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Xoio
Германия
Добавлен 20 янв 2011
This is xoio's voice to the world!
For years our artists were lucky to learn from a generous 3d community worldwide, so this is our way to say thank you and give something back. We hope you enjoy our work! Regards, P.
For years our artists were lucky to learn from a generous 3d community worldwide, so this is our way to say thank you and give something back. We hope you enjoy our work! Regards, P.
xoio - showreel 2024
This is our one-minute showreel 2024 - showcasing various projects across different markets.
Thanks to all participating artists at xoio. Copyright 2024 xoio GmbH
#showreel #archviz #cgi #architecturelovers
Thanks to all participating artists at xoio. Copyright 2024 xoio GmbH
#showreel #archviz #cgi #architecturelovers
Просмотров: 809
Видео
Repair Geometry and Import Meshes (OBJ, FBX, ...) - Blender Tutorial
Просмотров 85 тыс.2 года назад
We show you a couple of tricks how you can fix some issues when you import geometry from other 3d-packages like 3ds Max or Sketch-Up. Especially when using FBX, OBJ, DWG, DXF or STL this might occur. In this tutorial you see how you can turn triangles into quads again, fix screwed normals and other common problems, when importing a 3d-mesh from another software. Hope, it helps! Music Credits: E...
How to do a Mountain Road - Blender Tutorial
Просмотров 76 тыс.2 года назад
In this Blender Tutorial we are showing how you can cut a road / a street into an existing landscape working in Blender. Therefor we create a special "hybrid topology" for our terrain. This gives you additional benefits like better texturing, good UVs and other stuff. Music by Bensound - "Tenderness" - www.bensound.com
Road on a Terrain - Blender Tutorial
Просмотров 15 тыс.2 года назад
In this tutorial you learn how to model a road / street onto a terrain! This workflow would also work for railings, a fence, a wall ... basically anything that you would like to follow a custom surface. Be creative! The setup allows you to adjust both the road as well as the terrain lateron - very flexible! Pretty neat, huh? If you like this, please subscribe and visit our freebie page: www.xoi...
How to photoscan Glass - and other Transparent and Glossy Objects
Просмотров 4,6 тыс.2 года назад
We came up with this workflow how you can do photogrammetry on transparent and glossy surfaces like glass, glossy finishes and other tricky surfaces. It actually does not really matter if you use agisoft - metashape, meshroom, meshlab or other photogrammetry software - this tutorial might help for all of them. You should be able to clean the source afterwards! We hope this is useful! Regards, t...
Hard Surface Precision Modelling Tips and Tricks - Blender Tutorial
Просмотров 6 тыс.2 года назад
Learn a set of techniques for Blender to model hardsurface structures like vehicles, robots, machines or architectural structures. This tutorial helps you to stay precise, especially if you are working on angular models. Hope you enjoy it. Check out more free stuff: www.xoio-air.de Our studio's work: www.xoio.de
Mangroovy Beach Resort - CG Architectural Animation
Просмотров 9322 года назад
This is an animation from 2017 that we never published - we wanted to capture that laid-back summer feeling and the gentle breezes coming from the beach. Enjoy the luxury of the Mangroovy beach residences in El Gouna! Team xoio
Breathing Images - Stills in Motion
Просмотров 7892 года назад
Animated Stills - a blend between a carefully crafted illustration and an animation - we found the description of "breathing images" actually quite nice. To familiarize ourselves with the conept we investigated how we could achieve atmospheric sequences that would loop easily. By using "selfsimilar" animation elements like rain, wind, water, leaves we could achieve an emotional impression that ...
Snow Shader in Blender using a Coverage Mask - 5 minute Tutorial
Просмотров 5 тыс.3 года назад
This is a superfast snowshader / coverage-nodesetup for Blender - works in Eevee and in Cycles! For more of our work: www.xoio.de 100% free goodies for cg-artists: www.xoio-air.de music credits: Half Mystery by Kevin MacLeod Link: filmmusic.io/song/5026-half-mystery License: filmmusic.io/standard-license And as always thanks to the amazing Blender Team!
Better HDR-Lighting and how to get great shadows - for 3ds-Max, Blender, Modo, and most other 3d.
Просмотров 13 тыс.4 года назад
This tutorial shows how you can improve your HDRIs for many 3d-scenes to achieve great shadows and reliable colors. This should work in most 3d-renderers like Corona, Vray, Cycles, Redshift and many others. You can do this in any image-editing software - we are using Photoshop CS6. Hope this is useful! our work: www.xoio.de more free stuff: www.xoio-air.de Music credits: E.R.F. by Bensound, www...
