Stylized Environments with Blender 4 Geometry Nodes

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Stylized Environments with Blender 4 Geometry Nodes
We’re talking about crafting your own little worlds, complete with quirky wells, lush meadows, and all that fantasy vibe. Plus, it’s not just about building them - you’ll make them look real pretty too.
Luke's leading the show, and he’s made everything super fun and easy to follow. No boring lectures - it’s all about creating cool stuff right from the go.
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Blender 4's Geometry Nodes are a revolutionary tool, offering a node-based interface that lets you procedurally generate and manipulate complex 3D geometries with ease. If you're looking to explore the vast capabilities of geometry nodes, including everything from a grass meadow generator to an intricate ivy generator, 'Stylized Environments with Blender 4 Geometry Nodes' has got you covered.
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Discover the World of 3D Modeling with 3D Tudor: Your Ultimate Resource for Blender 4 & Beyond
🌐 Welcome to the 3D Tudor KZread Channel - your one-stop destination for mastering Blender 4 and earlier versions, with a special emphasis on Geometry Nodes. I'm Neil, the passionate founder of 3D Tudor, joined by expert Lukas. Together, we're dedicated to delivering comprehensive, easy-to-follow guides on Blender and Unreal Engine 5.
🔥 Our channel stands out as a leading authority in 3D modeling. We offer in-depth tutorials on Blender's latest features, including a specialized focus on Geometry Nodes - the groundbreaking tool for procedural modeling. Whether you're exploring Blender for the first time or advancing your skills in Unreal Engine 5, our content caters to all levels.
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Пікірлер: 24

  • @hendersonsalvador5112
    @hendersonsalvador51123 ай бұрын

    caracaaaaaaaaaaaaaaa muito legal! achei interessante a proposta do curso, e acessivel pela udemy! parabéns!

  • @3DTudor

    @3DTudor

    3 ай бұрын

    Que bom que você gostou!

  • @bawalumutang
    @bawalumutang3 ай бұрын

    Sir do you have Course in Blender for VDB Volumetrics, VFX, Physics, VFX and Compositing? I hope you will have soon

  • @3DTudor

    @3DTudor

    3 ай бұрын

    Hi @bawalumutang, we don't have volumetrics, vfx or physics dedicated course, however we do have a lighting course with an entire section dedicated for compositing which I recommend 3dtudor.gumroad.com/l/lightcompbegginers

  • @TableFlipFoundry
    @TableFlipFoundry3 ай бұрын

    Lesson 8. When you start to use the array modifier. Everything gets really confusing. Its not super clearly described. My results do not rotate around the center and now I'm stuck. I followed the directions as closely as possible but no luck.

  • @3DTudor

    @3DTudor

    3 ай бұрын

    Hi, sorry for overcomplicating the issue, I wanted to showcase a non-destructive way of doing it. You can also simply just create mesh planes manually for all angles and it will look just as good. Hope this helps :)

  • @TableFlipFoundry

    @TableFlipFoundry

    3 ай бұрын

    @@3DTudor I dont understand why yours rotated around the empty axis and mine shot off in a straight line on the X axis.

  • @gloriacastelva
    @gloriacastelva3 ай бұрын

    Hi. Will it be available on skillshare?

  • @mtsneil

    @mtsneil

    3 ай бұрын

    At the moment nope as skillshare has given two strikes again. We have to wait for those strikes to disappear off the account before uploading more course :/ The strikes are for things that are really small but hey ho that's the way it is.

  • @gloriacastelva

    @gloriacastelva

    3 ай бұрын

    Do you know how long it will take, approximately, for skillshare to remove the strikes?

  • @3DTudor

    @3DTudor

    3 ай бұрын

    Can't say, we are still talking with skillshare about it...

  • @Jungheinz
    @JungheinzАй бұрын

    Hello Luke, this looks neat. I am looking forward to check your tutorial on Skillshare. But now, please, let me bother you with some questions. I wouldn't ask if I was lucky enough to find anything useful. Unfortunately, so far I haven't found any video or article to help me out clearing my confusion. I tried Blender and 3d modelling channels on Reddit as well but nobody answered. And so here I am, trying to reach the only one I know who actually mastered geometry nodes. If you, as the geonodes master, don't know the answers than officially nobody will. This is the most desperate hour. Help me Obi W... Luke. You are my only hope. Can you please explain to me whether models made with geometry nodes can be exported to engines (mainly to UE5)? 1. I am not expecting geometry nodes to be exported into engine and work as the procedural generator (as it is with Houdini). But I suppose that if I create, for example, stairs with GN and choose to use only the best one, I will be able to convert it to mesh in Blender and then export it as the .fbx solid mesh. Am I right? If yes, is there any limit or restriction to keep in mind? 2. Is it possible to use hair made in the new Blender geometry nodes system in engine? If yes do you know how? Or at least what keywords to search to get the sound and clear answer? What I found was rather vague or confusing/too old. 3. I know curves cannot be exported from Blender to UE without the specific addon but what about if curves are converted to meshes? 4. And what about animations? I've found the KZread video where the guy explains how to do it. Surprisingly, it was the actual tutorial, no clickbait and it worked for him. (Of course, I cannot find it right now to provide more information). Anyway, I expect some obstacles or exceptions and I don't have any animation made with GN around to check it and screw it myself. Do you have any experience with it? Is it actually possible without (non-functional) Altermesh or addon/plugin and pipeline made by one game studio just for the use by this particular studio? it can't be that easy otherwise tutorials on it would be everywhere. I'd appreciate any explanation as it bugs me for some time now but can't twist my mind around it. I really want to use GN to improve the workflow and overall speed, making various alternatives at once and just import them mesh by mesh. And I hate particle system used for old hair creation we are enemies from the very beginning. And as for the complex scene assets or animations... I can't stop thinking about it as this is the goal Blender should be seeking to achieve next. Just imagine all the possibilities - model composed of dozens or hundreds solid objects moving elegantly and in synchrony. Imported to UE5, the new film industry standard, and ready to shine as the new shining movie star. Maybe Matrix-like sentinels moving flawlessly and smoothly without hours of tedious animating and polishing. Or detailed procedural environment, big cities like from the famous "must have for environmental art" Houdini, now casually made in open source Eintopf software like it was a piece of cake. And imported to Unreal just with a few clicks. It would be, literally, the mockery straight into the eyes of this famous magician and the mainstream industry pipelines in general. And definitely another Blender (r)evolution like with 2.8.

