eudy Maverick Mentor
eudy Maverick Mentor
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  • 293 934

Відео

After Effects | Nesting Compositions
Переглядів 1414 днів тому
After Effects | Nesting Compositions
Maya | Quality Rendering to H264.mp4 Movie
Переглядів 49Місяць тому
Maya | Quality Rendering to H264.mp4 Movie
3ds Max | Staging A Turnaround Puppy
Переглядів 29Місяць тому
3ds Max | Staging A Turnaround Puppy
Unreal 5 | Advanced Cinematic Rendering
Переглядів 66Місяць тому
Unreal 5 | Advanced Cinematic Rendering
Unreal 5 | Basic Understanding of Sequencer and Cameras
Переглядів 63Місяць тому
Unreal 5 | Basic Understanding of Sequencer and Cameras
Maya | Staging for a Turnaround Animation
Переглядів 51Місяць тому
Maya | Staging for a Turnaround Animation
Brightspace | Embedding Links and Player Files into a Post
Переглядів 23Місяць тому
Brightspace | Embedding Links and Player Files into a Post
Professional Presentations | Screen Grabs | Wire/Grey
Переглядів 96Місяць тому
Professional Presentations | Screen Grabs | Wire/Grey
Maya | Arnold | SubDivision Wireframe Material
Переглядів 942 місяці тому
Maya | Arnold | SubDivision Wireframe Material
3ds Max | Creating A Low Poly Wooden Crate: Part Four
Переглядів 853 місяці тому
3ds Max | Creating A Low Poly Wooden Crate: Part Four
3ds Max | Creating a Low Poly Wooden Crate: Part Three
Переглядів 1053 місяці тому
3ds Max | Creating a Low Poly Wooden Crate: Part Three
3ds Max | Creating a Low Poly Wooden Crate: Part Two
Переглядів 673 місяці тому
3ds Max | Creating a Low Poly Wooden Crate: Part Two
3ds Max | Creating a Low Poly Wooden Crate: Part One
Переглядів 643 місяці тому
3ds Max | Creating a Low Poly Wooden Crate: Part One
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 1
Переглядів 723 місяці тому
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 1
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 2
Переглядів 923 місяці тому
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 2
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 3
Переглядів 533 місяці тому
Making Dice | Modeling/Unwrapping/Casting A Normal Map Part 3
Best Practices in Starting a New Project in Fusion 360
Переглядів 2893 місяці тому
Best Practices in Starting a New Project in Fusion 360
Fusion 360 Shipping Case Demo
Переглядів 2673 місяці тому
Fusion 360 Shipping Case Demo
Building a Pyramid Shaped Bottle | Fusion 360
Переглядів 213 місяці тому
Building a Pyramid Shaped Bottle | Fusion 360
Going Back in Time and Changing the Bottle Cap Threads | Fusion 360
Переглядів 513 місяці тому
Going Back in Time and Changing the Bottle Cap Threads | Fusion 360
Creating Threads for Glass/Plastic Bottles | Fusion 360
Переглядів 2733 місяці тому
Creating Threads for Glass/Plastic Bottles | Fusion 360
Creating Liquid in a Bottle | Fusion 360
Переглядів 743 місяці тому
Creating Liquid in a Bottle | Fusion 360
Sketching Fusion 360
Переглядів 823 місяці тому
Sketching Fusion 360
Adding Grip Knurls to a Bottle Cap | Fusion 360
Переглядів 733 місяці тому
Adding Grip Knurls to a Bottle Cap | Fusion 360
Lineman Checking In
Переглядів 8015 місяців тому
Lineman Checking In
Dak_Prescott_Avoiding_Sack_Lions
Переглядів 2806 місяців тому
Dak_Prescott_Avoiding_Sack_Lions
Smith Njigba Eagles TD
Переглядів 1136 місяців тому
Smith Njigba Eagles TD
Subdivision Modeling Techniques | No More Evil Box Modeling
Переглядів 2989 місяців тому
Subdivision Modeling Techniques | No More Evil Box Modeling
Slice Modifier | Adjusting The Wooden Crate
Переглядів 64Рік тому
Slice Modifier | Adjusting The Wooden Crate

КОМЕНТАРІ

  • @garrettobrien9740
    @garrettobrien9740 11 днів тому

    Hey Mr Eudy! Been a long time since I saw your work and being in class with you. By chance do you have those videos on modeling the widgets? I’m finally getting back into it and needed to start from the beginning

