Grooming and Shading in Blender 2.8X (New!!!)

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hello and welcome to another blender tutorial brought to by you the with art my name is Amanda local and still be looking at screaming the force system in blender so this is the artwork which I think I uploaded video yesterday waiting before yesterday's promising I'm gonna release a video of the grooming process and that's what I'm going to be doing today so this is the research I came up with and in my own opinion I think came out great and yeah this is my oxygen I'm going to leave a link in the description so you guys can check it out in case you want to see the result for yourself so this is also this is going to be a start up file which I'm going to leave in the description so you can also download it and so we can work alongside or you can just use it as you please so don't forget to subscribe to this channel if you're not subscribed yet and don't forget to hit like watching to show our procession if you enjoyed it if you're going to enjoy it off that's all so let's set up so we grooming this guy today and of course before you start grooming your character you want to make sure everything is all set so you want to make sure you have good topology not the flow particularly particularly but you want to have like a bond distribution of faces around it so if it's triangle I want to make sure it's evenly distributed and it is square you want to make sure it's in the beat army evenly distributed around sections that you're going to groom it okay so if you have that all set you want to up like the rotation and scale so blender works it's the right amount the right information about your geometry and now we can start so the basic principle for scopes creating hand system in blender expect all the best bits before getting the best result is pretty actually breaking down your group into different sections so what I mean by that is if I select my geometry and go into my with page mode you will notice that I have different for about 5 1 2 3 4 5 different buttons grouped so they would isolate this single those areas and walk with them here so this is a way to create is hitting this plus icon and just paint in that section you want to grow and if you have your mirror modified your mirror option here to check on you will have its replicated in the other side or you could basically go into the edit mode select everything I hit assign and it's going to assign it okay so that's a basic process so with what we have here we have four when so this is going to be the four groom for the front face and we have for two this is going to be the four group of four that's larger the other face and we have the browse for we have one for the ears and we have one foot in mouth so basically the reason I have 140 years is basically because you cannot really get into grooming the ears especially when you are working with large characters like this so you need to isolate that area so you can really concentrate enough parts the system to get the best results there and that same principle for main isolates in the mouth so you might look at all this particle system all these buttons group of course you aspects but the system or each of them I of course you would think that it's gonna be like really lot of what what I'm done yeah it's just submitted press but this is same which I'm creating bodies and then I'm duplicating it you can even create one and particle system duplicate it and change some settings to get the desired result so it's not really that serious like you might imagine okay so we'll be starting with the four tool because that's the fun part so I want us to start with the fun part so Before we jump into the sculpting let's look at what we have down so we have each image with nice topology and I also textured this guy if I then bring that so this is a texture of this guy and if we hit me pretty you can see how it looks when close up okay so I textured it and you notice I also use actual hairs from animals to texture it so why did I do that it's important to do this especially when grooming because no matter how complex your has done it look it's gonna be you might not get that virus which nature gives you naturally so forget that you just have to use images of four of characters just applying your character to get those leaks over it since which you might miss if you just apply basic shaders so a quick way to do that in blender is to select your model of course you have your material set up you want to go to the texture open over here in the texture you want to hit new set them up in type to stencil select the location of the image which you trying to paint onto your character so in this case this one and now you work so of course you want to let the color be white this before the color so you can get the real color of the texture which you're painting and label it straight as necessary so that's basically the workflow for achieving the painted texture okay so let's with that set up next you want to Nam jump into the fun part which is screaming so it's pretty straightforward I also have too much erase here one for the underlying body and one for the body and one for the four I also said the people color to a darker color so that I can be able to differentiate between them and to preview it I set the color display type to material okay now we can go into the particles set it to hair of course and when I'm we want to in the material want to set it so for so that we can differentiate what we are working on next is to isolate the air so as we grow we have already created our butters group and now we can select it here so for - okay I'm going to sup like that - the length and this is what we have now is to play with the lengths of the four so we reduce this okay so before we continue into Grameen I want to talk about an important factor which most people might neglect which is the amount of emitted particles which you actually need you might look at this and say this is enough to work with I actually didn't notice till I experimented and I found out that I needed to know this if not that's why I didn't really have control but which what I was getting