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Download "SUBSTANCE PAINTER больше не нужен для Blender. Делаем милого робота чисто в Blender."

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Table of contents
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Table of contents

0:00
Вступление
1:24
SUBSTANCE PAINTER больше не нужен
1:46
что может Fluent Materializer
14:00
тело , реки, ноги
18:20
аддон OCD дефекты
21:26
ставим в позу робота
24:30
ставим камеру, делаем окружение
27:12
варианты окружения и поз
Video tags
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Video tags

blender
blender уроки
blender tutorial
blender 3d
blender уроки на русском
blender уроки для начинающих
blender быстрый старт
blender для начинающих
фишки блендер
фотореализм в блендер
урок блендер
блендер
компьютерная графика
blender для новичков
моделирование
blender 3 tutorials
blender beginner tutorial
steampunk
3d
render
пасха
Fluent Materializer
fluent materializer blender add-on
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:06
[music]
00:00:09
hello everyone, I’m the mind of the Russian Federation Igor, I’m a photographer,
00:00:13
I’m interested in 3D modeling, in particular
00:00:16
in blender, and in a recent video I
00:00:19
told you that
00:00:21
I regretted that I didn’t study my own using enter for a long time,
00:00:25
if you haven’t seen this video,
00:00:27
watch it, I told you that this program is
00:00:31
not very good complex and has proven that it can be
00:00:34
understood in 10 minutes, the actual
00:00:38
pointer program I really like it is simple and
00:00:40
convenient and you can achieve
00:00:42
fantastic results in this
00:00:45
program it is quite easy to get
00:00:47
chips on the edges of dust in depressions dirt on the
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surface of
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the roughness various chips of paint that is,
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we can
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Our model is textured quite realistically, in principle, the
00:01:02
model turned out quite good and the texture
00:01:05
completely suits me, but wait a
00:01:08
minute, this is not our own pointer, this is a
00:01:12
blender, that is, all the textures and all the
00:01:16
defects that you see in this
00:01:19
picture were made directly in the blender,
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goodbye, our own pointer, now we
00:01:27
can do everything done in the blender itself, you don’t need
00:01:31
tedious ones in the scan, you don’t need
00:01:34
to transfer files here and there and
00:01:36
convert them to your b&g,
00:01:38
you can do everything right in the blender,
00:01:45
so no need, alas, scan, we can do
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without it now we can do
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as much as we want and layers of paint on paint
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inscriptions on inscriptions we can make
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edge defects we can make any chips and
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scratches
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we can make water droplets dirt and dust
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we can make materials based on
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fabric textures we can make materials
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based on patterns we can make
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materials based on a bunch of normals of various
00:02:20
materials and bake everything in one
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click
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[ music]
00:02:26
all this is one very cool Adolf tape
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material of the lakes and, in principle, now I can
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only get by with it and not use the
00:02:37
kingdom of panthers in the next videos we
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will make such a robot and make its
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materials we will apply the main material we
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will apply paint to the heads we will make defects in the
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edges we will make chips scratches
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we will make a worn inscription that will
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be under the paint we will make dust and
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dirt
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to make the texture of darkness more interesting for the
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model of such a robot that found a
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living flower in its mechanical world and
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in order to get material
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for example its head we will
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use
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490 nodes
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monks
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tails nodes firmly but we are not used to
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retreating; our subsequent videos will help us to split it;
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in fact, as
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I already said, this is an outstanding addon that is
00:03:31
good, first of all, because it is very
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well thought out, despite the fact that it
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uses almost the entire
00:03:39
potential of the blender; we do not need to study it directly,
00:03:43
that is, it everything is
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done so wisely and correctly
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structured that we just need to
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understand how this wonderful
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addon works after we, as well as the
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actual intercom, understand the principle of
00:04:01
operation of this addon, working with it
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will become very easy and simple and we will be able to
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receive any blend materials
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this addon is good not only because it
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creates the correct structure for
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creating our materials, but also
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has a huge procedural
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library of different textures, and that is,