    • @eudymaverickmentor
      @eudymaverickmentor 5 днів тому

      Widget #1 ua-cam.com/video/YS6Szy82rOc/v-deo.html Widget #2 ua-cam.com/video/Fxjvf3qrZ3M/v-deo.html Widget #3 ua-cam.com/video/V9iek1YXLeE/v-deo.html Widget #4 ua-cam.com/video/BO1e81D16Mg/v-deo.html Widget #5 ua-cam.com/video/h_d4JOcbt-0/v-deo.html Widget #6 ua-cam.com/video/00d0TKfh2-4/v-deo.html Widget #7 ua-cam.com/video/AW4AJJei_2o/v-deo.html Widget #8 ua-cam.com/video/3gGT06Zdviw/v-deo.html Widget #9 ua-cam.com/video/Jfs9yJXvZog/v-deo.html Widget #10b ua-cam.com/video/pg2heVWWyTo/v-deo.html Widget #12 ua-cam.com/video/LttRiaje2t4/v-deo.html Widget #13 ua-cam.com/video/rEb-tRE6Nrg/v-deo.html Widget #14 ua-cam.com/video/0PN_Grcq9sQ/v-deo.html Widget #17b ua-cam.com/video/_zR2oNEJ4sc/v-deo.html

  • @kurikokaleidoscope
    @kurikokaleidoscope Місяць тому

    Very interesting

  • @FF7EverCrisis
    @FF7EverCrisis 2 місяці тому

    This is just awesome. You should teach an online class. The structure and how you explained made more sense that any other teacher that came to my life. Thank you

  • @tygrrclaw
    @tygrrclaw 3 місяці тому

    My classes in 2024 use 2016 UA-cam videos and 2016 3d max/Maya software for tutorials and they only want us to create the whole 3D Model starting and ending with one cube. The specifications for assignments were to use one cube, and create a whole creature model staying under 500 poly count. Then we use that extremely wonky low poly model and we are asked to make it look good for finals. Often, I would have to find newer 2023 instructions videos to finish projects because my 2024 software was not recognizing 2016 directions I was provided in class. I noticed that new videos used new techniques that I was not being taught. I will say that with what I learned in class, does make your technique almost easy. It is like I am being taught the hard way. I was often emailing my Professor to tell them that our tutorial videos are old and that the directions I was given don't work in 2024 lol Thank you for the valuable information.

    • @eudymaverickmentor
      @eudymaverickmentor 3 місяці тому

      I understand your frustration. I have my own views. The idea of taking a cube and then trying to make it NOT look like a cube is just idiotic. Yes, we had to do that in 1990 when the tools weren't very good. But there is no reason to do it now. By they way, not a lot of difference between the basic functuality of Max 2016 and Max 2024. Pretty sure nothing in this demonstration is any different than in Max 2016. Thanks for the comment.

  • @komalkashiramka4519
    @komalkashiramka4519 3 місяці тому

    👌

  • @rodrigosousa1458
    @rodrigosousa1458 3 місяці тому

    Thank you it was very informative as I'm learning fusion 360

  • @mindgaming_002
    @mindgaming_002 4 місяці тому

    Watching in 2042

  • @electroluxia
    @electroluxia 4 місяці тому

    Exquisite. Thank you!

  • @astrayp01
    @astrayp01 4 місяці тому

    One thing that t spline toolsets, they won’t record within history bar. So sometimes you have to make some copies from time to time.

    • @ca18detboost
      @ca18detboost 3 місяці тому

      Hey, how do the copies help with the work flow?

    • @astrayp01
      @astrayp01 3 місяці тому

      @@ca18detboost When you are making t spline, you can use 3d face, bodies,edges, sketches. So if you make some more variations, you can save some copies. Also you can adjust numbers of tspline points while you convert those 3d elements.

  • @tropicaljupiter
    @tropicaljupiter 4 місяці тому

    Thanks for sharing

  • @electroluxia
    @electroluxia 4 місяці тому

    Excellent. Thank you!

  • @maazrehan3382
    @maazrehan3382 4 місяці тому

    thanks, moving from max to maya, wondering how to resetXform like in max, it's helped, thanks

  • @meltruchon446
    @meltruchon446 5 місяців тому

    Very helpful!

