This is a very neat way to do a tutorial. It’s fast enough paced that it’s not getting heavy but clearly described so that you can filter all the information you want out of it.
This thing is crazy. I've always been creative and i see this thing is completely unusual. Btw how do you upload this into minecraft bedrock. And can u get blockbench on ps4. Cz that's the only device i can play minecraft on...
I've yet to try with a PS4 since I don't own one! :) It's a web-app so you could in theory run it on any device that has a browser. Into Bedrock Minecraft is a lot of files, but I got tutorials on that (PC) :)
so, unrelated to the tutorial, but it occurs to me that this design in its style looks very much like something I would expect from the older Ratchet & Clank games. XD
Your tutorials are so well put together and nice especially how you made a video for kids so kids on youtube kids can actually learn, can you make a very complex tutorial on texturing or refer me too it because I can't find one. I'm decent at texturing but not as good as I'd love. I've spent hours analyzing just neat textures such as MCC island assets but it'd be nice if you could make a tutorial for that.
I said this on a video on one of your other channels but I'm making a scary minecraft world and started a block in block wizard, it was a tombstone a big one at that, but when I loaded it into minecraft all I got was a block what had the texture lay out on all sides but I think the model is broke, do you know what I did wrong?
These tutorials are very awesome, I love making models and it brings out my creativity, but what about cosmetics for Minecraft players such as hats, custom items and armor? your tutorials are the best I've watched
I need help with animating here’s the reason:I added bones to my project and was ready to animate it but it said:you have to select animation to do this and I don’t understand please help me thanks!
In the animation tab, you must *create* an animation (top left) to be able to animate. A model can have 0 to unlimited animations, and they are created in a list, usually with different forms of motion. Classic animations are: idle, walk, run, attacks, special moves, emotes, being hurt, death.
Doesn't look like you are using Inverse Kinematics for the necks, and tentacles any reason why ? Would make the animation process much more easy then rotating each piece one by one!
You're absolutely correct. IK solvers are a more advanced system to work with than regular keyframing, meaning - time spent elsewhere, for something that ultimately didn't need it. Was this model meant for a game, proper, or alternatively a cinematic - then IK would have made a lot of sense to apply to most parts of the body. Then on the other hand, IK solvers for a tentacle is neither fast nor intuitive to work with - since you're likely going to want to either a. have different setups for different animations (here, making sense to run a multi-project setup for exporting to an engine or such, also resulting in multiple files with individual IK sets - a fair bit of extra work) and b. build the model with IK in mind, all the way down to the use of a hidden bone structure, likely. And lastly, as someone who's spent a plethora of years with keyframing other solutions without IK, I'm not a faced by time constraints. I hope that gave some insight, and thanks for asking :)
Hello kev, im one of your fan .. i don't think you remember it , but i'll request it again .. can you make a tutorial on making animation controllers , please kev 😊