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What are Wrinkle Maps? (Video Essay) 

Kext Next
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Learn about the incredibly cool Tension Maps, 3D modeling, animation, and basic 3D concepts! They can be used to animate all kinds of cool things.
Blender Download: www.blender.or...
Tension Addon Download: blenderartists...
Chris Jone's post: blender.commun...
Patreon: / kextnext
Insta: / kext.next
Music by www.bensound.com/

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5 окт 2024

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Комментарии : 246   
@kriptionite8412
@kriptionite8412 3 года назад
All I can think about is “Sqworm”
@Crazylom
@Crazylom 3 года назад
Wrinklers....
@Thinzy
@Thinzy 3 года назад
@@Crazylom wrinklets
@SliceJosiah
@SliceJosiah 3 года назад
Sqworm Yes, we all know who we’re talking about.
@bitchass9073
@bitchass9073 3 года назад
chris jones gang
@vedanttiwari22
@vedanttiwari22 3 года назад
Chris Jones Huh?
@siha-
@siha- 3 года назад
Well, flying pen*s just apeard in my reccomendations :/
@TheoParis
@TheoParis 3 года назад
😂😂
@korvmcgee4699
@korvmcgee4699 3 года назад
ITS A SQWORM
@yaroslavvaliev5012
@yaroslavvaliev5012 3 года назад
"Tension maps are such cool thing! Using them you could create worms, characters, art, worm characters, and art of worms"😂 Thank you for great explanations of 3d art principles)
@SliceJosiah
@SliceJosiah 3 года назад
We all know it’s Sqworm but seriously this video is actually interesting.
@mightyfreshmeat9661
@mightyfreshmeat9661 3 года назад
I've seen Chris Jones work and was super interested, but the lack of information made it hard to understand or try to replicate. You made it so much more clearer and accessible... Thank you!
@saltnickel1777
@saltnickel1777 3 года назад
After studying software like blender and game engines for 3 years and watching thousands of tutorial this is the first time I heard tension map (btw I'm no pro me dumdum :c ). That is so freaking cool how come this is not popular there's a lot of uses for it like realistic human animation, probably earthquakes, and ehem.. tentacles
@dixie_rekd9601
@dixie_rekd9601 3 года назад
its great for skin deformation in faces, and clothing.
@Carkoon
@Carkoon 3 года назад
Besides learning about "wrinkle maps" I also really liked your explanation of normal and displacement maps. Thanks!
@Igrium
@Igrium 3 года назад
I've been using Blender for YEARS and I didn't know about this. Great vid!
@antonkoekemoer4136
@antonkoekemoer4136 3 года назад
*Me* : "It's an Earthworm. It's an Earthworm. It's an Earthworm. It's a- *My brain* : "hehe flying genital"
@fireball75677
@fireball75677 3 года назад
child
@antonkoekemoer4136
@antonkoekemoer4136 3 года назад
@@fireball75677 uhm.. Ok higher being
@fireball75677
@fireball75677 3 года назад
@@antonkoekemoer4136 lol
@HarnaiDigital
@HarnaiDigital 3 года назад
I really appreciate the way you demonstrated everything regarding 3D Animation. You've gained a new sub.
@allie-ontheweb
@allie-ontheweb 3 года назад
You know we're in a lockdown when the thumbnail got me like 🤤😍😜😳😳
@NewtGQ
@NewtGQ 3 года назад
😭😭😭 dude
@Micromation
@Micromation 3 года назад
Girl you thirsty...
@JellyAntz
@JellyAntz 3 года назад
🥵 ok chill ma’am
@Franckie.G
@Franckie.G 3 года назад
Ok , I ‘m just at 2:57 min and yet I must say than after now 4 years self learning 3D sculpting, texturing,animating ,rendering and a km of great ressources found of the web .THAT is one of the best , easiest, easy to get , cool to know , explanation I get on the dark magic art of texturing .