but if you understand is that you have control by the results you will get so you might take one thousand a meter particle set of that means that might work in some situation but for what I'm trying to do it's not going to work because I'm what I'm trying to do based on this reference you can see we have nice clumps and the nice scaling that works appropriately with this character it doesn't look out of place and we get different scaling with the body which is small larger and so to achieve that you need to look at your character most times with eye buttons you can get the right one you want to add more particle system able to get the right amount of skill with your character so for the head like this five thousand is appropriate so we get those smaller clone I think I might even go higher to seven thousand to get even more small as clone okay and don't worry about this being quite extra it's really helpful actually replicate whoa I know each will pay us back which the children particle since we have more emitter but school we don't most children particles later sir than whereabouts performance so much and you can always hide it animation comes but for getting the best groom this is the way to go okay so looking at the reference the lens is quite quite long so we need to reduce it so we're going to end up with something like point three yeah so let's keep walking so now I'm gonna switch so the particles edit and select our comb brush so at this point what we just need to do it's just relax this so before we keep move grameen we will have some settings for the comb which you need to bear in mind and that is called the deflect emitter so this is quite important because without change when your groom the pair system penetrates into the underlying object and you definitely don't want that by default is set to point one which is enough for most cases before you don't you really want to get demarcation between the underlying geometry and the character so you I set mine to one and you can even go higher if needed just avoid it from penetrating and now with that search you can just keep moving and by the way to get this tool here you just right-click select header and shoot so many I have a shortcut for that that's why I can easily assess it though you can assess this tool here too they're all here ok so this is the fun part just from the character according to the flow which you're trying to go for don't work for the skills there's some areas which obviously needs to be scaled scaled down like I mean the length of the for wood needs to be shrinks down so we'll do that by getting the lens brush setting it to shrink and then shrinking out those areas okay and we just keep grooming and yeah this is a party control the flow of the flow you try to achieve if you know that my final result we get nice flow of hair like we have stopped going here we have some mixing here and some continuing continue down and you get very dynamic motion so this is where you control it and you can do this with less particles so you need more particles in this thing to be able to get a very nice fluid grown such what is quite fun doing this okay don't worry about ear part is going to be cut off by their weight spins we created so this is what we have now just gonna see we didn't do it pretty good we didn't do it really we did a pretty good job and we got close I looks a bit blocky so let's fix that you want to select it and any particles so you want to go to viewport and strength steps you want to increase this and then you get that smooth flow you can say set it to flow which is mostly appropriate for most for except you drink really going close and then you can start increasing the Strand step okay so it's looking great so far and we can proceed to the next stage so that's applying the entire children particles so we can see it's distributed well so here might need some more love of more particles and we can do that by using the add brush setting it to interpolates and just paint or better still let's hide all the ones we've created by hitting H set selection or by kitten age to hide it then we can just paint on the area that is a bit scarce okay and then if we grab the comb brush just clean it up slightly so you have to have interpolated check so that it follows the underlining they already grown two hairs so with that you can see we have more particles there okay so for the next day let's switch to rendering so this is a way but I like testing out the look of it even before styling it because you have to start knowing what's happening before you proceed so let's see my rendering setup I have a word hji which I preferred like to my sing wait it's free from HDR heaven this is how it looks this one here and I have this node set up just very straightforward nothing complex about it my strength is sets to two which I'm going to reduce to by 23 so nothing is blown out for the shaders of the characters I'm Wayne tested out before I like the suit which is two basic diffuse color so I'm going to be using a diffuse purple color for this so you can set it to anything like red pink anything and for the body I'm going to be also using it diffused gray I want to get fast render for preview so we don't need anything instructors who just need to worry about the base look of this character okay excuse me for the render state since I have my resolution dimension set so 100 1000 by 1000 full resolution samples 150 for the theme I set the filter type to box they should not get me Crips hair display but it's faster next I'm going to go to the composite tion settings and look forward with the noising I'm gonna set the stripes 0.3 so that it cleans out the noisy part of the image without coming losing much details also I'm going to uncheck the the direct glossy what's in there because I see wants to see the beauty in my render and if you have this check glossy has a high frequency high it progresses so most times the noise I remove stuff so you want to uncheck this or don't click this I don't know what to say so you have to remove this so that it will not denies it so we got all set let's hit render and before we do that one more final step you want to go to Eevee I'm switching