Blender Tutorials and Scifi Animations? you are in the right place - SUBSCRIBE This channel is all about Blender and Nvidia Omniverse. I am releasing three videos a week plus a live stream, all from Canberra Australia. There will also be Live streams that I will be participating, so make sure you subscribe to the channel so that you get the notification. If you want to support me you can visit my Patreon: www.patreon.com/Markom3D If you would like to just send me a donation for support - paypal.me/markom3d If you want to check out and download some of my models - gumroad.com/markom3d Facebook - facebook.com/markom3d Instagram - instagram.com/markom3d/ Twitter - twitter.com/markomruki
can you make a video about exporting from auto rig pro and then assuming we lost the original rigged blend file and want to use that FBX and rebiuld control rig using Quick Rig? I tried it doesn't rebiuld the control as clean as the original file.
Is it possible to track down that image in case we want to try our own hand at making the model? Midjourney has been a blast in taking my models in directions I would not normally have gone.
Seems so odd they dropped it like that. Was one of the cool things about eevee. But I guess since the compositor is real-time now that's why they did it.
The term "Hero asset" comes from practical visual FX. In practical VFX the term is "Hero Prop". It is a prop or asset that has to upstand the highest level of scrutiny. In 3D it's the asset that went through Mari, takes up 30 uv tiles and it's folder likely takes up hundreds of gigabytes. In both practical and digital VFX it is the prop or asset you have attempted to make look as believable as possible in frame, or looks as real possible in the shot. It's the prop or asset you use for close ups. Incase someone wants to know why you would use multiple assets in digital animation. Why not just have the one hero prop? Render times. If the asset is so far off in the background you can get away with something that has far less geometry and lower resolution textures you do it. Especially in solo/porfolio/independent work where resources are at their lowest or non-existent. The fight is always balancing TIme, Money, and Quality. But money will always win.
even more useful now that bloom is removed from eevee in 4.2! probably cuz you could just use glare filter so they removed bloom from eevee. also i already knew about the glare filter i just clicked on the video cuz i wanted to comment this
Hey.. I know this video is 3 years old... but I have a question about this and no one talks about it. If my base object is using a material that has the Ambient Occlusion node in it, the transparency fails. Do you know why or a work around to still use the AO ?
Thank you for the tip! Is it possible to change mapping repeat X/Y (texture properties of displacement modifer) with partial numbers as in the mapping node of the main texture?
How to use the mist pass on an animation video ? This seems to be only possible on still images,how About animated videos ? Thanks in advanced, i'll be gratefull
Hello Can you please tell me, I made one 3d model in CC4 and export it as fbx, then import into blender, then export it as gltf but it's showing white body, there is no skin. please guide me for this, thank you ...
Hello Can you please tell me, I made one 3d model in CC4 and export it as fbx, then import into blender, then export it as gltf but it's showing white body, there is no skin. please guide me for this, thank you ...
@pigmentinoil 2 months ago Very helpful tutorial. Don't forget to remove the MultiRes modifier (!) after baking the textures and saving them. With 3x subdivisions this will create unworkable lag, especially if you are multiplying the model with something like an array function, e.g.; not to mention it seems to increase render times as well. It took working through this workflow three times to figure out why my new lower poly models were lagging more than the super high poly ones.
Hello Markom, I really like your channel and I was inspired to use Nvidia Omniverse thanks to your tutorials. I have a question... Can you export this type of animations (like the one in this video, made in iClone and also using Sequencer) to 3ds Max or Blender and have them be fully functional? I tried, but my character loses the animation. What could I be doing wrong?... I used the Omniverse connectors in both cases. I appreciate your guidance.
Interesting. I've been using the Unreal Live Link app and an iPhone, but there's no doubt the weight is a drawback for longer scenes or anything that requires the actor to move quickly. I love the Unreal app simply because it's free. What software does this camera plug into?