The only problem I'm having with 3d modeling is that I can't 3d model
@0rnataРік тому
LMAO
@Rodrigo-jd2wgРік тому
you are not alone :c
@Clone0401Рік тому
same
@OPORANGE_Рік тому
@@0rnata I'm good at modeling 1 thing... a cube
@TerraEightРік тому
Everyone can model. Just... not very well.
@TheRunningSongsРік тому
I could only imagine how strange it would be if randomly the character I’m playing as gets the most unholy squish in their back.
@QimchiyРік тому
no need to imagine. Just play broken with broken Gmod models or any Unity game made as a joke.
@tiktok_dailyРік тому
So you're talking about FIFA right?
@thatkerimguy6423Рік тому
Play gta definitive editions
@SplarkszterРік тому
turn model quality to ultra low XD
@hanac5586Рік тому
As someone who has used sims mods that has happened many times lol. I had the extreme violence mod and my toddler got stabbed out of nowhere, and while she was being stabbed her limbs stretched out in weird ways. Pretty disturbing lol.
@endingmaker213Рік тому
I think an important thing in 3D modeling is keeping the volume consistent. For instance when you bend your finger you see the first segment get wider, but your fingers overall volume stays the same.
@SockrenРік тому
ive been bending my fingers since ever and now ive only realized that
@iller3Рік тому
lol, way easier said than done once you're trying to balance skin-weights between 3 different "hidden Extra" bones
@ChristianBruggerРік тому
I am Suprises nobody ever considered this when creating transforming meshes, it seems very obvious.
@patricknaughton6636Рік тому
You should feel proud. You just mind tricked a few hundred people into flexing their finger in front of their faces.
@barbietrippingРік тому
I would preserve mass rather than volume, since density does increase as the tendons contract, leading to the reduction of volume in those areas
@jacobfosterРік тому
Enable "preserve volume" on the armature modifier. There are similar options in most game engines, once you have imported it. It is great for clothing too 🙂
@nilusssРік тому
Never heard of such option in a game engine. As far as I know game engines only support linear skinning and not dual quaternion
@thFaustРік тому
@@nilusss linear skinning is usually the default, but there's dual quaternion skinning for unity, unreal, etc.
@jacobfosterРік тому
@@thFaust yes and for a low poly game like this, performance isn't a huge concern
@TheBlackGamerPTРік тому
@@thFaust Actually dual quarternion is not part on unreal engine, at least not on UE5. I heard that there are plugins to enable dual quarternion on UE4 via plugins.
@thFaustРік тому
@@TheBlackGamerPT exactly. same goes for unity.
@HL1_EP1Рік тому
Another point to prove that there is no difference between medieval blacksmiths and today's 3D modelers. They both also look at a thing which emits light all day.
@mohsinabdulshukurРік тому
Is it Sun???
@HL1_EP1Рік тому
@@mohsinabdulshukur no.
@dotRianneРік тому
@@mohsinabdulshukur forge / screen
@mohsinabdulshukurРік тому
@@dotRianne oooh okay I get it
@patricknaughton6636Рік тому
If you're using an older laptop you get burned as much too
@vapanaitРік тому
14th century game devs be like:
@bmomosaikРік тому
lol so true this problem was fixed back when maya was still with alias wavefront lol
@lykire1552Рік тому
Another way around this problem is to use blend shapes, I think they're called (I'm a little rusty) - where you can define how you want the geometry to behave while in the "bent" shape. You can then map the blend shapes to animations to either supplement or replace the animation.
@xonxtРік тому
Yeah, "Corrective Shape Keys" in Blender. Blendshapes that activate with the bone movement. A great tool, especially for the situations where for example you want to add realistic muscle contractions and bulging. Pity it's not supported in every game engine.
@funknickРік тому
@@xonxt definitely a pity… they’re often not implemented because they’re drastically more expensive to compute than a simple bone rigging. Games are obsessed with performance. Though some modern games do have blend/bulge/stretch mechanics for their meshes.
@Tacticaviator7Рік тому
@@funknick Well performance is pretty damn important, why would devs spend time on stuff that most customers won't even experience because of high hardware demands. Personally the focus on graphics over stuff like physics or just decent gameplay is what irks me the most these days, in AAA games at least since Indie is a mixed bag of different stuff.