@jobotronic
@jobotronic 3 года назад
Nice little overview! Well done. One point: Normal Maps do not displace. They actually only "bend" normals and only use the R and G Channel as one can only "bend" in two directions. That's why Tangent Space Normal Maps are always blueish (B is set to 0.5)
@bUildYT
@bUildYT Год назад
thats a really good video, wish i had seen that before starting with blender :D
@xweert711
@xweert711 3 года назад
Very cool video! I'm a 3D artist who makes a living doing 3D art primarily for games, and i've used tension maps for facial expressions quite a lot, as tension maps are a great way to accurately show the way the skin folds on the face without needing to have a bunch of geometry in order to manipulate the vertices into doing those skin folds through vertex animation (i.e. shapekeys in blender). I've also seen tension maps used in games like MGSV, or Red Dead Redemption 2, in order to emulate the skin creasing against the muscles when certain limbs bend. Tension maps seriously go a *long* way in making something feel a lot more alive, even if they're just a small, little thing!
@kextnext
@kextnext 3 года назад
That’s so cool! It makes a lot of sense that they’re being used out there, I just wish they were more accessible to freelance artists.
@nullvoid3545
@nullvoid3545 2 года назад
Question. Are tension maps used real time in games, or are they best used to bake better animation blends?
@deanbowen658
@deanbowen658 3 года назад
Great explanation. I'll try using tension maps soon.
@Waterbug1591
@Waterbug1591 3 года назад
Thanks for explaining this new map feature no one's ever talked about in the CG community. Chris Jones' CG demonstrations of skin stretching are insane because of this added feature like 10 years ago.
@matheusviniciusdemoraes9420
@matheusviniciusdemoraes9420 11 месяцев назад
When I saw it on the thumbnail I sweared it was somethings meater
@Sus-nn8sv
@Sus-nn8sv 3 года назад
Came here from Chris Jones
@SliceJosiah
@SliceJosiah 3 года назад
Ah yes, Chris Jones. yea boi
@abhijaik70
@abhijaik70 3 года назад
Sqworm
@DesiAngryYoungMan
@DesiAngryYoungMan 3 года назад
Best explanation I have seen on RU-vid. Great content on this channel.
@Porus3D
@Porus3D 3 года назад
First time understanding all these properly. thanks.
@MistaGeenie
@MistaGeenie 3 года назад
Ive been trying to make a tentacle for a few days now this helped so much thx!
@Wzxxx
@Wzxxx 3 года назад
Really interesting. Didn’t know about this. Nice channel. Subed.
@David0gden
@David0gden 3 года назад
Tension maps? That's going right my tool belt. Thanks for the informative video.
@flynndonald6892
@flynndonald6892 4 года назад
Nice man. This will definitely help course. Keep up the good work and stay safe.
@rikovladimir8655
@rikovladimir8655 3 года назад
I'll check this one out, thanks for the vid
@KuDastardly
@KuDastardly 3 года назад
Using tension maps. "We all know where this is going". >.>
@griffithe2438
@griffithe2438 3 года назад
This is the first time I've ever heard about them. Thanks. : )
@klauszwegert6382
@klauszwegert6382 3 года назад
Intresting.... We had this in rigging classes with Maya.
@valtabohm
@valtabohm 2 года назад
Dang bro this video is Epic. Just subbed
@Dilligff
@Dilligff 3 года назад
I had toyed around in my head the idea of weight painted 'crumple zones' a while back for giving more consistent results to cloth wrinkling and skin folds. Especially after looking for similar results and finding some pretty convoluted solutions. I also considered adjacent vertex proximity as a means of driving those results. Glad to see that people smarter and more capable than myself have actually made it happen, though I'd still like to see the addition of weight painting to fine tune the strength of where those folds should occur. Though I'm probably overreaching since this appears to be handled at the shader level and can be accomplished by using masks.
@dixie_rekd9601
@dixie_rekd9601 3 года назад
yes, the addon can output vertex groups, these groups can be combined with manually painted vertex groups to get the adjustable effect you want.
@DjTasteless
@DjTasteless 3 года назад
very nice explanation of basic 3d essentials!
@DxBALLxD
@DxBALLxD 3 года назад
I'm wondering if Blender didn't put off the implementation because I suspect they're sneakily trying to move towards an "addon" kind of business. Where base blender is free (which it has to be due to licencing) but they'll slowly stop updating various tools for each version and reintroduce them sometime later as addons to pay for.
@mrspecs4430
@mrspecs4430 3 года назад
you need to distinguish between displacement- and height/bump maps. Height or bump maps are monochrome and only carry unidirectional (height) displacement information. While on the other hand a displacement map is similar to a normal map in that it creates a 3d vector for the direction and amount of how to move a given point/vertex
@sr1488
@sr1488 3 года назад
kind of! bump maps dont displace vertices and are black/white, displacement maps do displace vertices but are black and white, and vector displacement maps displace vertices in 3 dimensions so they can do things like create a hook that comes out of a surface.