Tutorial: Model a Wheel / Tire in 3ds Max in 10 minutes
Просмотров 9 тыс.4 года назад
This tutorial is a short modelling exercise: get a halfway decent car-tire / car-wheel done within 10 minutes. Let's use 3ds Max! On the way I am showing you a couple of less known modifiers as the "vertex weld" or the "clone" modifier. So hop on board and let's get rolling. Clone Modifier is available for free at: www.itoosoft.com For more of our work and free stuff: www.xoio.de www.xoio-air.d...
Automatic Windows - Tutorial in 3ds Max
Просмотров 11 тыс.4 года назад
In this tutorial I want to show you a speedy workflow how you can generate simple "automatic" windows in 3ds Max. The whole setup can then be reutilized for all kinds of future structures. Hope you enjoy this! Want to see our work? : www.xoio.de Check out more goodies at : www.xoio-air.de Music credits: Moose by www.bensound.com
How to cut Roads into a Terrain - 3ds Max (Part 2)
Просмотров 23 тыс.4 года назад
This is the second part of 2 tutorials. Now that we have the basic topology, let me show how you can benefit from the mesh created and texture, refine and even animate your scene based on that topology. if you want to see our work: www.xoio.de Music credits: Mule by www.bensound.com
How to cut Roads into a Terrain - 3ds Max (Part 1)
Просмотров 96 тыс.4 года назад
This video is showing how we can create a continuous terrain that features realistic roads. In that workflow we can even cut roads into steep terrains and create serpentines and mountain streets. In the second part we then make use of the hybrid topology to texture the terrain, animate objects, place fencing and further refine the model: ruclips.net/video/0B1rHBPFMv8/видео.html If you want to s...
Hard Surface - Panels, Details, Seams - 3ds Max
Просмотров 14 тыс.4 года назад
This Tutorial explains a workflow how to apply surface details as panels, holes and openings to a smooth hard surface model in 3ds Max. Main focus is how to safe your initial shape. Hop you enjoy this! Peter Stulz, team xoio www.xoio.de Music Credits: Summer by Bensound.com Sound Logo by Boris Kozielski
Procedural Terrains / Landscapes in 3ds Max
Просмотров 56 тыс.4 года назад
Procedural Terrains / Landscapes in 3ds Max
Parametric Selection + Modelling in 3ds Max: Volume Select
Просмотров 11 тыс.4 года назад
Parametric Selection Modelling in 3ds Max: Volume Select
Modelling in Blender - Main Tools and Workflow
Просмотров 32 тыс.5 лет назад
Modelling in Blender - Main Tools and Workflow
xoio unreal engine 4 loft 3d animation
Просмотров 3,2 тыс.7 лет назад
xoio unreal engine 4 loft 3d animation
The Vinery - Realtime Animation for VR
Просмотров 2,6 тыс.7 лет назад
The Vinery - Realtime Animation for VR
Let’s play with the logo! - Openmode
Просмотров 1,3 тыс.8 лет назад
Let’s play with the logo! - Openmode
Kinzo - Erste Campus - CGI - Perfect Office
Просмотров 2 тыс.8 лет назад
Kinzo - Erste Campus - CGI - Perfect Office
xoio - the vineyard - Unreal Engine realtime architecture animation
Просмотров 4,6 тыс.8 лет назад
xoio - the vineyard - Unreal Engine realtime architecture animation
Velociraptor - Augmented Reality Project
Просмотров 3,4 тыс.9 лет назад
Velociraptor - Augmented Reality Project
Calm - a winter chalet - unreal engine 4 - realtime animation
Просмотров 11 тыс.9 лет назад
Calm - a winter chalet - unreal engine 4 - realtime animation
xoio berlin flat - UE4 archviz realtime test animation
Просмотров 78 тыс.9 лет назад
xoio berlin flat - UE4 archviz realtime test animation
My jaw just hit the floor with this explanation. Thank you so so much! I’ve been searching how to do this for ages 😮
Well thanks. I found this video 2 years late but this is GOLD. sub'd
Thank u so much this is helpful
can you make a tutorial of making seashore waves animation ? like the demo in 0:36 ? thank you so much.
awesome, please post more.
hello xoio. i really appreciate your work, it helped me a lot. please, can you do a full in depth guide of the your already existing video "procedural terrain's" Vulcanic lands? i'm trying to add fog effect, camera movement, nice water, but struggling to do so. if it won't bother u, i would really appreciate it, thanks in advence 😁😁
I will take a note and come back to it. Currently I am drowning in work 🥴.