@funknickРік тому
@@Tacticaviator7 I don’t disagree with your perspective. I also respect others who try and push boundaries. You can have both since this industry is huge and everyone can innovate the way they see fit. Nothing wrong with some folks wanting to see how well they can animate mesh content.
@chienbanane3168Рік тому
I think another important factor is that they make animating require more time, and so game studios and indie devs might only do it sparingly or not at all
@bimbom3745Рік тому
weight painting also affects it greatly. using the auto weight paint in blender often gets you weird results where your limbs might bend and twist parts of the torso when moving them. 0:27 that vertex sticking out on the left could be fixed by giving the hand bone greater weight on it than the finger bone. anyways, great explanation
@bmomosaikРік тому
100%
@roccobrandicocoРік тому
I love your videos man. I love the freshness, the freedom you give yourself when it comes to the topics. This one in particular really made me think of rig geometry in a way I hadn't yet. I'm not a 3d modeler but I'm getting into software for 2d animation that deals with meshes and rigs, and this video made me realize some stuff. Thank you.
@Maxie962Рік тому
If you don't wanna merge verts, thus creating poles at the joints, another option is fanned loops, where there are those same 3 or 5 or 7 loop cuts around the limb, but the edges on the inside of the joint are closer together. This is a technique i actually picked up from a from a professionally made character model ripped from a game. But on the other hand, i think that the joints are one place where poles can be more of a help than a hinderance. Another thing one can do, but i haven't seen done often, especially in the game-dev world, probably more common in animation though, are double-jointed knees and elbows; basically having an extra bone at the knee or elbow and thus two points of rotation, that makes the deformation look significantly more natural, because that's kinda how knees (and elbows) work.
@alexholker1309Рік тому
The same double joint technique is also used in larger action figures, allowing the joint to retain volume even in deep bends.
@bmomosaikРік тому
@@alexholker1309 or just use blend shapes... with the bones, weighted vertex's, geo... like anyone would of done after 2006
@aaronspencermusicРік тому
Another technique to mitigate deforming is combining with blend shapes, so as the joint moves the blend shape counters the undesired pinching or kinking, you can also make muscles flex with this
@SwagHydeРік тому
thank you for making this video i knew about adding loop cuts but i didn't know about the merging of the vertices thing i guess it's more things to keep in mind for my next project
@howdy983Рік тому
if im not mistaken, there is also weight paint that can help make a more realistic joint
@bmomosaikРік тому
or just use blend shapes... like any rigger would
@allencunningham9002Рік тому
Also move the bone closer to the inner joint so the inner vertex moves less when bending while the outer joint can still get the nice smooth bend from the added outer vertex's.
@Isoshi-47Рік тому
by the way you can manually modify and correct the deformed shape then save the deformation data in shape keys so it looks way natural while animating.. i feel like it's better to manually edit it the way you want . you can check the pose shape keys video in blender studio rigging tools course , this part is for free and i hope it might help !
@wereowl9369Рік тому
Unfortunately not all game engines support that, plus it uses more computation which you are trying to avoid.
@Isoshi-47Рік тому
@@wereowl9369 aaah well that's unfortunate , i didn't know that honestly .. thanks for the info dude
@CrimsonAkatoРік тому
iv just accepted the way things are. I just try and make my rig as smooth as possible it never perfect. cuz in crouching poses the back of the lower knee clips into the upper knee . especially when character are wearing pants that are thicker. but oh well . luckily perfectionist are not gamers so nobody is out there judging our slightly off bending and clipping issues in more compact poses.
@HarryBallsOnYa345Рік тому
I liked the reference to the Chain Mail. Usually when trying to build something in the digital world its often a good idea to look for examples in the physical
@guitarherolegend55Рік тому
There's also the technique of setting up a blend shape to "fix" the geometry as it bends. You can even set up a driver between the blend shape and the angle constraint on the joint, so that it blends automatically the more the angle of rotation incresases :)
@bmomosaikРік тому
yeah this video is from 2001 i think... i think it was a late upload very dated info. well-made though, but the information is so dated
@crawnify3480Рік тому
This makes me start to think about ragdolls sometimes looking weird
@jonnyblade3234Рік тому
Ragdolls looking weird is just part of the fun, and probably shouldn't be too big of a concern
@noturmomРік тому
lmao once i spent all day following a ragdoll tutorial in blender, my crappy charmin bear i had modeled melted faster than the nazis in raiders of the lost ark
@crawnify3480Рік тому
@@jonnyblade3234 I didn't say that it was bad I just said that it made me think of that???