render type to EB and under how you want to set it's a strip so here we can actually preview the real size of the hair I have mine set with the shut chords at 8 so that I can easily switch its even when I'm in cycles here yeah so we want to go to the hair in the particle system and what we're looking for is basically the hair shape so for the dimension I'm going to set it to 0.17 so I found it works for this or you know what I'm going to set it to points too yeah and let's check out our lights before we get render I'm going to use a BB preview method and make sure I have my sin Watts on on and now I can preview the location of the lights there's this cool atom that can help you with holding down ctrl alt and left clicking you can be able to move the HDR I it's really part is really powerful to use or if you don't have the add-on you can easily go to the world settings and with your mapping node you can play with the Z rotation to get same effect okay and with that said we can hit render okay so the brand I took about one minute I'm 25 one minute on to the points with five milliseconds time that should be lesser so let's try to do that let's debug what's happening here so first of all we can notice what gets in this path across here and that's my book first of all it's because of the steps of the pasta system we need to increase that because I forgot to include included settings also the size of the particle system is quite a lot is quite big for the render amounts we need to reduce the render amount of the particles to get make it look cleaner and yeah that should fix most of this para forget about this black backpack because it's just if afraid here which I can you can really fit except we can just go in and cut it boys it's okay for now so let's fix the issues we have so far so I'm gonna switch to create a new render slots slots and reduce this render among to 16 let's let's say 15 and for the steps I'm gonna set it so 5 or 4 let's set it to 4 and I'm going to set click on this B spline this line is also like a subdivision method for hair yes it just smooths it out slightly okay well you should use this wisely if your 4 is not so obvious you should not check these features when I'm grooming at some area so when I'm rendering I don't enable these features for I just increase the steps but for something like this which is that's obvious you want to include that so 2 gets a very nice-looking render and so let's see compared to the preview area previous arrow that's he tryna now so it's done rendering and can see some difference though it might look a bit scan together and where would we can fill that up later I'm gonna have some things that we need to also worry about the flow looks a bit rough so we little clean it up and here so let's do that before we move into styling the hair so I'm gonna switch back to the strength so I can see what I'm doing and object mode so here in pasta system I can start cleaning it off with the smooth brush so I want to make sure the Shred is slow just slight cleanup for those areas that are tangling with each other too much especially here okay and now I can use the comb brush more gently and fix those areas so it does why I suppose there to test out render at this stage so that you can start singing those 40 areas before you proceed just going to use a grub cut go coach brush and clip out those hairs that we don't need here so you want to just clean it up so it looks neat before you proceed to actually styling the hair so I'm just still trying to get that goes nice flows the for making sure they look neat okay we can proceed now I think I would increase the step to something like 5 of course in the render not the viewports and let's increase the children to 60 and we proceed from there so it's it's done rendering and right off the bat we can see it looks much better compared to the one we started with right so yeah so you need to play with this parts you can even go further spend more time in this particular area before moving forward so I know that's the is I know it's going to look even better if I increase the steps what I'm not doing some just reduce it so forth so I can have faster render okay then we just a month so yeah so I'm happy with how it looks and we can proceed to the next stage excuse me so here the next stage name increase which is the children so we can I try to see what's happening so here what wants to do is start styling our hair so when I'm studying my 4 ie I found out from working on this but grab on this project which I just finished that's using the kinks that blender comes with is quite it's good in some certain areas but it gives away your control and it isn't it doesn't give you much to play with actually so I rather just play with the roughness and get my own styling from that you know of course they said I'm going to release a new they are working on your new hair system to improve all this on this one so be interesting to see what they come up with so let's the styling so what I want to do first of all is clump and of course we need to work with the reference we have so what we have here is the clump looks really good with this character and that's what that's why I actually I was really impressed by this and I wanted to try to recreate it so we can see how it looks it's really tiny at the end but and at the top it's white coffee so fill up the space of the character but then it's has a staple filling so let's try to recreate that so the way we'll go of course it isn't uh clumping feature so if you have never used its we have an old one which is this which you could easily just clock out the character play with the shape to get different effect but for this particular work abusing the cove because it's we need a custom clump but it's the default one is not enough okay so this is what the default gives us and it's okay for some scenarios but not for this so what what you do now is to push this one outwards so we are getting that clump what's not entirely so we can give it another test render or better still we can actually just preview it in their viewport that's pretty quickly to see is going to look and if your pods should not take too much time I'm sticking