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we no longer need to have a supply of our own
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textures in order to make scratches
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in order to make dirt, dust and
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defects, for example, when raw wear everything these
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are the libraries, all of these, almost all of
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these
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textures are procedural, with the exception of,
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say, the
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fabric tarns, everything else we get is
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almost seamless procedural and
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has endless variations, and we
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continue to
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make our robot, we will make a robot
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to create a scene, then
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this robot behind the texture ruim we do
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this for our own pleasure, I’ll say right away
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that I’m not teaching games, not
00:05:16
modeling, in the sense for future
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employment,
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this is my hobby, I’m telling you what I
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study myself and what I’m interested in. In
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this case, I was just interested in
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creating some simple model in order to use
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it based on the
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knowledge that I received
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while studying the
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lake material addon, the
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robot is quite simple and
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I will attach drawings to it, as usual, we
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create a virtual camera from the drawings, that
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is, we place the drawings and
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we use a cube
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to align these drawings to scale and
00:06:06
size to scale in size and
00:06:09
location so that it is easy to model using them; in more
00:06:14
detail, I talked about how to
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set up drawings
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when we made fat, that is, there you can
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see in the first video how this is all
00:06:24
done in detail, what and why here I
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do a little accelerated, I believe that
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you have already are familiar with the
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basics of modeling in blender and
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so what we do is we created a cylinder,
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adjusted it according to the drawing and with the help of
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after we made the scale with the help of
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fluently we smoothed the upper part to
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get the
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semicircular helmet of our robot,
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then we make the
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upper part of his head from which it
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will be narrower further appearing as an antenna,
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I do all this from separate parts and
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we make sure to make a scale and we will definitely
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make it so that there are
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slightly beveled edges,
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this is our third part, we
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definitely make a scale, we make sure
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we make 6 moves and
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set 30 degrees in normal ones
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we make it happen we
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make the lower part
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so that it was recessed a little
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inward
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so that it wouldn’t look completely flat.
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Now we’ll make the antenna of our robot,
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all from the same cylinder. We don’t need to make
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a lot of faces; we’ll make the
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minimum number of them;
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we’ll scale them along the z axis so that the height of
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our antenna is
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set according to the drawing. The extrudes together with the
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button c gives us the ability to make an
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extension at the end of the extrud is a repeated
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extrusion and with the help of with we reduce it
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at the tip,
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look at how it looks, it’s a little
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curved, to bend it we need to
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add ribs and with the help of
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proportional editing we
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bend our antenna, remember that when
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you use proportional
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editing you need rotate the wheel
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until you see the size of the
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brush, if you don’t see it, it’s quite
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possible to go into detail completely,
