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This was so much help for me, the only issues I had ran into is that I had to make sure that my unfold was set to unfold3D as it had set itself to legacy at some point. If you are having a similar issue where your unfold just doesn't seem to be working correctly you can check and change it by Shift+LMB to open the settings for unfold.
And a tutorial on how to turn simple materials better, like adding grain dust, dirt , edge wear, graffiti and all. I know there are many tutorials but there are none in a single video we have roam everywhere for it
Great tips. BTW if ya enable '3D viewport: Pie Menus', which is an inbuilt addon, you'll get 16 other pie menus for things like origin manipulation, Transform, Align, Delete/Dissolve, Animation Playback, Manipulators and much more. It gets things done crazy fast.
You know I had that Add On recorded but wanted to include it in a future video. The only challenge with that add on is it overwrites some of the Blender default hot keys, other than that, it's a great tool.
Great content man, do you know there's a auto weld option available up on the right hand side of the viewport, so that when you snap verts together the are auto welded, it skips the merge step, I find that really useful.
Check out my Patreon/RU-vid Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel www.patreon.com/OnMars3D
Hey I've learnt so much from your channel for Maya and wanted to share a tip of my own :D. For Tip 6 where you move the pivot like in maya where we hold "D" and then snap to vertices with "V", I've actually made a video on how to do that similarly in blender on my channel regarding this which not only snaps the pivot to the vertex and if needed also aligns the pivot orientation.
In fact, you don't need perfect Sub-D for this kind of hard surface modeling unless you need deformation effects. For game engines, such resources usually have too many unnecessary vertex data.
@@OnMars3D For hard surfaces, what we need are perfect and accurate normals rather than perfect surfaces. As long as the normals are correct, whether the topology is perfect or not doesn't really matter in my opinion.
@@UML649 We're saying the same but different things here. For a game ready asset, I'm talking about texture baking, so one way to use sub-d model with perfect surfaces is to bake it down into a texture map for a low poly mesh. For a VFX/CGI workflow that requires a quad sub-d workflow, the Sub-D model is perfectly fine as is. Different workflows for different use cases.
@@OnMars3D Thank you for your input. As a technical artist with over ten years of experience, I find this approach somewhat inefficient. I prefer to use CAD tools (such as Rhino or Plastisity) to create hard surface models, and then use Blender to create low-poly versions. In my opinion, except for character models (which require deformable meshes for animation), other types of models do not necessarily need to strictly follow quad sub-d, as it can be inefficient and unnecessary.
@@UML649 I agree, for game ready assets, CAD models work great since it can give you a high and low poly model from one source. I use CAD modeling tools on a regular basis and will cover the Plasticity > Blender > Unreal Engine in future videos. But for non-game workflows, like VFX/CGI where they rely on a quad/sub-d workflow, the model needs to be sub-d ready. For example, once you have a CAD model in Maya/Blender, you can't increase the level of detail if the camer pushes too close. I talk about this exact topic here where I discuss quads vs tris/ngons here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wRPtxydqDuE.html That's what I mean by different workflows for different use cases.
Regarding tip 9, if you are in Vertex Selection Mode with your one vertex selected, you can CTRL+RMB to extrude to the mouse position. Similarly with edges in Edge Selection Mode, etc. :)
My favorite way to snap a mesh origin to a selection (without the need of using the 3d cursor) is to first enable the included 3D Viewport Pie Menus add-on (search for pie in the add-on section in preferences). Then, with your mesh selected, go into edit mode and make a selection. Finally, press Ctrl + Alt + X (this brings up the Origin menu) and choose the top radial option (Origin to selected). So much faster than other methods! The additional benefit of enabling the pie menus add-on is that it transforms things like Ctrl + S (which traditionally just saves). But with this enabled, this shortcut offers a lot of options from New, Open, Save, Save as, Incremental Save, Import, Export, etc.. ! It really is the cat's pajamas!
If you are making a profile of something like in the video, with your method you would have to duplicate each consecutive vertex, move it, select the previous one you wish to connect it to and press F - With the method in the video, E creates an already connected vertex which you then move and can just press E again and repeat, which is definitely faster.
It you double click collection it will select everything in that collection and you can move those objects at the same time. Seems simpler that setting up empties and dealing with objects two levels deep (empty-collection) Turning off selectability is great for blue prints and reference images
The empty allows me to move all child objects without using the outliner. Much easier to deal with in the viewport, especially with more complex models.
#11 I wish I knew why in hell the blender devs have bound EVERY key to something, it makes using blender akin to playing two pianos at the same time and remapping keys is a massive chore.
Blender is not only a tool for helping animators and modelers to do their daily staff, but as a purpose to implant a Hotkey OS into users brain, and this goal is hidden, until you as a maya immigrant challenges the dev team on the blender forum. me:" i think blender could use this way like Maya does, the job will be done much easier and faster." op:" no, no, no, stick with the hotkeys, stick to it!."
Thank you for looking at this program from a Maya/Max user POV like me! Step the game in Blender up a bit! I set this stuff up as startup file. Also checkout "simple tabs" (if you have a lot of addons).
my sir from Tron education he say to create low poly object project for most of game assets ..my few project reached 50k+ tris he say reduce it and make it low poly to get job easily ,,,, is that even correct ??? for example i made game weapon gun it had almost 50+k tris he said to make low poly
Can someone tell me from unwrapping point of view ..whether i should add extra edges on the borders and then smooth the model Or Should i bevel the edges and then press 3 to smooth the model Which will give better unwrap on the edges??
Well, you want to smooth the mesh if it's meant to be subdivided. Either way, as long as you have the seams properly placed on your model, it will give you clean UVs.
@@OnMars3D okay..... Bit the issue with me is that on the edges my uv stetches vertically or horizontally depending upon its placement ..but rest of my uv is clean and square So what should I do to get those uvs straight on the edges and I want my model to be smooth What's the solution according to you
re the back part of the car, i would split it down the middle, then each half would map with less distortion generally in blender I lay them out either side of the mirror centre then apply a mirror, with x on the data turned on
as my third day learning blender, i had done all cg cookie beginers playlist, the famous donut and some work modeling without help here and there, after seeing JLmussi trying blender video i run up into your channel, i understood all the basics but i was runing in some problems that wasnt mentioned on cgcookie playlist, like the scale/bevel problem or even foucous the object with the period key for better navigation, i can´t stress enough how you are helping me understand these litle but super important details, thank you so much, all the way from brazil 🟢😁
Maybe i miss something but with that method you get the detail on a high subdivided geometry, so wont get a lower poly version right? The point is to just start modeling with more subvidisions? Thanks
You use a very nice workflow and your patience is the key in modeling process, also as you know, do and re-do , could be the best training experience!!
This is well put and I appreciate. Just learnt something new today. Another method I use is I take the base mesh into zbrush carved in the details with alphas and other sculpting techniques and retopologize that high model in Maya(I'm a Maya User). It takes some time but it has made my complex hard surface model more cleaner. But again the route to take depends on the model.
It's just interesting while I usually always try to use as less as geometry as possible, I just had the issue last week when I had a client asking for very small details to be included and I went the way applying a subd which I usually don't do and I wondered whether this is a legit way😅