expected anyway let's just give it like a test quick test render to see so this is what we have and you can see the club it's quite sharp and it's looking good so let's play with that more so I don't want it to be so straightforward and sharp so that's done it up quick grinder okay so it's quite different I should have saved out the old one but so you can see why get any better results just by this so we're not getting those unwanted spaces from inside we're not get to do someone's head spaces and what what gets in those nice clumps so it's not so obvious here maybe if I switch it to strand okay we can see it yeah so why not gets in those places we're getting is kind of nice preview which is what we're going for okay so that's that for that now we notice if you look at this is looking quite uniform with the display with dates which we could use the texture feature in blender to fix it Betsy we have all the time in the world I guess so use the cloud and let's set the strength to like point one and for the influence will select clump so it affects just certain areas of the clump and you can see control that with color mapping let me set this to UV and for the color around we can just play with intensity okay so that can help us a bit so let's see if there's difference okay so yeah so there's difference we're getting traces of the clone which is what once I'm but not so overpowering so we can just i see want to see those clumps but so we can do that by going to the influence and reduce the clump viral to like 0.7 0.5 so it gets in both best of both world and yeah so still it's still looking quite uniform we need to break it down what's the times this is where most begin that's my happy and proceed from here but we need to push this to give it that realistic feeling so I'm not going to use the kink as I said but what why don't we play which is the roughness Valley so we're going to start off with the uniform this is where the magic happens so let's set this even basically how the unit 4 works if you set this to 1 it kind of randomizes the location of the particles okay so if you have more we're trying to get like a messy look for hair this is what the way you should go if you have more steps for your particle system you haven't even gets multi effects but i found going with a low value especially for this character is perfect so I'm going to 10.04 okay and its might not obvious but if I turn this off my set is to zero and say what what gets in its adding some randomness to it and we can even increase the random a slightly when there are six is going to break up that's - that's CG look so don't break it off slightly okay so another parameter which you could play with is the size so if you want to get like smaller kinking here this is what you get but if you want to get those long noisy it's like a top group I think this is better name for this we called turbulence and like the one in Maya in here so as you can see what's doing adding some chalk lines to the overall four so we can reduce that slightly let's say one might be a good deal so let's preview okay so it's done and if you go closer we you can see what gets a nice result don't we need to increase the step size to even get manizer result so it looks great but it's feels a bit rigid it feels strong but is like a hairbrush and we want it to feel slightly softer then it looks currently so let's try to achieve that and that's we at the end points coming so if you said is the one we get this effect what you can also play with the shape to give you a different effect okay so this is like if you want it so this is more like blow out if you want to blow out the four so this is your guy here so let's set this to like point one so if you want to tight up what I wanted to blow out slightly so I'm going to set this point zero five I don't saw even lower I don't want it to destroy the under the main the main effect which I have but I just wanted to be present so let's preview so go to the rush slot so you can see it feels much softer compared so it's pretty spam the ODA render so we have more software looking for it doesn't look so strong okay so let's proceed that's okay so the next step is to he's still looking really clean because natural or doesn't look like that there's some noises the fourth and also well arranged so that's where the random nests come this is the great randomness with the four so if you increase this to one it's going to push out everything like this so this is like the displacement factor of the hair something like this okay so if you wanted to display displaced more you increase that and also you can control the threshold of that that's how much hair should eat necklace so if you set this to point eight you get this cool effect off right here you can see so if you reduce it you get more they're more about if you have the less it's gonna be there also you have the style the style controls the the style of the how is going to Thomas is going to look so if you set it to a larger number you get smaller values so the less ID number the more noises and should look but for this we don't want it to look really nice in who just wants it to be like free hair that just live in the character something like this so I think the best value is like 0.7 so let's preview that okay so it's done so this is a result it's not so obvious but you can actually feel it that's just some noise going on here okay since at this stage I think I want to increase the effect of the clump texture because it still looks quite neat so I'm going to increase this to like point eight and let's see what we get so it's done rendering and it looks even much better so at this stage I will start testing out the actual shaders for this guy so I will be showing you guys how I set up my shaders okay so here my graph edit my material editor then I make sure the lighting is set nicely so here what I basically have if I go to the object and we select the character so this is the base curved body paint so everything is set up there and now for the forum this is my setup first of all I have principal principal bf/gf shader and then I have a diffuse shader and I mixed it I'm favoring the rest would be as if by 0.1 