  • @Wip3ou7
    @Wip3ou7 5 місяців тому

    You could save a lot of time by selecting the Edge, selecting the loop you want to be a circle, flatten if necessary, then using the Loop Tools panel > Circle Loop

    • @eudymaverickmentor
      @eudymaverickmentor 5 місяців тому

      Thank you for your suggestion. I am aware of the Loop Tools and the Circle Loop. There are many ways to deal issues when modeling. In this particluar demonstration there are several concepts I am demonstrating to the students. So it's not a quick do this sort of demonstration. I am teaching how to extract a spline from a piece of geo, how to cap a spline, how to scale to a common center, and how to use Axis Constraints. Again, thanks for the comment.

  • @kain7513
    @kain7513 5 місяців тому

    Cerebral palsy?

  • @truspirit1925
    @truspirit1925 5 місяців тому

    Shoulda been a easy safety what the heck was that LBer doing. That was pitiful and embarrasing

    • @eudymaverickmentor
      @eudymaverickmentor 5 місяців тому

      He thought Dak was going to rare back and throw the ball and he would plaster Dak. But Dak pulled up, step forward into the pocket and avoided him. Smart move by Dak.

    • @truspirit1925
      @truspirit1925 5 місяців тому

      @eudymaverickmentor he didn't step up he ducked wasn't smart dak it was stupid LBr

    • @eudymaverickmentor
      @eudymaverickmentor 5 місяців тому

      @@truspirit1925 I see. So his feet moving forward wasn't him stepping forward. OK. You said "he ducked". So you don't think it was smart to duck?. Ok. If you say so.

    • @bachar-maqqabayisrael
      @bachar-maqqabayisrael 5 місяців тому

      Nothing easy about it. Dak side stepped his a. s. Clearly you can see he ran into to pile to avoid him. Wasn't no paid acting. GTFOH.

    • @truspirit1925
      @truspirit1925 5 місяців тому

      @bachar-maqqabayisrael very poor tackling attempt

  • @dkchen
    @dkchen 5 місяців тому

    I wonder if you could do what they do in Arena football and just have the offensive linemen signal by raising his hand that he's an eligible receiver.

  • @Wingitt
    @Wingitt 5 місяців тому

    lmfao you shouldn't need to do this

  • @user-px3vg5ig4l
    @user-px3vg5ig4l 6 місяців тому

    Big fan love your video

  • @fulopzsuzsanna1899
    @fulopzsuzsanna1899 6 місяців тому

    How low can we go with the polygon count so that it's still visible? Like if we want to make the shaggy rug for a game where individual items cannot be poly heavy. (Can we go under 10,000?)

  • @Itsyesfahad
    @Itsyesfahad 7 місяців тому

    I can see that you are a very good teacher I can keep up with you without getting bored the way you explain things in details is just different than anything I have ever seen on UA-cam for 3ds Max tutorials, I wish if Autodesk replaces you with "Lee Griggs" for making Arnold tutorials I can't understand what he is saying regardless of how boring he is xD

  • @Itsyesfahad
    @Itsyesfahad 7 місяців тому

    Thanks for this amazing video sir it was very helpful! but I have a question why you are using the MAX physical materials instead of Arnold Materials and why?, Is it fully compatible?

    • @eudymaverickmentor
      @eudymaverickmentor 7 місяців тому

      Hi. Great question. There are a few reasons. However, the main reason is this. *_A:_* The Physical Material is designed to be cross platformed and not specific to a specific renderer. Physical Material will work with Mental Ray, Arnold, V-Ray, etc. Arnold materials are specific to Arnold. They can ONLY be used with Arnold. So if the Max files are being shared between facilities, some using Arnold to render and others using say V-Ray, then they have to be converted. Now Max tries to deal with it by creating a script to convert them for you. But I think it is unwieldy. *_B:_* It's easier to use. Less confusing options. Especially for those new to the world of Physical Based rendering. Also, the Physical Material has premade template settings. The Arnold material does not. *_C:_* The Physical Material is just a wrapper for the Arnold Material. It's a Physical Material on the outside, an Arnold Material on the inside, so to speak. However, there are some drawbacks. For example, the Physical Material does not support Arnold's "Rounded Corner" bump. Hope this helps.

