Xoio
Xoio
  • Видео 45
  • Просмотров 882 055
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
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
Multilight Cutout People
Просмотров 1,5 тыс.6 лет назад
Multilight Cutout People
xoio - VR Xmas Loft Special
Просмотров 1,4 тыс.7 лет назад
xoio - VR Xmas Loft Special
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
Faces of Iceland
Просмотров 6 тыс.9 лет назад
Faces of Iceland
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
archviz animation test with unreal
Просмотров 9 тыс.9 лет назад
archviz animation test with unreal

Комментарии

  • @lawrenade
    @lawrenade 12 дней назад

    My jaw just hit the floor with this explanation. Thank you so so much! I’ve been searching how to do this for ages 😮

  • @jamesriley5057
    @jamesriley5057 23 дня назад

    Well thanks. I found this video 2 years late but this is GOLD. sub'd

  • @abdennacer6329
    @abdennacer6329 24 дня назад

    Thank u so much this is helpful

  • @raywong3184
    @raywong3184 26 дней назад

    can you make a tutorial of making seashore waves animation ? like the demo in 0:36 ? thank you so much.

  • @raywong3184
    @raywong3184 26 дней назад

    awesome, please post more.

  • @tskipura
    @tskipura 28 дней назад

    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 😁😁

    • @XoioDe
      @XoioDe 28 дней назад

      I will take a note and come back to it. Currently I am drowning in work 🥴.

  • @Atoufidou
    @Atoufidou 28 дней назад

    Nice showreel and good music xD 0:24 is the sky HDRI timelapse ?

    • @XoioDe
      @XoioDe 28 дней назад

      Thanks! Did not do the shot myself, but as far as I know this was some AI-video retouch.

  • @salahdinba
    @salahdinba 29 дней назад

    Nice work

    • @XoioDe
      @XoioDe 29 дней назад

      Thanks! Appreciate the feedback!

    • @user-mj7oo7wz4c
      @user-mj7oo7wz4c 28 дней назад

      What software ur team use?

  • @salahdinba
    @salahdinba 29 дней назад

    Nice work

  • @jamesback6823
    @jamesback6823 Месяц назад

    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?

    • @XoioDe
      @XoioDe Месяц назад

      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.

    • @jamesback6823
      @jamesback6823 Месяц назад

      ​@@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?

  • @Dan-ry7ql
    @Dan-ry7ql Месяц назад

    Bloody hell... I use talcum powder on glass 😅... Worked well so far 😅

  • @Filipincho
    @Filipincho Месяц назад

    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

    • @XoioDe
      @XoioDe Месяц назад

      Glad the video could help - really!

  • @raywong3184
    @raywong3184 Месяц назад

    subscribed without hesitation. please do some more of things like this. thank you so much.

    • @XoioDe
      @XoioDe Месяц назад

      Thanks - I hope I get around one day to do more tutorials. With feedback like this - I might :).

  • @Inboundskier
    @Inboundskier 2 месяца назад

    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?

    • @XoioDe
      @XoioDe 2 месяца назад

      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.

    • @Inboundskier
      @Inboundskier 2 месяца назад

      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.

    • @XoioDe
      @XoioDe 2 месяца назад

      @@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!

  • @CraftyKaname
    @CraftyKaname 2 месяца назад

    Thank you so much! I had to recalculate my normals!

  • @Playlost
    @Playlost 2 месяца назад

    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

    • @XoioDe
      @XoioDe 2 месяца назад

      Ok, meebee :). Will consider it next time - bought that mike from a friend, so no manuals for me. Thanks!

  • @CandyStrawberrySystem
    @CandyStrawberrySystem 2 месяца назад

    0:32 Spit swallowing sounds, Yay

  • @MichaelHalsell
    @MichaelHalsell 2 месяца назад

    Very useful.

  • @UnboundGodz
    @UnboundGodz 3 месяца назад

    Resetting mesh normals was def my issue after importing an OBJ.

  • @Omei3D
    @Omei3D 3 месяца назад

    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

  • @P1sangCheese
    @P1sangCheese 3 месяца назад

    please add auto subtitle pls

  • @rogermoore9742
    @rogermoore9742 3 месяца назад

    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.

  • @siejcastielle
    @siejcastielle 4 месяца назад

    This is great

  • @amrindersingh2094
    @amrindersingh2094 4 месяца назад

    my blender loading while step 0🙂🙂

  • @PolyLIne-wi8of
    @PolyLIne-wi8of 4 месяца назад

    wwowwwwwww... i found gold....Thank you. Subscribed DONE!!!

  • @kek_pupold
    @kek_pupold 4 месяца назад

    Never delete this video please

    • @XoioDe
      @XoioDe 4 месяца назад

      Why should I ? Thanks!

  • @artisans8521
    @artisans8521 4 месяца назад

    Invaluable, no nonsense, no woolgathering. Real German straight to the point. I hope you don't mind me subscribing.