to get more of that nice shine if I want less shine I reduce this value or play with the roughness so let's look at what you look at let's look at what they look like any be driving so with the diffuse been prioritised less heat writer so this is how it looks with just diffused okay you can see it's what gets in the real texture of what underline image and feels great and just with the base color and no advanced stuff we get some randomness to the and now if we check out the one with the head we can see that it's really shiny and we lose the color okay and this is not desirable so let's look at the combined one so we get those shines and we have the best of both Ward we have the color coming true and we have to shine which we need and of course with more samples who get cleaner result yeah so if if you want like it more if you want less shine you can reduce the roughness why you just set this to 0.3 it works but is the right point three point four point five AB that should give you a proper bridge research we'll just leave that point too and yeah so that's that and that's our shader set up and we can move on for guess so the next section to worry on focusing now is the face the face section so that's that same procedure so we'll go to our texture so I forgot to actually name the texture the four sets in which would by it's me later so you want to name it appropriately reach it up we should have also named this but we cannot assess that now so we'll just have to live with that so let's create a new particle system we've got this hair then where is gonna be straightforward and we'll isolate cities in the vatta's group oh god this for one okay it's also going to be using the same material so once it goes render select for and we'll set the lens something smaller because space of the reference you can see it's actually even blend in with the skin you can have tricked areas for there but it gets longer as it comes down so I think we need to make it smaller points there seven ok and you can see I isolated the mob this area is kind of tricky to groom was the time so you need to isolate it and do it separately and I need ice colleagues this nose area - sir in the for one hour each removes so we don't have it's coming through again okay now we need to play with the scale of the form so this scaling is not right so we need to add more particles so it's set it's like six thousand it's too much still small so probably eight thousand it's appropriate for this even higher since it's going to be very small for so I'm gonna probably end up with 10,000 okay and at this point I'm going to set this display month one so we have faster preview okay so with everything set so increase the Peapod displayed so four so four and render so also follow we will not use a b-spline because this is not really going to affect the general look of this because this is the lens is very small and we don't have only really need as much smoothness that especially as Sept you really need to go look like really close okay so looking at it I think we need to reduce it even more so point zero five okay so now we go into a particle system and with the comb brush we just cram it so you want to make it flow naturally using reference is key and so here is like mostly coming down and we get this kind of flow blending in with the existing one okay so we fix this area too so for the eyes I want to make sure no particle system is going there so I will give an isolated more with vertex group remove so that we have nothing strained out there and he's going to be visible in the viewport hopefully okay that's because we need to set the lens to okay perfecto so it's looking great if we need some little for there we can then paint it in later but for now this is how I want it to look and yeah so everything is looking great saying this should be flowing this direction instead then word don't worry about it flowing into the eyes the vatta's group isolation will fix that later so this is party just make sure you get it looking neat and nice okay I like how it's looking and we can proceed to the next stage which is adding the children particles so we don't even need much practice for this so define our render for this will be about 25 if we need more than we can increase it to 30 which is fine and now we can lead to clump so we don't need much advanced stuff here just something like point six point three okay add some little randomness with point zero five in the uniformity which seems a lot so let's reduce its @ 1:01 because it's not going to be really close up and so I found an error here this patch which we need to avoid so we'll fix that like we did earlier with the adversary' to interpolate that set and just paint a head there and it's gonna fix it okay so avoid those patches anyway about kinda reduce this Club slightly next we want to go to the pen point and widget just give the very low value and we also want to create that kind of fly away for so like points threes enough the strength 0.40 sorry we'll set it to two maybe one for the threshold we'll set it to 0.7 0.8 six we'll have to really reduce the randomness 0.2 so it doesn't look too noisy and will reduce the treasure two point eight so most of this stuff is just plain and as you go around as you move if it's not looking so great then you can play with it now displayed let's check out the lens so this is quite big and we can reduce the diameter to like point one five and that's good so now let's write out so let's check our lighting if it's in the right position so around here and we can right there so yeah it looks good we just need to fill this up slightly so it looks feels more natural so we can do that easily by selecting this faces so I'm holding shift and alt to click to get the edge boobs and now I can assign it and since we already groomed that earlier it's easy it's gonna just fix it for it's just gonna apply it to look neat and we can even clean it up more which the which paints do as hi this for now we'll just grab the blob brush and just blow it out so that is a nice transition between it something like this let's see how it looks just the eye area so it has field of the area I wish I had to reduce the roughness