    • @Itsyesfahad
      @Itsyesfahad 7 місяців тому

      This is very well explained, Glad I just discovered your channel I feel lucky, thank you so much man, I appreciate your time and effort. @@eudymaverickmentor

  • @theapexpredator157
    @theapexpredator157 8 місяців тому

    Great Tip, especially with the Measuring Tool Grouped in. One thing I'd like to ask would be, how do you scale the height of several objects (with varying heights) such that they all have the same height?

    • @eudymaverickmentor
      @eudymaverickmentor 8 місяців тому

      You would scale them one by one.

    • @theapexpredator157
      @theapexpredator157 8 місяців тому

      Seems like there would be a way to scale them all at once...@@eudymaverickmentor

    • @eudymaverickmentor
      @eudymaverickmentor 8 місяців тому

      @@theapexpredator157 You can easily set an object to a specific size by using the Universal Manipulator (CNTRL+T) and typing in the size. I am not sure of a way to set multiple items all at the same time. Sorry.

    • @theapexpredator157
      @theapexpredator157 8 місяців тому

      That's how I've been doing it thus far. Thanks for the help.@@eudymaverickmentor

  • @BARE_TEETH
    @BARE_TEETH 9 місяців тому

    Do you know how to get this to work with GPU rendering? I believe this is the one material I have that I can't GPU render. CPU is fine but if I have any object with this visible the GPU shuts down. I'm not actually sure what inside the Material is causing this.

    • @eudymaverickmentor
      @eudymaverickmentor 9 місяців тому

      I have not really explored GPU. Sorry. Maybe I'll look in to it. You can do everything I did in the video with OSL and Arnold nodes which are compatible with Arnold when in Arnold Compliant mode.

  • @CinePhil101
    @CinePhil101 9 місяців тому

    ❤Tanks ! !

  • @CinePhil101
    @CinePhil101 9 місяців тому

    ❤👍👍👍❤

  • @CinePhil101
    @CinePhil101 9 місяців тому

    ❤🤘🤘❤

  • @CinePhil101
    @CinePhil101 9 місяців тому

    ❤👍👍❤

  • @chromatiCityGame
    @chromatiCityGame 10 місяців тому

    Nice tutorial, thanks! I personally would have turned the liquid reflections off, because it is against the plastic bottle and thus not reflecting on its own really.... Other then the top of the liquid perhaps.

  • @BARE_TEETH
    @BARE_TEETH Рік тому

    Now this is what I've been looking for. I did find the Curvature node but guess what I was plugging it in to Max nodes and cursing. Glad to see the thorough explanations here.

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      Yes, it is unfortunate the bottle neck of the Max nodes. We can still use them, but only in certain circumstances. Another issue is that one of my favorite Max Procedural maps, especially for generating grunge is Smoke. However, Arnold doesn't recognize it in a Bump slot. It really limits it's use. The Arnold people will tell you to just use the Arnold procedurals but for the most part the Arnold procedurals suck. They are not artist friendly. And none of their settings mimic what can be done with the Max Smoke procedural. Oh well, thus is the nature of the industry. Constant change and adapting. Glad the video was useful to you.

  • @swamihuman9395
    @swamihuman9395 Рік тому

    - Nice. - Thx.

  • @SawyerArtOfficial
    @SawyerArtOfficial Рік тому

    Is it possible to make the rubble a little more jagged? The rocks seem very geometric and unrealistic to me. The tutorial was easy to follow and very much appreciated! Thanks Eudy!

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      Hi Bryan. I am a little confused by your query. What do you mean you want them more rigid? As far as more realistic, maybe you mean more polished like a river rock. Add a _"Subdivide"_ modifier. Might need to lower _"Size"_ to you liking. Add a _"Turbosmooth"_. Then you could add a _"Noise"_ modifier to make the surfaces a little more dented. If you want them really smooth, then put a _"Retopology"_ modifier on them. Hope this helps.

    • @SawyerArtOfficial
      @SawyerArtOfficial Рік тому

      @@eudymaverickmentor Changed the wording. Sorry! So, what I meant was that the rocks aren't jagged. They appear as blocks that've been separated with a knife, rather than detroyed with parts missing. I also wanted to know if this simulation can be animated on the timeline, or if massfx was only meant to be used for simulation purposes in Max?

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      @@SawyerArtOfficial MassFX is an animation utility.

    • @SawyerArtOfficial
      @SawyerArtOfficial Рік тому

      @@eudymaverickmentor Is it possible to export the animation?