@MartynDerg
@MartynDerg 3 года назад
"if you were playing a game with millions of vertices, you'd break your laptop!" *looks at my pc/vr setup* yeah... laptop...
@ohdahngboi_2237
@ohdahngboi_2237 3 года назад
"meat" -vinesauce 0:00
@crolex6443
@crolex6443 3 года назад
Best expaination ever. Thank you!
@forgottenalex
@forgottenalex 3 года назад
little do you know Wrinkle maps are something the SFM and Source Modding communities have been using and making for over 10 years
@LtdJorge
@LtdJorge 3 года назад
Normal maps don't display displacement. Normals tell where a suface is pointing to.
@dixie_rekd9601
@dixie_rekd9601 3 года назад
I use these a lot, theyre also found in many modern game engines.
@0Baian0
@0Baian0 3 года назад
TL:DW they create vertex color maps in tension areas and stretch areas blender used to have them but now you need a plug-in.
@brudamonas8208
@brudamonas8208 3 года назад
Underrated Thanks youtube algorithm
@the-ai-art
@the-ai-art 3 года назад
Tension maps are still on blender's new versions. They can be found in the animation nodes :)
@gejirz5349
@gejirz5349 3 года назад
am i the only one who clicked cause of chris jones`s worm on the preview?
@kextnext
@kextnext 3 года назад
Actually that’s my worm! I recreated his worm with the tension map addon.
@gejirz5349
@gejirz5349 3 года назад
@@kextnext wow, nice blender knowledge!
@silentvoidx9267
@silentvoidx9267 3 года назад
Chris Jones is a wizard
@imnotmatthew
@imnotmatthew 2 года назад
Love this. Great video!
@infographie
@infographie 10 месяцев назад
Excellent
@deft9183
@deft9183 3 года назад
I saw the thumbnail and immediately thought Chris jone or something like that
@invaliduser9395
@invaliduser9395 3 года назад
fun fact from a 3D modeler: source 1 models from half life 2 have very bad topology. they are made up completely of triangles, which is usually referred to as bad because they are hard to work with.
@Matojeje
@Matojeje 3 года назад
But it's very common to triangulate your meshes before exporting
@Hwyadylaw
@Hwyadylaw 3 года назад
Harder to model, easier to develop a game engine for.
@JeanEdouardKevin
@JeanEdouardKevin 3 года назад
great video, i can't believe you only have 3.5k subs
@Cobalt3351
@Cobalt3351 Год назад
Am I the only one who thought of Chris Jones' sqworm animation?
@chikirao
@chikirao Год назад
no)
@ATWStudios
@ATWStudios 3 года назад
This was really helpful!
@kormareads1441
@kormareads1441 3 года назад
you could've chosen anything as the thumbnail and you went with the thing from "slither"
@rofdo1489
@rofdo1489 3 года назад
Good video.
@wishinghand
@wishinghand 3 года назад
Why was it removed from Blender?
@maxmustermann3938
@maxmustermann3938 3 года назад
For people that want this in a game engine: If I got the explanation right, the blender addon uses neighborhood information for the mesh which you often do not have in a game engine. However, I think you can implement a feature like this by using the transformation matrix of the given vertex. For models animated with bones, this matrix is different for each vertex. You can then deconstruct the matrix in the shader to extract the part of the matrix that is scaling and use that. This would give you a scale for each axis, which is information you can use to properly align wrinkles or something. I cannot say for sure that this is how it works, but you can give it a try
@dixie_rekd9601
@dixie_rekd9601 3 года назад
the only information needed when using this in a game engine is variation in length, typically 3 sets of normal maps are used. relaxed, compressed and stretched, these are then blended using the information gathered from relative edge length...
@maxmustermann3938
@maxmustermann3938 3 года назад
@@dixie_rekd9601 where do you get relative edge length from in a standard rendering pipeline?
@dixie_rekd9601
@dixie_rekd9601 3 года назад
@@maxmustermann3938 I dont know TBH, lol I dont often work with game engine shaders, however once you DO get this, its the only info you need for a tension map, since the shader doesnt need a vector from each vert since tension maps dont work directionally, they only work to blend between a few different normal maps rather than trying to create a normal map on the fly.