Nice showreel and good music xD 0:24 is the sky HDRI timelapse ?
Thanks! Did not do the shot myself, but as far as I know this was some AI-video retouch.
Nice work
Thanks! Appreciate the feedback!
What software ur team use?
Nice work
sorry, I have a question... I often create meshes which I then export to Unreal and I've noticed that the format that creates the least problems for me is gltf... but when I'm on Blender and for example I model a building, paying attention to the geometry, in short I create a mesh perfect then when I export it and import it again into Blender the geometry changes and is no longer as precise as I had done, why does this happen?
Hey James - sorry, would not know anything about reimports from UE :(. Normally a good exchange format is FBX, no? But that does not say anything about precisision.
@@XoioDeWith FBX, I encounter many problems like faces disappearing and textures being inverted. With glTF, this doesn't happen... but I was referring to importing and exporting from Blender for Blender. For example, I create a mesh that I will use in another project still in Blender, so I need to export this mesh to have it in a new Blender file... I recalculate the normals, apply the transformations, in short, I do everything necessary to have perfect geometry and a clean mesh. However, when I export and re-import, everything goes to hell. For instance, on a flat face like a plane, it adds loop cuts that I never made... Should I perhaps use OBJ if I am only working within Blender?
Bloody hell... I use talcum powder on glass 😅... Worked well so far 😅
Oh man, I'm so relieved and angry at the same time. I've wasted countless hours struglling with shit geometry and now I feel so dumb because it's so easy to fix :D Thank you so much
Glad the video could help - really!
subscribed without hesitation. please do some more of things like this. thank you so much.
Thanks - I hope I get around one day to do more tutorials. With feedback like this - I might :).
I am trying to lay a hiking trail STL over a mountain terrain STL. Difficult for them to fit. I think this technique might work. How to I prepare both STLs to shrink wrap over one another?
Sorry, what do mean by stl? The import format? If yes, it all depends on the mesh you get, but maybe if it is just a trail it makes sense to quickly retrace it with a curve from top view before you shrinkwrap it. You will get a better mesh and result.
The STL is the file to create 3D print. I’m a newbie and was excited to find your video. I would have to spend time learning how to create a curve, etc.
@@Inboundskier Sometimes unfortunately you have to dig deeper to get stuff working :). The STL - as soon as it is inside Blender is just a regular mesh - from that point on it really depends if the resulting mesh is good enough to be projected, because you need some persistent vertex density otherwise it will look bad. But maybe your import from STL is good enough! Creating a curve would be good, but involves a few steps. It is really not that much of a deal - should be plenty of tutorials. Good luck!
Thank you so much! I had to recalculate my normals!
Hi, if you didnt read the instructions, the sensors on your microphone blue yeti are on the front so when the red button is facing you youre having it correctly. it says it in the official guide
Ok, meebee :). Will consider it next time - bought that mike from a friend, so no manuals for me. Thanks!
0:32 Spit swallowing sounds, Yay
Very useful.
Resetting mesh normals was def my issue after importing an OBJ.
yea this doesnt work theres so many gaps in your tutorial like step 9 and 10 where you didnt explain how to join the mesh booleen together when cutting
please add auto subtitle pls
There is easy methode to create road
Young people don’t understand. 15 years ago we would have had to pay for software with this functionality. Like 500 to a 100 Bucks! Blender in 5 years does all this for Free?! Crazy.
This is great
my blender loading while step 0🙂🙂
wwowwwwwww... i found gold....Thank you. Subscribed DONE!!!
Never delete this video please
Why should I ? Thanks!
Invaluable, no nonsense, no woolgathering. Real German straight to the point. I hope you don't mind me subscribing.
Thanks, I take this as a compliment. Sure subscribe, I just ahven't found resources lately to do new videos ... maybe soon again!
Hey! I'm trying to create a mountainous road, but I'm getting stuck at the Boolean section as the union doesn't go as planned and nothing significant happens: the extruded portion which goes underground doesn't disappear. I wish I could give you much more detail but I'm quite new to Blender...
I never though of stacking the decimate modifer! That tip alon is a game changer. Innevitably, when I import a mesh from an external source (blendswap, blender market, cg trader, etc) what I get is often a total disaster (as far as blander is concerned). Thanks for these tips!
Good - good ! Glad there was something in there. (Cleaning out crap meshes seems like something AI will not bother doing :) ).