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so rotate until you
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see the size of the brush used, and so the
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next step is to create the
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jaw of our robot, for this we
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create an additional
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magnifying glass and select the
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polygons which will be responsible for the
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jaw
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selected according to the drawing,
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make a copy of them shift d press p
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divide selected by selection and then
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we get a separate object we
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extrude along the normals and
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get our jaws make an
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extrusion of the
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outer edges up a little,
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move it a little so that this mechanism does
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not move through wider and further
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enlarging the servants themselves a little so that
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they do not stick to the head,
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make a scale, select the drags at the top and
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make them more
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rounded by
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rounding the
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upper part of the jaw, I see that I have a
00:09:57
defect here because I
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caught an
00:10:02
extra edge, I go back and do it again
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scavolini of the upper part of the body, select
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all
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the edges and do it on them also happened so that
00:10:14
they do not look flat, it is
00:10:18
necessary to do it so that it all
00:10:20
looks flat so that it looks
00:10:23
normal when rendering,
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some glare is reflected on these edges,
00:10:30
light is reflected on these edges in a tricky way
00:10:33
information of movement occurs around the
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Arizona point, so we need to
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move it so that our jaw can
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rotate around the point we need, that
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is, we move it and now our jaw
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can move up and down like this,
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let’s transform the jaw
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so that it is a little larger than the head,
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move it forward with using
00:10:57
proportional transformation, but
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it’s already a taste,
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so to speak, you do it so that you
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like it at the same time, when we move
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the jaw, it doesn’t touch the head, in
00:11:08
principle, it looks quite
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natural, we
00:11:12
make it according to the drawing, bake it a little,
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that is,
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we push the lower part forward proportionally next in line
00:11:21
we have the eyes of our robot, we make them simply
00:11:23
from a cylinder, we make the
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cylinder smaller, we rotate the passions,
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we move it forward so that everything is according to the
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drawing,
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we move forward,
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we make additional loops and
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we reduce the main part of the body of our
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eyes so that
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they look like the drawing,
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we transform our eyes
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along the z axis so that they were
00:12:02
a little elongated, we make
00:12:07
a recess inside for the lens and
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we get these eyes on our
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robot, you
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can make it a little
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smaller next to it, no, we still
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need to return it back so that it is recessed
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into the body and then we do shift d
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duplicate our eye, I don’t do this
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through peace because then I will wear
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defects and I need my eyes to be
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different. Now we make a lens
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for our eye from a sphere and simply adjust it to
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size and
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flatten it along the y axis,
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put it in place,
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set it so that it is
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slightly behind the recess so that it looks as
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if
00:13:01
it is limited by some ring in the eye
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of our robot, we make a duplicate and
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put the lens on the second eye,
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we set a new sphere to simulate the hinges
00:13:14
on which our jaw will rotate, we
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reduce it to the size according to the drawing,
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we set it according to the location according to the drawing
