Hello, I'm Chris a 3d Artist and Animator, mostly aimed at the gaming pipeline. This channel is for me to share my personal projects. I'm mostly interested in hard surface modelling, weapons, mechs, guns, evnvironments, and a bit of medieval/fantasy type stuff thrown in now and then for good measure. I've been doing 3d as a hobbyist/freelancer for around 10 years but only just started getting my socials up to scratch. Hoping to start getting much more content out soon, please feel free to like and subscribe if you like this sort of content and want to watch me grow and support the channel.
Outside of 3d I am into gaming, films and many types of music mostly rock/metal, and have a crazy memory for film quotes!
Feel free to follow my other socials too as it all helps my visibility.
I have a brand new upgraded computer I hope to be churning out content with early 2023 if not sooner!
Thanks for sharing this awesome tutorial!! It's incredibly helpful. For anyone who didn't initially see the Fillet option (like me), try adding the Curve Tools Add-on in Preferences.
On the original panel line video someone commented that you can do it by going to the solidify modifier and toggling on Flip, unfortunately I don't have chance to test this myself at the moment, but might be worth a try.
@@schadowsshade7870 You can probably set it up to do that with clipping... or another way would be to use linked duplicates (alt-d, r, z, 60, shift r)... or another way would be to use an array instead of a mirror, change it to object offset, still use an empty. The latter two options won't clip any existing geo though, so you'd need to be working on precisely 1/3rd of the model.
@@chrismartinartist Yeah I tried those, Object arrays are a pain though and dublicates don’t link the modifier’s. Ill try the mirror clipping again, might work since last time I tried it I didn’t even know I could type exact rotations xD
@@schadowsshade7870 If no luck, I'll see if I can figure it out and do a video on it soon, always needing ideas for tips videos. Though admittedly when I made this one it was a long time ago.
Unfortunate that I didn’t know what 3D program my class will be using, I’ve veen using blender for 8 years now, and I gotta somehow relearn the UI for 3Ds max
For anyone with an issue of thin panel lines do this... 1. Go to solidify modifier and check "flip" that should invert the faces to the correct orientation. And now when you mess with the solidify thickness you can increase/decrease the panel line size.
3:43 how did you snap the vertices perpendicular to the front edge? i got the part where you exclude the y axis but not the snapping it perpendicular part
@@sprshh G to grab, then hold Ctrl to temporarily enable snapping. Make sure you have your snap settings set to Vertex and Active Element for 99% of the time. I have a video about snapping in my quick tips playlist if you get stuck.
In order for your bevels to appear smooth you should check harden normals in bevel modifier and check use custom normals in both subdivision modifiers, plus if you are using older blender versions before 4.1 you should also enable auto smooth in the object data properties under the Normals tab.
@@chrismartinartist Or a better way of doing it skipping all the above is just placing the bevel modifier between the two subdivision modifiers and also in the bevel modifier choosing arc in the miter outer.
If doesn't work = Material Properties - Open the settings tab - in Blend Mode choose Alpha Blend - To make it transparent toggle Base Colour and use the Alpha selection.
As a longtime 3DS Max user transitioning to Blender, I'm looking for a hotkey equivalent to Alt+X (make object transparent) in Max. Is there a way to assign a hotkey in Blender to achieve the same functionality?
@@JonatanNunesArt Yes, top right near overlays etc. Is one for x ray, you can right click and assign hotkey. I also recommend getting an add-on (forget the name but it's in my add-ons video) that automatically toggles it on while selecting.
I'm going through this journey. It's a tough one. After working pro with MAX since R1, it's (now rather dated) interface is so ingrained in me that it's been incredibly difficult to make the switch. What happens is that you constantly find yourself looking for the equivalent of a familiar MAX tool eg. 'where's Blender's LookAt controller? I know it must be in there somewhere, probably has a different name, etc'. This makes progress extremely slow. The solution is to imagine you don't know any other 3D software, that MAX doesn't exist and you're a total novice. By approaching learning with a completely open mind, you will start thinking in terms of Blender and not MAX. You also have to resist the temptation to give up and go back to the comfortable familiarity of MAX. I have progressed much faster with this approach.
Yes, there are procedural ways to do edge wear, although even with Noise they often appear very uniform. I may do a video on procedural edge wear later on.
I never thought i would find a tutorial maker pike you, straight to the point, in 28 seconds. Im honestly amazed as this heplped me make my model easier +1 sub, +1 like, +1 fan ♥️
same exact boat as @AdrianCChase, friend. 2-4 years ago, I remember a lot of people made fun of Blender for not being industry standard but now I see everyone using it. I've been trying to muster the courage to swap.
Hello Sayrith, at the time you mentioned what happens is this: using the bool tool add on the cutter object is removed from the main gameboy model using the Brush Difference operation, then you duplicate the game boy model with shift D and right click to leave it in the same location, the duplicate will share the boolean modifier so in the modifier panel remove the boolean modifier from the duplicate. You should now have two, one with the boolean cut out, and one without, sitting on top of one another. The duplicated gameboy without the boolean is then scaled down (excluding the Z axis with shift Z) to sit just inside the original game boy. Then you shift select the cutter object, and do another difference boolean. This brings back the geometry the boolean took away leaving the groved indented on the back, you can then use bool tool to apply all modifiers. Hope this helps.
@@chrismartinartist Oh thanks for the reply. I was able to figure it out myself but what you said re-affirmed what I thought. I was confused as to which model the duplicated gameboy "cuts".
Also thanks so much for this tutorial. As a beginner, it was kinda hard because its a new modeling technique than I am used to (I started learning with subdiv). Your technique is similar to what I do when I make models for 3D printing. Thanks!