  • @3DTudor

    @3DTudor

    Ай бұрын

    This is a crazy amount of stuff to answer and I will need some time to look at all this I will put a response here today sometime :)

  • @3DTudor

    @3DTudor

    Ай бұрын

    1. Yes, you are correct. You can convert a model created with Geometry Nodes in Blender into a solid mesh and export it as an .fbx file for use in Unreal Engine 5 (UE5). Here’s how you can do it: Convert Geometry Nodes to Mesh: In Blender, select the object created with Geometry Nodes. Press Ctrl + A (Apply) and choose Make Instances Real. With the instances now real, convert them to a mesh by pressing Ctrl + A again and selecting Convert to Mesh. Export as .FBX: Select the mesh you want to export. Go to File > Export > FBX (.fbx). In the export options, make sure to select the appropriate settings for your project, such as applying modifiers, exporting only the selected object, and ensuring that mesh smoothing is set correctly. Click Export FBX. Limits or Restrictions: Complexity and Performance: Very complex geometry can lead to large file sizes and may impact performance in UE5. Optimize your geometry where possible. Modifiers: Ensure all modifiers are applied before export, as non-applied modifiers may not translate correctly into UE5. Textures and Materials: While the mesh itself will export, you will need to re-assign materials and textures in UE5 as Blender’s material system doesn’t directly translate to UE5’s system.

  • @3DTudor

    @3DTudor

    Ай бұрын

    2. Yes, it is possible to use hair made with Blender's new Geometry Nodes system in game engines like Unreal Engine 5, but the process is extremely complex and requires several steps including converting the hair to a mesh, optimizing it, and then exporting it. There isn't much detailed information available on this topic currently, and your channel is among the few covering these advanced features.

  • @3DTudor

    @3DTudor

    Ай бұрын

    3. Yes, if you convert curves to meshes in Blender, you can export them to Unreal Engine (UE) without the need for any specific addons. Here’s how you can do it: Convert Curves to Meshes: Select the curve object in Blender. Press Alt + C or go to Object > Convert to > Mesh from Curve/Meta/Surf/Text. This action will convert the curve to a mesh. Check and Edit the Mesh: After conversion, it’s a good practice to inspect the mesh for any issues that might have arisen during the conversion process. Edit the mesh if necessary to ensure it meets your requirements. Export the Mesh: Select the converted mesh. Go to File > Export > FBX (.fbx). Configure the export settings to ensure all transformations are applied and that only the selected object is exported. Click Export FBX. Import into UE5: Open your UE5 project. Go to the Content Browser, right-click, and select Import to /Game. Navigate to the exported FBX file and import it. Make any necessary adjustments in UE5, such as assigning materials or tweaking mesh properties. Additional Resources

  • @3DTudor

    @3DTudor

    Ай бұрын

    4. Yes, it is possible to export animations made with Geometry Nodes from Blender to Unreal Engine 5 (UE5), but the process can be quite complex and involves several steps. Here’s a high-level overview of how it can be done: Bake the Animation: First, you need to bake the animation to ensure all the procedural effects are captured as keyframe animations. Select your object with the Geometry Nodes animation. In the Timeline or Dope Sheet, use the Bake Action feature (Object > Animation > Bake Action). Convert to Mesh: Similar to previous steps, ensure all instances created by Geometry Nodes are made real and converted to mesh. Select the object and press Ctrl + A to make instances real, then convert them to a mesh. Export as .FBX: Ensure all your baked animations are correctly applied to the mesh. Select the animated mesh and go to File > Export > FBX (.fbx). In the export settings, ensure that you check Bake Animation to include the animation data in the export. Import into UE5: Open your UE5 project and go to the Content Browser. Right-click and select Import to /Game. Navigate to your exported FBX file and import it. In the import settings, make sure to import animations. Obstacles and Considerations: Complex Animations: Highly complex animations might not bake correctly or could result in large file sizes, which can impact performance. Material and Texture Adjustments: Materials and textures will need to be re-assigned and adjusted within UE5 as they do not always translate perfectly from Blender. Limited Tutorials: As you mentioned, there are limited tutorials specifically for Geometry Nodes animations, so a lot of experimentation and problem-solving might be required.

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