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and we make a world so that it is reflected on the
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second part of the robot, here we can
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use a mirror since
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we will not see both of these spheres at the same time, in
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order to make it more convenient to manipulate
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the heads, we will select all the details of the head,
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select the
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central part of the head at the same time and
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assign it a parent element, this
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way we can change each element of
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our head At the same time, by moving the
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central part, we can move and
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rotate the head completely with all
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the details located on it,
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we make
00:14:01
the body of our robot more strict with a cylinder,
00:14:04
we reduce the cylinder to the size of the skirt, we make
00:14:08
incest, we do
00:14:10
extrude again and set again, tweezers and
00:14:16
applying a scale, we use used for
00:14:19
rounding the torso at the top, don’t forget
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to make a shader and
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auto
00:14:26
smooth,
00:14:30
then we make the legs just cylinders, the
00:14:34
robot model is very simple, that is, I did
00:14:38
n’t make it complicated on purpose, we
00:14:42
need it in order to build a
00:14:44
beautiful composition and make a beautiful
00:14:48
render,
00:14:50
we make it as simple as possible in order
00:14:53
not to waste it takes a lot of time to
00:14:56
create the model,
00:14:59
we make the legs and make their knees,
00:15:03
then we make the feet of our robot,
00:15:06
this is an ordinary rectangle that we
00:15:08
reduce in size for
00:15:11
all these parts, we make a scale except for the
00:15:15
legs themselves, which are hidden by the knees and
00:15:17
socks, and
00:15:19
we make sure that all the parts have a
00:15:23
bubble bubble you can do it through the modifier
00:15:26
as it suits you, you can do it simply
00:15:29
through control by
00:15:32
to
00:15:34
make it non-replaceable using
00:15:39
spheres we make a hinge on which
00:15:42
our legs will rotate and
00:15:45
then we make a shoulder
00:15:47
pad like this, the shoulder of our
00:15:51
robot we make a sphere we delete unnecessary
00:15:55
polygons
00:15:57
we make an inc extrude
00:16:01
we press
00:16:06
part of this sphere inside and we get these
00:16:10
shoulder pads that our robot has,
00:16:14
we create spheres, we insert them, it
00:16:17
imitates the hinge on which the
00:16:20
robot’s arms will rotate, we make the robot’s arms ourselves
00:16:25
from cylinders,
00:16:28
the only thing that these arms have is
00:16:32
I move the point in
00:16:35
paris to the places
00:16:38
where it is the hand will rotate, that is,
00:16:41
watch the video about the mode again, this is a
00:16:44
very convenient tool that
00:16:46
speeds up the work
00:16:48
if used correctly, that is, it
00:16:51
speeds up the modeling quite a lot,
00:16:55
then we make the palm of our robot, the
00:16:59
palm itself will be made of a
00:17:04
rectangle
00:17:06
from a cylinder, we make the transition between
00:17:09
the hand and the palm
00:17:11
again, we are all with gel and
00:17:15
smooth everything through the
00:17:18
rectangle, we make fingers at these
00:17:21
fingers, we also move the Arizona point so that
00:17:23
later it will be convenient to
00:17:26
put our robot in a pose and
00:17:30
make the fingers
00:17:34
in the position we need, that is, it will be
00:17:38
convenient to do this if the mode is
00:17:40
on the ends of these fingers and
00:17:44
so we got a
00:17:46
robot's hand,
00:17:48
as in the case of the head, we select the entire
00:17:51
palm, all the fingers, then we select the palm
00:17:54
and make it the parent one. Now we can
00:17:57
move the palm and
00:17:58
together with the fingers we
00:18:01
make a duplicate of it, transfer it to the reverse
00:18:04
curtain, they do it with with the help of the world
00:18:06
because they will stand
00:18:09
differently and
00:18:10
easier for us and just do it all through
00:18:13
shift d
00:18:16
we got the model of our robot and
00:18:19
move on with the
00:18:23
next step I installed this
00:18:25
addon all addons can be found
00:18:29
imaginable imaginable in the group in contacts
00:18:32
bays blender 100 go to this
00:18:35
group, look for the addon you need, download
00:18:37
this addon,
00:18:40
it does destruction along the edges on mice, I
00:18:46
thought that
00:18:47
why not use it on my
00:18:49
robot, maybe it’s not
00:18:52
entirely appropriate to use it, but I’m interested in
00:18:55
trying it, so I decided to try
00:18:57
this particular addon,
00:19:02
so we We pour in the addon and start
00:19:04
using it. To begin with, I used it on the
00:19:06
robot body. The
00:19:08
tool for this
00:19:10
addon is very simple, that is, it is scale and
00:19:13
mount, that is, the value of the scale and mount of
00:19:17
force, the application of the effect, the scale needs to be
00:19:21
selected, that is, it happens that you
00:19:25
need to select it quite accurately or 12 trillion
00:19:27
changes, I use the addon and everything
00:19:30
disappears for me, I return it back because
00:19:32
I didn’t make a skill
00:19:34
on the
00:19:36
body of our robot, that is, the
00:19:39
skeleton definitely needs all the details and this is another
00:19:41
plus for the fact that all the details of the project
00:19:46
need to be cut off, the modifier can either be
00:19:49
canceled or applied after applying
00:19:51
modifiers describes the extension in
00:19:54
the name of the mouse to which it is applied and
00:19:57
adds its own modifier
00:20:00
modifiers that have weight threshold adjustments
00:20:08
after applying modifiers
00:20:10
if you look at the material we see
00:20:14
that
00:20:15
we get 2 materials, one material is the
00:20:18
main one, this is the model
00:20:22
material of the part and the second material is the
00:20:25
material of defects that introduce this
00:20:29
addon
00:20:30
will show its work on the foot, here
00:20:34
I had to select the necessary scale for quite a long time
00:20:40
to
00:20:42
get the result that I
00:20:44
wanted after I picked it up with the
00:20:48
help of the mount, I
00:20:49
reduced the force of influence and got this
00:20:52
defect that I wanted precisely because
00:20:55
I
00:20:56
I used this addon and did not use
00:21:00
a mirror on the
00:21:02
feet on the legs and arms because there
00:21:05
must be different defects and just a
00:21:08
duplicate made my work much easier.
