low res as many times as you did to the high res, and they will have the same number of vertices. Then you can use reshape so the multires low poly looks the same as the high poly
So, DID you ever author a Tutorial on this? It's been VERY confusing figuring out how I'm supposed to slave my own Drivers and Blendshapes to the Script. :S
im having birds overlapping, is there by any chance a setting ive missed? I'd suggest making slightly longer tutorials where you show all the settings you press clearly, cause i had to rewind and play back at 0.25x multiple times throughout the tutorial which made it take longer than whats necessary. And i dont mean to explain every single little thing you press, but just make it slightly slower pased to the point where its JUST long enough. Others than that, i think its pretty great :)
In the version I was using here I couldn't, but quite a few updates have happened since then and I've been itching to try out exactly what you described and post a YT short.
Hello again! I just came back to look for this video 2 years later (a 14 year old video now!). Still amazes me. What I'm about to say is not 'normal' in today's standards - I've actually sold my much newer GX85, GX9 and other cameras to stick to my trusty GF1 (and GF7 which I bought new). Every time I shoot with the GF1, I get a satisfying feeling. Sometimes I still get tempted to buy a newer camera. But, your video reminds me that I can be perfectly happy with the GF1 and 720p video. What matters most is that we 'capture' the video in the first place. Thank you for this. A message for all - stick to what you've got as long as it no longer limits your imagination and capabilities. From my experience, most digital cameras from the early 2000s are more than capable. You will truly know that once you start printing your photos, and start editing videos. I am in the process of editing really old 640 x 360 family videos. Nothing beats actually having the video in the first place. Any footage is much better than no footage. Same with images. And look at the 'trend' now - mainstream music videos are being shot on VHS and old Digicams!
When I press L and F to fill the mesh, letters like O or R, then the entire surface of the letter fills up, including the "hole" of the O. In your example you don't have letters with holes. Even the A is open. What I have to do to solve this problem? Thanks.
Very good lesson; thank you! There are several things about Blockbench that are driving me nuts, and I'm glad that there IS an option to create fine-tuned low-res pixel texturing in Blender.
Hey Louis 2 questions 1) can you explain why you use 3 Armature bones for the eye ball? 2) And for your Rig controls were those Mesh edges, Nurbs, Curves?? looks like a good technique
Hey, Louis. Love your stuff. These kinds of animation tasks where a character walks and then stops to perform another action, are what baffles me the most. How to approach it appropriately, should I move the bones in the pose mode or the whole rig in the object mode to convey the walking movement?
Thanks. I'd animate everything in pose mode to keep things in one action. I still find it tricky when to create a walking loop + offset a root bone Vs just animating all the foot placements individually.
TRY Render settings: Check you're on Cycles & run with GPU Under the light settings and volume settings and bump up those bounces Cloud Material: In the cloud material play with anistrophy -0.5 to 0.5 gave me good results I also changed "absoption col" to pure white Tested with multiple versions of blender an most gave dark ugly results. Might be due evolved & automated settings.
Hi, awesome video! thanks for making this tutorial. I have an issue thou and can't seem to find an answer anywhere. I follow your tutorial and on the viewport I see my colored background but when I render my scene the background shows no color. Now that I think about it, not even the gradient is present. At first I thought it had to do with a parameter in the scene configuration somewhere so I copied my model to a new project but the result is the same. Do you have a clue of what might be wrong? Thanks in advance for any guidance you can provide.
I appreciated your instruction on making and rigging the birds but wanted to use boids to make the flock. A month later I've come back to utilize your method of attaching them to a displacing icosphere, because the flight was just too random no matter what boid setting I used. Thanks for the tutorial.