    • @XoioDe
      @XoioDe 4 месяца назад

      Thanks, I take this as a compliment. Sure subscribe, I just ahven't found resources lately to do new videos ... maybe soon again!

  • @mattiamelara5429
    @mattiamelara5429 4 месяца назад

    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...

  • @jeffdavies2824
    @jeffdavies2824 4 месяца назад

    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!

    • @XoioDe
      @XoioDe 4 месяца назад

      Good - good ! Glad there was something in there. (Cleaning out crap meshes seems like something AI will not bother doing :) ).

  • @shredmancer
    @shredmancer 5 месяцев назад

    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.

    • @XoioDe
      @XoioDe 5 месяцев назад

      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.

    • @shredmancer
      @shredmancer 5 месяцев назад

      @@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.

    • @shredmancer
      @shredmancer 5 месяцев назад

      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.

  • @weok-doing-things
    @weok-doing-things 5 месяцев назад

    thanks a lot. Been using max forever and it is great to know new useful things

    • @XoioDe
      @XoioDe 5 месяцев назад

      Thanks for your feedback! Glad that it helped!

  • @Stanislavlvanov
    @Stanislavlvanov 6 месяцев назад

    Blender bad bad bad bad

  • @USBEN.
    @USBEN. 6 месяцев назад

    Using bool while preserving UVs, very useful technique. Thankyou.

  • @hadyanmhd
    @hadyanmhd 6 месяцев назад

    great images! may I know what software did you used to render these scenes?

    • @XoioDe
      @XoioDe 6 месяцев назад

      We render mostly with Coronarender these days.

  • @GCEXTREMEMN
    @GCEXTREMEMN 6 месяцев назад

    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..

  • @zonacheua
    @zonacheua 6 месяцев назад

    Здрастуй. А можна ввімкнути субтитри? Я погано знаю англійську мову.

    • @XoioDe
      @XoioDe 6 месяцев назад

      I tried now - hope it helps - might be quite a lot of weird translations though ;).

    • @zonacheua
      @zonacheua 6 месяцев назад

      @@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?

  • @houseking9211
    @houseking9211 7 месяцев назад

    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

  • @TheTimeProphet
    @TheTimeProphet 7 месяцев назад

    How do you know how big to make the terrain? I mean do you work out how many miles you need?

    • @XoioDe
      @XoioDe 7 месяцев назад

      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.

  • @TheTimeProphet
    @TheTimeProphet 7 месяцев назад

    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.

    • @XoioDe
      @XoioDe 7 месяцев назад

      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.

  • @jamesotteson7839
    @jamesotteson7839 8 месяцев назад

    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?

    • @jamesotteson7839
      @jamesotteson7839 8 месяцев назад

      Update, it has to be in object mode to be affected.

  • @GALITSAADIK
    @GALITSAADIK 8 месяцев назад

    trash tutorial

  • @FilamentWizards
    @FilamentWizards 8 месяцев назад

    Wow the topology of my mesh is so clean now thank you so much

    • @XoioDe
      @XoioDe 8 месяцев назад

      Ha, great that helped!

  • @behzadmehrdadi5282
    @behzadmehrdadi5282 9 месяцев назад

    Thank you very much

  • @TheCrazyscale
    @TheCrazyscale 9 месяцев назад

    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!!

    • @XoioDe
      @XoioDe 9 месяцев назад

      Glad this is useful, good luck!

    • @TheCrazyscale
      @TheCrazyscale 9 месяцев назад

      sorry about my silly and noob question. I got it and it works flawlessly! thank you so much for precious tutorial!

  • @lbsc_thomas_703
    @lbsc_thomas_703 10 месяцев назад

    your original tutorial was a certified classic. this new one is even better. tysm sir

    • @XoioDe
      @XoioDe 10 месяцев назад

      Thanks for the feedback and the appreciation. I might find my way back to some tutorials at some point.

  • @hamidhaghani9801
    @hamidhaghani9801 10 месяцев назад

    It was a cool method🙏

  • @George1791-
    @George1791- 11 месяцев назад

    Thanks!

  • @dreadthedrums
    @dreadthedrums 11 месяцев назад

    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).

    • @XoioDe
      @XoioDe 11 месяцев назад

      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!

  • @trentnoble8051
    @trentnoble8051 11 месяцев назад

    Wait, what happened at Step 10? All of a sudden the road is above the terrain and not attached anymore

  • @SuzieRussel
    @SuzieRussel 11 месяцев назад

    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

    • @XoioDe
      @XoioDe 11 месяцев назад

      Hard to tell from distance. But it seems you moved the road. Can't you push it back looking at it from above?

    • @SuzieRussel
      @SuzieRussel 11 месяцев назад

      @@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 ?

    • @SuzieRussel
      @SuzieRussel 11 месяцев назад

      @@XoioDe It also happens if I apply boolean modifier on the ground mesh instead of track.mesh

    • @XoioDe
      @XoioDe 11 месяцев назад

      @@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!