00:21:11
Make all the
00:21:14
parts with such defects and get them from the
00:21:17
robot who
00:21:19
received these defects as a result of a long
00:21:22
mechanical life.
00:21:26
Now let’s install ours. robot in the
00:21:28
pose we need, for this we specially made the
00:21:31
parents' palms and head, that is, we
00:21:35
are the main parts of the body that
00:21:37
will be quite difficult to position,
00:21:40
so
00:21:41
we put our palms in the place where
00:21:44
we need to
00:21:46
put our head as if he were
00:21:49
looking at his palm and
00:21:53
moving Using the phalanges of the fingers
00:21:56
we give
00:21:59
the hand the desired shape,
00:22:02
we make it look as
00:22:05
if he is holding something
00:22:06
in his palms,
00:22:09
for this we set the mode to the end of
00:22:13
our rectangles, thanks to this,
00:22:15
turning the finger is quite easy and
00:22:19
we get the
00:22:21
desired pose of
00:22:24
our robot,
00:22:28
of course, by and large, we need to
00:22:30
use regina that is, you need to take
00:22:33
the bones, but
00:22:35
for our case it’s easiest to do it
00:22:39
this way,
00:22:41
then you adjust the arm yourself, adjust the
00:22:45
elbow,
00:22:47
adjust the forearm, increase it
00:22:50
as you need to turn it to the desired
00:22:52
side and achieve you and the poses that
00:22:55
would suit you, the same can be
00:22:57
done with the legs with the whole body that is,
00:23:01
you can change the tilt of the torso a little,
00:23:03
spread your legs a little and
00:23:06
get
00:23:08
the pose that was in the original in ward
00:23:16
sources that we used,
00:23:29
we forgot to make a robot overlay on the
00:23:31
chest, for this we make two loops,
00:23:33
select the edges we need that will be
00:23:36
the overlay, make a control-d copy and
00:23:41
separate selection
00:23:43
go to object mode, select the
00:23:46
edges selected on us,
00:23:49
do extrude,
00:23:51
then do a scale and select all the edges,
00:23:56
we make
00:24:01
rivets, we would have rivets that
00:24:05
move the jaw, but when we move them
00:24:08
to the pad on the chest, it turns out that we have them
00:24:13
as children of the head to
00:24:15
get rid of from the parent we press alt and on
00:24:20
these buttons and so I got a pose
00:24:23
that is more or less not satisfactory and
00:24:25
now we will build a scene for
00:24:27
this we will create a camera and
00:24:30
arrange our collections a little I
00:24:33
place the robot in one collection in another
00:24:37
collection I place lighting in our camera
00:24:39
and
00:24:41
our
00:24:44
source codes, according to which the drawings from which
00:24:46
we made our robot, I hide them and
00:24:49
then begin to expose
00:24:52
our scene using the camera,
00:24:55
we make the
00:24:57
robot as
00:25:00
in referring seven and then we proceed to
00:25:05
modeling the environment, the environment
00:25:07
will be just boxes with
00:25:10
extruded edges that will
00:25:13
represent
00:25:15
certain nicknames improvised wells we
00:25:19
do all this in accordance with
00:25:21
the reference, we first make the floor and then
00:25:25
we make a similar wall, it’s
00:25:28
all very simple, we
00:25:31
take a cube, turn it on the z axis, then
00:25:35
we split it and
00:25:38
select small squares, the game is not used
00:25:43
to squeeze out the necessary ones using x labor
00:25:46
for us wells, you can squeeze them out
00:25:48
arbitrarily as you want, you can look
00:25:51
at the
00:25:52
reference that I made and make them
00:25:55
look like this references,
00:25:59
you might want to create
00:26:01
some kind of your own environment that is not as
00:26:04
gloomy as it turned out for me, it’s not
00:26:07
important, that is, you can do something
00:26:10
else
00:26:12