@maxmustermann3938
@maxmustermann3938 3 года назад
@@dixie_rekd9601 yea, my comment was about how one could potentially get that info in a game engine, but I am not sure that what I described would work. You'd usually use rigged and skinned meshes and thus you have a transformation matrix for each vertex. Rasterization pipeline focuses on vertices, so you really don't have neighborhood info like edges if you don't manually make sure of that. Which is why so thought just using the vertex-local transformation and grabbing the scaling portion of that might work. This way you essentially generate your "vertex colors" on the fly in a vertex Shader without the need for any of that stuff. Could work but I really don't know lol. You do get more than one scale, as in one scale per axis, which I guess you could just combine into a single scale or somehow make use of for whatever you want if you can come up with something
@kaizo11
@kaizo11 4 года назад
epic video thx for the info
@mcdev6868
@mcdev6868 3 года назад
Never heard about this, thought this is going to demonstrate vector displacement. But I think one should stick to elaborated terms and not make up new ones that confuses people. Tension describes exactly what it does, wrinkle doesn't. It's like calling displacement maps terrain maps, because most people use it for that, but it's not limited to.
@syth-1
@syth-1 3 года назад
Wish I watched something like this when I started with 3d
@jamaalsineke2405
@jamaalsineke2405 10 месяцев назад
Hi this is an awesome idea. Do you have tutorials on how to do this in Blender 3.4+? Also what would I need to export these simulations/animations into a game engine?
@netkob
@netkob 3 года назад
So cool. Thank
@marcfuchs6938
@marcfuchs6938 3 года назад
Oh well, the 3D animation essentials were better explained than in most actual tutorial videos. Good work there! I don't suppose tension maps are available for use in Blender 2.79 internal?
@shanabenjamin8945
@shanabenjamin8945 3 года назад
Thank you
@GENIUSGT
@GENIUSGT 3 года назад
Valve just calls this wrinkle maps. They've been using it since TF2.
@21EC
@21EC 2 года назад
Why would Blender ever want/need to remove such a super cool/awesome and advanced feature...? I don't see any reason for that, they should bring the tension map back to Blender to make it an even better 3D free software.
@leon_bv
@leon_bv 3 года назад
Good job on this!
3 года назад
Brilliant!
@ismile_xv
@ismile_xv 6 месяцев назад
Bro could use another material, but chose exactly this one
@maayanon1247
@maayanon1247 3 года назад
Amazing video! An interesting decision to make to video understandable for none-cg artists, why did you chose that?
@kextnext
@kextnext 3 года назад
Not sure. Just a change in pace from my usual content, I guess.
@octagonal8905
@octagonal8905 3 года назад
For me the most difficult part about 3D is rendering ... You have to learn what are matrices, and it's really not that easy. (Maybe i should use unity instead of OpenGl ...)
@VirtualMethod
@VirtualMethod 3 года назад
You really have to understand transforms (in matrix form, or in vector/quaternion form) and vector spaces if you want to do any 3D, be it in a game engine like Unity, Unreal, or a raw graphics API like OpenGL. You just can't escape them. Good news it that once you understand, a world of possibilities opens up :)
@XxxTheGoldenApplexxX
@XxxTheGoldenApplexxX 3 года назад
@@VirtualMethod i dont think you need to understand matrix to use unity, ive made 5 games and ive only used matrix once in one line of code out of tens of thousands.
@VirtualMethod
@VirtualMethod 3 года назад
@@XxxTheGoldenApplexxX Not talking about Matrix4x4, but about Transform, which you have to use in pretty much any game (unless it's extremely simple). Once you understand things like world/local space, converting data between spaces, transform composition, rotation order, etc matrices are just one way of representing them. Imho what's difficult is not understanding what a matrix is, but how transforms work. Once you can juggle transforms, putting them in matrix form is easy: get the identity matrix, slap the orthonormal axis in the first 3 columns (or rows, if using row major) and the position in the fourth, that's it. Projection matrices are a different beast, but dealing with them directly is much more uncommon.
@XxxTheGoldenApplexxX
@XxxTheGoldenApplexxX 3 года назад
@@VirtualMethod i dont think you need to understand transform as a matrix in unity. Its just 3 variables, one for each axis. Also what kind of game mechanic requires you to convert transform from local space to world space? Also dont unity already has specific variables for both local and world space? Idk its been a while since ive touched unity.