to something like point to sorry I went I had to increase the roughness is like points 35 because it was too shiny though I could have different particle I don't have different for materials for different sections but yeah so I just went ahead to reduce the roughness so it looks neat so in the end I can increase the number even get better results so let's quickly just go ahead and fix the mouth and ear area so since I told you would just be duplicating what we already have so let's go ahead and do that so for the mouth I've got the spot so I forgot to name it again anyway for two so let's do the mouth area so we're going to be using the same particle system for this but also for this so we select in the particle system also and you make sure you uncheck this tool icon there so that you will not mess up the old particle system and now I'm going to name this mouth and then I'm going to assign the mouth waters group okay this well-blended and I will go ahead and reduce the number to something like 5,000 Oh everyone 4,000 oh boy I clicked on 40,000 4,000 because you want to make sure it's going to scale up well too much of the rest so this is enough and now we can just grab the comb brush and I will go ahead and bring is the displacement and also just worry about this so we just want to groom it down they play too much with underlining one so in case you other pod system begins to hide themselves you just need to tap into the edit mode and tap out great a little mustache here okay so I should blend everything down and yeah should be good will not give it any test render for now so far the dress size of course we need to reduce it to like 15 since it's half of what's the other is and let's do the ear area same trick we'll be using the same system for the mouths because yeah I don't want you to be too noisy so we can there yes you need ESP readable so be using it less noisy for parts the system so we using the fourth system so that's duplicates it will just select the mouth area that will aim appropriately and make sure you uncheck the tool icon and let's select the ear area okay and everything we leave it as default probably we can even reduce the size more 2.3 okay and now we can just throw me down so we have even distribution of let's the system across the character so now we have need to make make the flow look natural so this area looks this way and the middle parts are going downwards into the head so you will not have this kind of access if you just groomed a bit to the other ones okay does that for the ears let's do the eyebrows eyebrows finally so to be using the same particle system from the first one so easily parts the system one and we'll isolate first of all let's make sure we uncheck that and let's isolate it with the ears now sorry the brows not the ears Bravo for it looks like that and we need to reduce the strength the sorry the lens to point one from the point to which one okay now we can go into the particles mode and groom it so I will show you a nice trick so I'm Grameen I want to just focus my attention and grooming this perfectly and when I'm done I can transfer have it's not done in one section to the other obviously this works when you have a nice symmetrical model like I do now so just rough eyebrows alright so we just have to groom this place lightly and when we're done we can switch to this mode and Bach selects the we just have to book select this side and leets it delete particles so we're left with one side and now we can hit the W key to mirror and it's not doing that so let's see that let's see Y should be able to mirror automatically so switch we click on top topology mirrors if it's not working you just switched it add brush look for topology mirror and do it again and it's work so that's that for the eyebrows and now you can utterly pond the world with symmetry I grabbed the clump comb brush and if I move one area you can see it's working in symmetric okay effect oh okay so let's proceed this is what we have miss looking quite noisy so let's fix that so we need to change some settings as I said earlier so the main force is coming from the uniform the scale is nuts it doesn't match much so it could eat averages that or just don't turn that off entirely so let's see if we reduce this point zero zero two okay so this is nice we also need to reduce the randomness factor so it should not look so noisy okay so that's that think we need Molly wait for the four so we just uncheck this so it's gonna have more room to play around so yeah so this is the eyebrows and in combination with everything eh look great my family looks even better than the one I did earlier okay so now we can give it a test render so let's make it look good just play with the focal lens that is 218 and let's see if the light is good enough so like this okay so that's hit render so this is the render right of the black it looks decent and needs more work so from here you just push it forward play with some settings clean up more till you get the finer is of what this is a very good foundation to start from yeah so I hope I'm good if at least I could affect me share my knowledge with you guys if you wish to watch more for me subscribe and if you wish to support the channel of course because most of this stuff I do is just for free for you guys if you wish you support channel I have the link in this description where you can support me at and yeah my a station will be in description if you want to see the kind of work I do and I'm also a very for freelance work so yeah bye bye for now see you next time
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Channel: THE LUWIZ ART
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Keywords: Blender, 3d animation, Luwizart, BLender software, Blender new feature, Grooming and Shading in Blender 2.8X, How to Make Fur in Blender, How To Create Fur In Blender 2.8, Quick guide to Grooming Fur in BLENDER 2.80, The Secrets to Realistic Hair in Blender, grooming characters in blender, using blender hair system, Blender hair, hair, hair system
Id: _xPcywpK6yg
Channel Id: undefined
Length: 55min 11sec (3311 seconds)
Published: Tue Feb 11 2020
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