this will not affect in any way what we will
00:26:16
do in the next video, we will
00:26:18
texture our robot when we
00:26:21
understand the principles of how we textured it
00:26:24
using this addon, that is, we will be able to
00:26:26
texture any environment that
00:26:29
you can imagine and which
00:26:32
you can do yourself and possibly
00:26:36
around this robot There are many variations that
00:26:39
can be made with this robot, there are
00:26:41
many worlds of robots,
00:26:44
that is, I also made
00:26:47
several different versions of
00:26:50
pictures with this robot, if you follow me, I
00:26:54
almost completely made the scene,
00:26:57
which we will texture in the next
00:27:00
video, that is, we make a hatch out of a plane
00:27:04
wells that are on the floor and a
00:27:07
grate that is on the wall,
00:27:13
here is another version of a scene with a robot; in general,
00:27:16
on the Internet you can find a lot of art with
00:27:19
robots and use them as a basis, use them
00:27:23
as references for
00:27:26
constructing further scenes, if suddenly
00:27:29
you liked the idea of ​​a fence, then
00:27:31
it is even easier to implement than
00:27:35
gloomy ideas with walls and a floor with hatches,
00:27:40
that is, we just make one piece of wood
00:27:43
which we put vertically and then
00:27:45
copy with small variations,
00:27:48
we make a fence like this with a plank and
00:27:51
also to this fence I applied
00:27:54
a modifier from sd which introduced
00:27:58
various defects
00:28:00
in the form of a background, I just used a plane
00:28:04
on which I applied the sky, and so as not to get dirty,
00:28:07
don’t bother too much, and
00:28:10
I put the same texture on the floor and
00:28:13
the result was this when rendering a
00:28:16
picture,
00:28:18
here everything is quite simple and with this
00:28:22
video we end with the
00:28:23
next video we tightly and let's start
00:28:27
texturing our robot using the
00:28:30
lake material addon, we will study it in detail
00:28:33
and
00:28:34
get high-quality beautiful
00:28:37
textured pictures,
00:28:39
subscribe to my channel,
00:28:42
like it, write your suggestions, comments
00:28:45
in the comments, I see that gradually more
00:28:48
subscribers are being added, this means that they
00:28:50
like my channel, so don’t
00:28:53
miss new ones video be sure
00:28:55
to subscribe if you are not subscribed
00:28:57
put likes this will help
00:28:59
promote the channel and for you I will
00:29:02
release more and more interesting
00:29:05
videos but for now see you in the
00:29:10
next video

Description:

Это первое видео про аддон Fluent Materializer . Второе теория, третье практика. С появлением аддона Fluent Materializer мы сможем обходиться в Blender без SUBSTANCE PAINTER. В этом видео мы узнаем о возможностях Fluent Materializer и смоделируем робота по арту, чтобы полностью затекстурировать его в Blender с помощью Fluent Materializer. Присоединяйтесь - будет весело. https://disk.yandex.ru/d/SECtZzoGLYoVGg чертежи и арты для вдохновления. 00:00 Вступление 1:24 SUBSTANCE PAINTER больше не нужен 1:46 что может Fluent Materializer 4 :48 начинаем моделировать робота - голова 14:00 тело , реки, ноги 18:20 аддон OCD дефекты 21:26 ставим в позу робота 24:30 ставим камеру, делаем окружение 27:12 варианты окружения и поз Связаться со мной https://vk.com/razumovfoto Подпишись на канал, чтобы быть всегда в курсе новых видео ! https://bit.ly/31P1qYg ************************* На печеньки 5536 9141 8185 5697 ****************************** МУЗЫКА ****************************** Rock Guitar Intro 09 by TaigaSoundProd Link: https://filmmusic.io/song/8640-rock-g... License: https://filmmusic.io/standard-license ******************************

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