@bmomosaikРік тому
ragdolls look weird because of ik handles getting crossed with each other causing rotations and hyper extension to joints
@lauhauntingРік тому
There's also the trick of not connecting the inside of the bend so they clip into each other, have one side be bigger so it hides the smaller side
@therustylegendРік тому
I want to say; I love watching you videos Garbaj because I am a game developer my self and your videos help out a lot on giving different perspectives on solving certain problems in video games. It is such a pain in the butt making 3d models for a game because of animation and getting it to looking right.These types of videos are just so helpful. Thank you
@theillumitio0128Рік тому
nice video, i love your short vids explaining the work of a gamedev
@nickthepick8043Рік тому
This was something I struggled with in college, and while I did not nourish my skills with 3D over 2D Pursuits, it came to my understanding over the years that 3D Graphics or animation have as much to do with understanding physics as it does with conveying motion like we see in the real world, minus the exaggeration.
@bmomosaikРік тому
- 100
@DexzterРік тому
This helps so much, I have recently started 3D modelling and I started game dev at the beginning of 2022
@blueglacia4320Рік тому
Thank you! I can’t wait to start 3D modeling and this is incredibly nifty~
@tylerenczur7267Рік тому
Weight painting and shape keys are also extremely helpful.
@TheInevitableHulkРік тому
The armor example is more if you had each limb as a static mesh and just used an elbow guard mesh to cover the gaping hole in the topology
@bmomosaikРік тому
yup not relevant here that is more for clipping problems if anything the elbow joint is being covered by the elbow armor joint so you would not even care if there was any odd deforming happen under it
@za_caoРік тому
im new to 3d modeling and your channel is the best (imo) informative yet easy to digest
@okboingРік тому
ive been looking for a solution to this exact issue for a few weeks now thanks man
@penguu74Рік тому
New solution, have a bean (I'm talking to you dani)
@HyperpigeonMinecraftРік тому
I recently stumbled onto the channel Bracer Jack, he has a really good video on low poly hand modeling where he gets into modeling with animation in mind to minimize unwanted deformation
@Kaboom1212GamingРік тому
Remember that you can use blend shapes to maintain volume as well. You can also rig another bone in there too with a constraint on it to make it scale and shrink depending on the angle and rotation of the bones around it preserving volume through the rig itself instead of mesh based things like the blendshapes.
@earthly_leopard6497Рік тому
i was literally telling a friend about this yesterday when he was having issues with something he was working on. gonna have to save this one for the future to save me time when explaining it to people
@danburrykerman6826Рік тому
Thanks for not cliffhanging us with the Gun Run clip.
@roflmanРік тому
The way i got around this was by making a little cover section between the joint and then butting the joint back together so you dont see it. If youve ever seen an articulated bus, same kind of principle.
@RonaldBrowen3Рік тому
This is why topology is super important. Placement of joints on the bones can affect the results. Alos, weight painting can be tweaked a bit. Plus, adding twist bones, deformation compensation bones, and/or even maybe blend shapes that are applied based on rotation of bones. So many methods to use, you can get pretty creative. It also depends on what is worth it. What is the range of movement the character is expected to make? What is easily visible? What is the cost (time needed, performance hit, etc)? Everything is a balancing act. In the end, the effort always shows
@KrishnagamerzРік тому
Love ur vids and they are super helpful
@cmpllxРік тому
I can’t really say much since I’ve only done rigging once but weight painting can as well help how much you want a bone to control a specific area.
@pt_dakink614Рік тому
Really like when you do this kind of videos
@zayn1172Рік тому
400k congratulations 🎉👏🏼😁
@guyemu1211Рік тому
Also tick 'preserve volume' in the armature modifier.