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      @@SawyerArtOfficial Yes, you just bake it in to the geo.

  • @trongpx
    @trongpx Рік тому

    hello sir, I feel very lucky I found this channel, this series helped me so much in providing a well-sorted general framework for understanding surfacing. Thank you!

  • @dirkseifert631
    @dirkseifert631 Рік тому

    What a great tutorial! Well done, I learned a lot!!!

  • @hazratumar1824
    @hazratumar1824 Рік тому

    Great tips

  • @trongpx
    @trongpx Рік тому

    this is really useful, thank you!

  • @montes3d
    @montes3d Рік тому

    You mentioned at 1:23 a video where you made a material for the ground using 2 shaders blended together. What video is it? I would love to watch it. BTW, I'm impressed with what you do and how you explain it

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      Thanks for the kind words. The video where I demonstrate it is "The Chrome Loop Materials". It is using a Blend Material. Take note the renderer in the video is Mental Ray. We use Arnold now. So instead of Arch & Design Materials you would use Physical Materials. Otherwise the video is the same. Here is the link. ua-cam.com/video/8SSkYZksThk/v-deo.html

  • @jcalito81
    @jcalito81 Рік тому

    It looks like whoever modeled that tried really really hard and deserved a passing grade for effort...

  • @SawyerArtOfficial
    @SawyerArtOfficial Рік тому

    I could listen to your lectures for days. Best artist I've ever known, and master mentor for sure! Do you have any plans to do more Fusion 360 tutorials? I've grown fond over the years but haven't tried texture maps outside of the material library.

  • @Ootrick3D
    @Ootrick3D Рік тому

    Love the tut thank you! Is there anyway to have emissive materials contribute to atmosphere? Looking for pretty specific light shapes with bloom.

  • @JeiBurke
    @JeiBurke Рік тому

    Hope you are doing good Eudy you are one of my favorite professors

  • @robertorecoaro8423
    @robertorecoaro8423 Рік тому

    muchisimas gracias/thanks a lot

  • @noagendasevenseven1231
    @noagendasevenseven1231 Рік тому

    If anyone is getting different results on light strength, it could be that your backdrop box is a different scale than his. I been beating myself in the head wondering why the lights were easily washing out my scene.

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      Yes, scale is a huge factor in lighting. 3ds Max is an odd software because it's default world scale is set to inches. This is from back in the day of Max's mother, 3D Studio, on DOS. I always require my students to set Max's World Scale to Centimeters since pretty much ever software known to man, such as Maya or say the Unreal Engine is set up in Centimeters. That way anything built to scale in Max is the correct scale if imported into another software. Also, any on my tutorials are created to teach concepts, not so much a specific setting. So someone else's settings may need to be different from my settings due to many factors, one of them being scale.

  • @antoniomontero7944
    @antoniomontero7944 Рік тому

    Thank you very much, the tutorial helped me a lot. 👍

  • @AUMINER1
    @AUMINER1 Рік тому

    back to school you go lil lady'

  • @AUMINER1
    @AUMINER1 Рік тому

    fail

  • @AUMINER1
    @AUMINER1 Рік тому

    wrong

  • @AUMINER1
    @AUMINER1 Рік тому

    wrong

  • @AUMINER1
    @AUMINER1 Рік тому

    terrible presentation - your TDS is out of control - seek help

  • @markkuykendall5475
    @markkuykendall5475 Рік тому

    Okay, I get that I can't see the emissive light in my viewport while it shows up just fine when I do a render. If I'm doing a static lighting bake to bake light into my textures so I can make unlit stuff in a metaverse space, will the emissive lighting coming from my meshlights show up in my light bakes?

    • @eudymaverickmentor
      @eudymaverickmentor Рік тому

      In don't really know the answer to that without doing tests. My initial thought would be no since it is a postprocess.

    • @markkuykendall5475
      @markkuykendall5475 Рік тому

      @@eudymaverickmentor Damnit. :(

    • @markkuykendall5475
      @markkuykendall5475 Рік тому

      I tested it! It works! 1. I made a cube. 2. Put a standard surface material on it with a lot of emissive. 3. Made an Arnold mesh light and assigned the cube to it. 4. Placed the cube next to a pillar in my scene. 5. Baked a lightmap for the pillar. The light map had a big white blotch on it about where the cube is. 6. Moved the cube far away. 7. Baked a second lightmap. No big white blotch.