@VirtualMethod
@VirtualMethod 3 года назад
@@XxxTheGoldenApplexxX " i dont think you need to understand transform as a matrix in unity. Its just 3 variables, one for each axis." Nope. A transform is a position, a rotation, and a scale, so 10 variables if the rotation is in quaternion form (3+4+3). 9 if the rotation is euler angles. 16 in 4x4 matrix form. With 3 variables (one per axis), you only get a position. "Also what kind of game mechanic requires you to convert transform from local space to world space?" Something as basic as shooting in a FPS: the direction you shoot is "forward" in the character's local space, but you have to convert that to world space to shoot (as the bullet is typically not parented to the character). Same for strafing, you move "left" or "right" in local space, but you need to convert these to world space. If you know about matrices, and how they're built, you can get the local axis expressed in world space from the character's matrix first 3 columns/rows, though. Another typical example is a character standing in a moving platform. Usually you'd want to convert data from character local to platform local, so that's character->world->platform. Can be done much more efficiently by multiplying matrices together to get a "character to platform" matrix. Any non-trivial UI: you drag an icon from one panel to another (think inventories) and you need to convert the click/release mouse positions from screen space to panel local. Many camera setups (arcball, third person, etc) also require you to deal with these. My point is that in all the years I've been making games there's not a single game where I hadn't had to convert stuff between vector spaces. So if you're serious about making anything 3D matrices are a extremely valuable and powerful tool, investing time in them is totally worth it. If you write your own shaders or modify the render pipeline (not everyone needs or wants to, but many intermediate-advanced stuff requires it), matrices/spaces are everywhere as you need to understand object, tangent, world, camera, and clip space. "Also dont unity already has specific variables for both local and world space?" For convenience, Unity gives you local and world space rotation/position for each transform. But that does not help with converting to a different local space (as in the platform example), and in many other cases. Once scale is involved, things get much hairier as composing rotation and scale gives rise to skew (which is generally undesired) and doesn't help there either.
@riley_621
@riley_621 3 года назад
sacrifice for the skin worm
@cavedweller4111
@cavedweller4111 3 года назад
someone needs to recreate the Alaskan bullworm from spongebob
@IPpainting
@IPpainting 3 года назад
Says glossiness. shows roughness, Love it
@aonodensetsu
@aonodensetsu 3 года назад
a glossiness and roughness map are inverts of each other so he may as well have showed a glossiness map
@IPpainting
@IPpainting 3 года назад
@@aonodensetsu they are still part of a completely different workflow
@aonodensetsu
@aonodensetsu 3 года назад
@@IPpainting they are, but the look exactly the same in the final render since their job is the same
@4.0.4
@4.0.4 3 года назад
Sorry but millions of vertices is totally something even a laptop can render today. I know, it sounds insane! But it's not uncommon for a game to show millions of vertices per frame. And at 60fps that's around 16ms! Insane. Also, I thought this video was aimed at 3D folks when I clicked! (It starts explaining some stuff that's a bit... patronizing if it was a video aimed at people who use 3D in any form)
@dixie_rekd9601
@dixie_rekd9601 3 года назад
millions of verts is easily rendered during gameplay in a modern game engine, however if every object were using displacements instead of normal maps, the number of verts on screen would be nsane even for the highest end graphics cards. good luck throwing 15 billion verts around at a high framerate, this is why hardware tesselation was developed, you can get adisplacement from the GPU without needing to internally render every vert. but hardware tesselation and displacement maps are very different even if they look similar.
@Lord2225
@Lord2225 3 года назад
2:09 Normalmaps have use in industry too. This method gives detail for free.
@kendarr
@kendarr 3 года назад
its what we mostly use it for, free detail
@TheKillaChino
@TheKillaChino 2 года назад
this is a horrifying thumbnail... i must know more
@michaeldelacruz6370
@michaeldelacruz6370 3 года назад
Blender removing the wrinkle map odly says to my mind that the blender team did not want to take part on hyper realistically animated porn. I'm honestly kinda mentally ill so dont take my word for it but I've seen some fucked up animated nightmare stuff in the internet. So it's out there, maybe the blender team noticed and decided to not take part in it.