@JustAGiraffeРік тому
*Animators* 🤝 *Stoners* _not wanting joints to get squished_
@lifesymbiont5769Рік тому
I personally just bypass this problem by creating all the body parts I want to animate as separate objects, which results in my characters looking like puppets. A lot of really old videogame models are made this way.
@CrimsonAkatoРік тому
Iv played with playsation 1 / 2 style models they are very fun tho I like to just stick to adding way 5 to 7 vertex lines in every bendable area it gives it a smooth look I rig it in a way to avoid getting the holes and pinching happen. but in return deoe ding on the pose the lower leg and upper leg can clip into each other tho . I don't animate many scenes with sitting on your legs or crouching down so usually it dosent happen .
@anhvuquang7906Рік тому
A video about lying on the ground and how it could mess with collision if lying in narrow areas or on slopes and stairs
@pfannkuchengesicht42Рік тому
There are a couple of papers describing algorithms to improve this. It would probably be worth a try to implement one of them. The one I found recently by Disney describes one that runs in real-time.
@IncredibleM3hРік тому
Dual Quaternion Skinning the one you might be thinking of/referring to. Blender has an option for this called "volume preservation" It has issues of its own but none that are as difficult to correct for as what we have now. Would be very interesting to see the effects of this on workflow if implemented
@bmomosaikРік тому
@@IncredibleM3h its called bend shapes they been around for like 20 years you place a volume inside of the mesh and the mesh will deform around it and the blend shape will also deform how you want it with a slider example having a character flex and showing veins and muscle definition with multiple blend shapes, you can also have them linked with shaders to have more veins show by using sub surface scattering and per painted veins under on a different diffuse map.
@zaph8015Рік тому
Long time lurker, first time commenter. Love your style of videos, you explain stuff so simply and your voice is really chill. Best of luck with your game and streams :)
@slimeyarРік тому
You can also use shape keys which basically vertex that have multiple location at the same time. Then use driver keys to link shape keys value with the bone
@NahgghРік тому
One of the most irritating things in blender that I’m working on is the glitch with the clipping faces when you loop cut the object.
@MarweenРік тому
This reminds me of those bendable straws you get from those tiny juice box
@antiloompa8338Рік тому
"This example applies to the real world, too! If you have more joints, you're living a better life"
@q404Рік тому
This video gave me a flashback to my brief 3D Modelling phase in 2020
@FemboyTearsРік тому
I like how the more advanced the technique gets, the more it resembles the bumps on your finger
@PassworddddddРік тому
have you seen the unity multiplayer thing that got released recently? what's your opinion on it?
@dan1435Рік тому
Idk if you can use these in game engines but in blender you can make shape keys that correct the deformation and only activate when that bone bends.
@randomcatdudeРік тому
most modern game engines support shape keys, so that this is doable, but may require extra setup (unless you animate the shape keys in blender aswell and export that data)
@commandurrazorРік тому
That's why our finger joints have so many lines
@FuckYoutubeAliasesРік тому
And yet the aluminium being bent is the closest that comes to realistic fingers.
@novidchannleРік тому
How do you like the knife in apex legends? I play on controller and the knife is hard to aim lol it has no aim assist tho but I got a couple kills with it
@garbajРік тому
i like the knife, wouldn't mind having it as a care package weapon in br
@hungryhedgehog4201Рік тому
I remember some paper on some algorythm that could make realistically deforming fingers etc. idk what happened to it tho probably part of some proprietary tech now
@maxrelax5940Рік тому
another garbanger. was actually starting a character poly model project soon and as a beginner these tips help heaps
@insquared1868Рік тому
1:30 thats literally how the skin is folded on our fingers! If you look at your thumb for example, at the outer side there are more wrinkles on the bending joint while on the inside there is one or two small dent-like wrinkle lines.
@Thesupperals5 місяців тому
If I'm being brutally honest, this is why you find better topology like you were showing, but also put in another bone between each joint and socket. This works really well for knees, hips/butt, elbows, and even shoulders. I would also add in using shape keys that control the topology's quantity and quality while bending. After all, our skin stretches. Not our bones.
@hetiasРік тому
I've been reading about opengl and the process of creating a game engine (or in general, the creation of 3D computer graphics), and one thing that was very clear, is how difficult and intricate can beto give animations to 3D models. So yeah, just creating the tools it's complicated enough. But with talent and passionate people, everything seems posible
@SidusBristРік тому
Also a good way to avoid that is using multiple joints/bones!