Works well on a UV sphere and changing to sphere or tube instead of box projection can get you some nice results. Only problem I am encountering is it won't work on a default cube very well, the transitional effect doesn't travel vertically anymore it just happens through out the entire mesh. Tried using every type of projection for the cube version and no fix.
Thanks - I must admit - I am myself not so familiar with the setup. But true, probably having smooth transitions / rounded corners helps with the effect.
@@XoioDe Yes I got some help and was able to figure it out. If you use the Object output from texture coordinates node but isolate the Z vector and use that instead of normal from geometry node you are using the Z height which gets you the transitional effect on a default cube or default sphere.
If you use the normal it only works when there are changes in the "normals" directions and since almost no side is flat you get a solid transition for the whole object. Or how it was explained to me.
thanks a lot. Been using max forever and it is great to know new useful things
Thanks for your feedback! Glad that it helped!
Blender bad bad bad bad
Using bool while preserving UVs, very useful technique. Thankyou.
great images! may I know what software did you used to render these scenes?
We render mostly with Coronarender these days.
Ive got a weird piece i created in tinkercad and its got alot of shapes used to make it. Im trying to round of some of the corner edges, cant do it in tinkercad really, so i exported it as stl and when i open it in blender its a messy mesh and i cant really use the bevel tool to round off the corner cuz its got too many lines and is a mess..
Здрастуй. А можна ввімкнути субтитри? Я погано знаю англійську мову.
I tried now - hope it helps - might be quite a lot of weird translations though ;).
@@XoioDe Так, велике спасибі. Чи можу я попросити зробити те саме для інших твоїх відео? Yes, thank you very much. Can I ask to do the same for your other videos?
Thank you for this, I was working on a poorly converted car model, and one of the meshes, the biggest portion of the bodywork, was completely ruined
How do you know how big to make the terrain? I mean do you work out how many miles you need?
It really depends what you want to do. If you do terrains for game it's different than doing a terrain for a realistic animation. Personally I always try to start with realism: So go on Google earth, find something that reflects what you want to do and take this as a reference. What you do with it at the end is up to you.
How do you extend the terrian? I know you can make the square bigger, but I think it might slow down max. Also I am wondering about roads too.
It helps if you know roughly how big the terrain should be from start. Max should generally not get slower by the size of terrain, while the polygon count should be kept in consideration. But the width of roads is something you can find out. It surely helps to have a smaller test terrain to get familiar with the process.
For some reason when I go into properties and add a modifier, it doesn't affect my model. It is weird because if I just click mesh then clean up then decimate it does. Anyone know why this is?
Update, it has to be in object mode to be affected.
trash tutorial
Wow the topology of my mesh is so clean now thank you so much
Ha, great that helped!
Thank you very much
Brilliant!!!! Been looking for exactly this, I am making a section of real world terrain and this was a pain! Unreal spline road mesh does not handle the edges very well, I would bring the entire terrain as ground mesh into Unreal using this technic, tks a lot!!
Glad this is useful, good luck!
sorry about my silly and noob question. I got it and it works flawlessly! thank you so much for precious tutorial!
your original tutorial was a certified classic. this new one is even better. tysm sir
Thanks for the feedback and the appreciation. I might find my way back to some tutorials at some point.
It was a cool method🙏
Thanks!
Great video. I too have been playing around with this a bit. Another quick way would be to go top ortho view, edit terrain, knife project with road selected to create edges at the correct transition. You could then seperate out that part of the terrain and sub in your road (they will share edge vertices).
Absolutely - there are many roads (literally) to rome. As said I tried to convert a 3ds-Max workflow we did to Blender. Thanks for the comment!
Wait, what happened at Step 10? All of a sudden the road is above the terrain and not attached anymore
i'm facing a problem with this method, After dissolving the outer edges when i bring the road back to its original height the road is not exactly at the centre but slightly offset and hence it overlaps with the surrounding terrain. it wasnt happening initially but i dont know where i went wrong
Hard to tell from distance. But it seems you moved the road. Can't you push it back looking at it from above?
@@XoioDe no, its irreparable, i have to do the track again. in some places its offset to the right and some places to the left. At first I thought it happened because maybe I moved the track up in edit mode before extruding instead of object mode, but it happened in both. I think maybe I took extrusion axis as Z global and not Z normal. So if face normals are bad it can mess up ?
@@XoioDe It also happens if I apply boolean modifier on the ground mesh instead of track.mesh
@@SuzieRussel The only thing I can recommend from distance is going back to the step when you extrude the road to the sides with the solidify. Here you should be able to make sure it is right spot on. Additionally the Shrinkwrap might have been the issue, using the wrong projection axis. Good luck!