what about using quad remesher to do this model or complex topos? or even using Retopoflow 3 plugin to help you retopo faster than just manually ? thanks for your tips and methods keep it up!
I just want to thank you. In the past couple months I have learned more from your videos than i did from all the other videos iv watched and books iv read in the previous year. Its really cool that you make videos for individuals who have questions. Like this video. Nobody else does that. I asked Ryuu about how to make the front part of a drone. He just said "i dont make things that already exist in the world buddy." So I asked you and you made a whole video for it. Which helped so much. (He now makes things using references that exist in the world.......lol)
Pro please keep making hard surface modeling in blender because there are no TUTORIALS on modeling in blender on youtube.........most of the videos are fast paced not tutorials
is there any way to boolean or cut something off in sculpt mode (im guessing either using face sets or masks) and keep the quad count (without upping the cutters quad count)? I saw this video and it seems that the only way to do so is to either quad remesh, or of course remesh right? basically, If I want to cut a cube in half in sculpt mode tools, when I do so I can never have the cut/inner side of the cube be as dense as the outside right (or be an ngon)? the only way to fix is to remesh or quad remesh ?
Really do appreciate this. I'm in that middle phase of learning something like Blender where I know what I wanna do and sorta know how to do it, but stuff like topology just stops me immediately. Seeing you work through the stages of blocking out -> subD -> modifying -> subD is super helpful, and really helps with not getting in my head. tyvm!
It's interesting that working on the mesh at 21:00, you've let the extruded surfaces evaluate to n-gons. Is that OK since you have the inset/bevel which ensures the corner edges are quads? If so that might help me a lot with resolving topology.
Face maps were never fully implemented in Blender and supposibly are supposed to be removed. The button works if you have face maps assigned to the mesh but face sets are different.
@@pzthree I see. I just wanted to use them to control the edge flow a little while sculpting and it's much easier to assign 'materials' in sculpt mode than edit mode, also allows the smoothing. The extension you mention in your latest video sorted me out .."face sets to materials" so cheers for that.
i'm really glad this video popped off on the algorithm, because i got to find your channel and discover an astoundingly informative channel on blender modeling that i desperately needed
I like the speed of sdf modelling but I don’t like the high density meshes you get with it. If there was a way to get a mid poly mesh close enough to quads after you’re done that would be perfect.
Looks kind of like an advanced re-mesher. Your examples here kind of keep everything squared up, but how does it perform when doing things more advanced like classical car bodies with tapered, graduated, compound and angled bevels, multi-bevels, and open objects/surfaces etc etc.
None really, SDF workflows are kind of all over the place. Substance will have nondestructive Sdf shapes coming up soon, but their voxel remesher is really good. The sculpting tools are bare min. Conjur is still a work in progress but its really good for non-destructive models so far. Although it works best for a solid form, parts can be achieved cleverly. There are other softwares for this as well, some even free to download. They also have a lot of differences and quirks. Ultimately, they need time to mature, and the workflows will become much better in time.
Hi. Why dont you tell about SDF Modeler which imho is the most intuitive and easy app to use, free and able to save as ply with colors, with no paid subscriptions watever?
I don`t get it 3.3 was released on Sep 7 in 2022. It`s over two years!!! Who buys something for 3.3? I´ll stick on simply concept and quad remesher untill he updates it.
Modify the knife tool in preferences/keymap. The K key drop down, greyed out menu items can be changed. Turn on the settings you want. Works for other things too. Like bevels or insets. As for the other, remains one of the world's greatest mysteries.
Food for thought, or a caveat, gotcha, whatever... Backface culling is a thing, and has been for a few minutes. What's newer, are the ways meshes are munched on by the engine(s) us hobbyists, indies, and large studios utilize. In most scenarios involving either baked or real-time lighting, surfaces need a level of thickness to em. There's a new workflow for kits, and unless you are doing a diorama scene, interior still shot, etc, lighting is going to appreciate having something to *not* bleed through or around. There are plenty of tricks to keep working with null'd backfaces, but it's sort of a moot point unless you're shooting for demoscene-level file sizes on your assets. Not sure if you've already evolved here in other videos, or at least touched on the alternative workflows and the pros/cons, but I see a lot of OGs teaching the same old tricks for kits. Makes me wonder if they're extensively testing lighting scenarios in real-world tests, or falling back on what they learned back in the day ;) Keep up the awesome work, I really appreciate your content!
Is it okl if I have slight distortions when creating holes using the method shown? In recent days, I've been trying to figure out how to properly create holes in a cylinder, and with any method, I always see minimal distortions. Is this something inevitable that can only be minimized, or am I doing something wrong?
Hello, thanks for such helpful content. I cant understand, why this is so crucial to have only quads on flat surface. Maybe few tris here and there wont make any troubles.
Fantastic content, you really have a good voice and pace for teaching others and passing on your knowledge. You have now got a new subscriber. On another note, have you ever tried the new Plasicity? I would be interested in your thoughts of this modelling option.