@makra42069Рік тому
The PAIN
@lemuelwonah7076Рік тому
To show how difficult this is, even AI hasn't been able to render scenes with properly drawn limbs
@TuffMelonРік тому
I can't help but think of the Fallout New Vegas 2h weapon hand model that pops up occasionally.
@PlatinumSanРік тому
Somewhere out there in the universe, an advance slime-like based civilisation is laughing at us and our joints
@phasmos153Рік тому
Let's be honest, we were all analyzing our fingers.
@stunthumbРік тому
For knees and elbows, I think having 2 joints each is best, that way you can manipulate the bend to avoid creases on the shared verts. Another thing I wish riggers would do is add bones for muscles, like an extra bone halfway, then that could be 'flexed'. There is a lot of shortfall with rigging, we should be adding more bones and being more exact, not just adding more vertices all the time so the horrible bend gets a little less horrible.
@doomtownhunРік тому
you mean rigging in this particular case? or in general?
@stunthumbРік тому
@@doomtownhun Well these are very low poly models, not really a true reflection of model complexity in higher detail games. For example, it's quite easy to squish a polygon, but difficult to squish a high poly knee without things going ugly... more bones = more control is all.
@GorblinRatРік тому
Thank you!
@lorinenecro8555Рік тому
worst part is that this problem only gets amplified when working with low poly art styles were you can often not afford more geometry.
@OmegaRC59Рік тому
You have to be very strategic about your bracing in a low poly situation. Something I actually noticed now that I've had some experience with it is that in Ocarina of Time, the Gerudos most likely have those poofy pants to disguise the contorsion that the knee joints get when they bend, letting the model save a few verts per leg without looking weird. Studying some games from the era can teach you a lot though, because those principles actually scale up quite well when designing a model to be rigged
@bmomosaikРік тому
what is this 1998? low poly today is still like 20,000 polys
@lorinenecro8555Рік тому
@@bmomosaik some games and animations have something called retro art styles, just like pixel art is still a thing, low polygon modelling is still a thing and with less then 400/300 faces per charter model you trade the modern convince of high poly for low poly witch gives you style points and more creativity as your working in constraints and you have to think harder and its like a fun puzzle.
@bmomosaikРік тому
@@lorinenecro8555 retro art style does not mean its low poly... just means the final product is stylized ...
@dennismakesgamesРік тому
If we are talking about deformation in general 3 edgeloops are the way to go for joints, if you merge them on one side, and you overextend that side it will still look bad, the reason why we merge them on one side is simply to save polygons, not because it's better.
@mro4ts457Рік тому
I can’t wait for developers to eventually model joints after the real muscles and joint structures in our actual bodies. I know it will take a lot of power to computer hundreds/thousands of muscles on a character at the same time. Then to have multiple characters with the same articulation capabilities. Then to have realistic characters like that and an action scene or whatnot… lots of computing power needed, but eventually it will be awesome to see! Like when they eventually model actual entire engines and drivetrains for cars in driving simulators. Eventually, it will be awesome to see the physics interacting exactly as they do in the real world.
@tangomango2353Рік тому
You have a nice day too Gearbaj ❤️
@quorthonsinferno5119Рік тому
You can use weight paint on a subdivided surface for realistic bending
@PixleygonРік тому
A really obvious but extreamly helpful technique. I don't rig or animate, so that part doesn't apply to me, but I'll keep this in mind next time I'm modeling things like street lights!