@moldman5694
@moldman5694 3 года назад
Yeah no that's a stretch Enjoy your nightmare CGI hentai though
@kineticraptor3318
@kineticraptor3318 2 года назад
You had to make it flesh colored, huh
@ericr154
@ericr154 3 года назад
"Floppy hotdog" uh huh
@NonsenseGUS
@NonsenseGUS 3 года назад
wrinkle maps makes me think of the ability to have the pores on skin squash or stretch
@ProjectAtlasmodling
@ProjectAtlasmodling 3 года назад
The thumbnail looks umm. It doesn't look sfw
@kextnext
@kextnext 3 года назад
It’s a worm ;)
@Quarkburger
@Quarkburger 3 года назад
Skip to 3:32 for the subject of the video
@digitalabstractions
@digitalabstractions 3 года назад
If blender had that it would be a lot more competitive. Makes you wonder why they took it out. There's no obvious incentive to remove a useful feature. Not that it would be the first time Blender took a step back in the name of progress.
@dixie_rekd9601
@dixie_rekd9601 3 года назад
because it was heavily integrated into "blender render", the old pre 2.8 render engine... its a shame its not been reintegrated but with the new versions of blender coming soon, it will be easily possible.
@digitalabstractions
@digitalabstractions 3 года назад
@@dixie_rekd9601 Thanks for the explanation, and I really hope so that'd be really useful even if in very specific scenarios. The more tools in the sandbox the better sometimes. That being said I am proud of, and appreciate the Blender foundation for making progress and focusing on organization and quality over pure creativity which it still has plenty of. If only Nvidia didn't crowdsource the funding in retrospect by playing the market after creating Optix.
@NextRoulette
@NextRoulette 3 года назад
Good old times we had "3d dancing baby" for representing 3d
@cevxj
@cevxj 3 года назад
better writing skills than 80% of youtubers you speled super wrong
@grassnard7307
@grassnard7307 4 года назад
I am uncomfortable
@naturallymoronic2214
@naturallymoronic2214 3 года назад
4:19 nice
@Automatik234
@Automatik234 3 года назад
This is epic!
@ivander1511
@ivander1511 4 года назад
Sqworm
@ep1cn3ss2
@ep1cn3ss2 3 года назад
1:25 Normal maps are not displacement bud
@choledocholithiasis
@choledocholithiasis 2 года назад
lol
@kendarr
@kendarr 3 года назад
Blender didin't had it, we had a addon that was very old and quite clunky, Steve did us a solid and ported it to the new API of blender and it works great
@dixie_rekd9601
@dixie_rekd9601 3 года назад
nope, blender 2.79 and earlier had tension maps, even if it was a little used features rarely mentioned with basically zero documentation. Edit, it was called stress and was a kind of texture space
@kendarr
@kendarr 3 года назад
@@dixie_rekd9601 Rly? i only knew about it after the addon
@dixie_rekd9601
@dixie_rekd9601 3 года назад
@@kendarr yeah it was super confusing to use though and while it could get the same effect as tension maps it was done entirely differently
@fusion1203
@fusion1203 10 месяцев назад
Doesnt Chris jones sell a wrinkle map thing?
@SpaceKat8352
@SpaceKat8352 3 года назад
1:45 legacy sphere
@MisterRuneex
@MisterRuneex 3 года назад
Sqworm personally offends me. My virgin eyes
@noobandfriends2420
@noobandfriends2420 2 года назад
Wrinkle maps are back in blender though geometry nodes. Here's a video by Bad Normals: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bNGGwaHOzHY.html
@kextnext
@kextnext 2 года назад
Lol yeah, this was made before geo nodes, I’m so glad blender is progressing as much as it is!! Hopefully one day it gets to the level houdini is on but it’d need to be ALL nodes for that
@nitrohit3255
@nitrohit3255 3 года назад
0:32 🅱️olygons
@Sodomantis
@Sodomantis 3 года назад
NICE! This will be used. And no, im sorry I cant put on instagram what im going to use this for. muhawhahahaha
@vehicleboi5598
@vehicleboi5598 Год назад
now i can make the squom
@kevboom2088
@kevboom2088 3 года назад
4:20 "potential" hmm yes
@lofised9588
@lofised9588 3 года назад
Wheres the creds to Sqworm?
@kextnext
@kextnext 3 года назад
It’s created by Chris Jones, who I’ve referenced in the video. As for the thumbnail, I recreated it myself using the addon, so it’s my image.
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