@xavierthomas1980Рік тому
I was thinking this video would be talking about spherical interpolation and approximating it using dual quaternion. But apparently not :(
@UnderdogDenРік тому
There's a better method for this using a circular technique for geometry around the elbow or knee or pretty much any joint, this would allow you have to have a loop only around the joints and you can add more loops around that area without it disrupting the rest of your topology
@ravenwaffle7574Рік тому
adding more vert help with smooth bending but adding less in the correct places is better since there is no vertex for it to bend:)
@walidtrabsi1119Рік тому
ur the guy that was making the mouse controler right , is there any more progress on that ? its a reallly interesting concept
@hipjoeroflmto4764Рік тому
2 straws connected together will form a sharp angle when bent 3 straws connected together will give more room to curve it's simple if we exclude weightpaint
@DaroLinguiniJohnsonРік тому
Gasp Bendy straw
@anhvuquang7906Рік тому
It's like bendable straws
@crusader8102Рік тому
Interesting vide, but I feel like you got the reasoning behind medieval armor a bit wrong. Those extra plates are there because in order for the wearer to be able to use his elbows his arm and forearm armor needs to end a bit before the elbow as steel doesn't exactly bend easily. That however would leave the users elbow exposed and be a weakpoint even if covered by chain mail. Therefore additional plates of steel that covered the elbow but interefered as little as possible with the movement were installed.
@sagandonato5053Рік тому
How did you guys learn how to code? I have been trying to code in Unity but other than tutorials that don’t work I haven’t coded anything. I have a slight knowledge of c# from Codecademy but I feel it doesn’t carry over to programming and developing games. Can some give me some insight and knowledge to lead me on the right track?
@abrahamdrinkin6550Рік тому
Unity Learn, its free and easy to follow, and as you progress you actually DO learn things about c# code.
@chandir7752Рік тому
knights were being game developers the entire time without knowing
@leegaul2161Рік тому
As you've shown. It's all a matter of topology. There is no getting around adding the extra vertices and faces necessary to make a movement without the entire thing turning into Gumbi.
@shnubdawg7730Рік тому
I was play forbidden west a week ago and in one of the late game boss fights the dudes hand was doing the weirdest things and his palm was deformed
@MartinMiznerРік тому
3D game characters: *Struggling to normally bend their arm* Minecraft Steve: *Pathetic.*
@dingus6520Рік тому
If you look at your own knuckles you can see that the devs followed this same principle.
@iller3Рік тому
A rigging expert going by the handle "Adeptus Steve" had most of a whole channel dedicated to these problems and covered the workflow retargeting to Unreal's engine. Including these elbow locators or something that scaled **way outwards** when they were IK'd... ( watch?v=eIOshqZ1lkU ) ...probably overkill for an FPS game though.
@bmomosaikРік тому
just use blend shapes... been around for like 20 years vertex painting the weight can help by you should be doing that anyways... and all joints should be Ik'd no reason no to have ik handles on everything and have a menu with min and max controls with sliders. and having linked ik's to have things like a hand grab something by moving a single slider and not having to move each joint for each finger
@rojoscostanada8685Рік тому
I wish I knew this when my computer screen wasn't broken.
@Joe_GrapeРік тому
Hey, Garbaj, everyone here! (The armour analogy was a good one, fella).
@wasianluvРік тому
Oh boy do i love myself some knobbly kneese
@lol-et1fzРік тому
Thinks for the idea )))
@nojukuramuРік тому
i know less about 3d modeling but cant it be like the 2 parts the connecting by the joint would be like separate so when its bend, the other part will just go through instead of deforming the object? it could result to another problem but maybe it could be fixed by some texturing or shading techniques
@-aid4084Рік тому
What would happen if the mesh used could stretch and compress, would that fix the issue without having to make more meshes? What I mean is that a mesh is usually a fixed distance between points, but what if that could change based on the angle that it's deforming to?
@OmegaRC59Рік тому
There's features for that in 3DS Max, Blender, etc but it's not commonly supported by games. I think the earliest title I can think of that clearly utilized this was MGSV, and if you watch clothing and joints very carefully it's actually pretty impressive. Considering how well the game runs, I'm surprised it's not more widely used tech
@arifhossain9751Рік тому
sooo... any plans on covering NVIDIA's new RTX Remix tool? Its a really cool application of AI to upscale older/lower resolution games.
@LOK_DevРік тому
For low poly graphics I just used separate meshes for the forearm and upper arm
@bobross9370Рік тому
Good topology and corrective shape keys keep this from happening. It's not really that big of a problem, just continue working on it, if you're having issues with stuff like this then your rig probably isn't done anyway, it's less of a problem and more of something you have to prepare for beforehand / tidy up afterwards.
@geniusrealmsРік тому
You can try using something called a double joint system. Making something like an elbow rig