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On Mars 3D
On Mars 3D
On Mars 3D
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CGI and Real-Time 3D Veteran. Follow for the latest updates!
Maya and Blender Series: Modeling Tools
19:59
Месяц назад
What's New in Maya 2025
7:42
2 месяца назад
Blender 4.0: How to UV Unwrap Anything
7:36
6 месяцев назад
What's New in V-Ray 6 for Maya
24:17
Год назад
How to 3D Model Anything
48:44
Год назад
Automatic Retopology: Is It Any Good?
24:51
2 года назад
3D Modeling in Maya: Beginner Tutorial
1:05:16
2 года назад
How to Master UV Mapping
1:02:02
2 года назад
3D Car Modeling - How to Model Lights
34:15
2 года назад
Комментарии
@d.a.visual
@d.a.visual 11 часов назад
Just quick, how to open the history on the VRay rendering window, on the bottom. I seem to not be able to reach it.
@Vladishit_Putler
@Vladishit_Putler День назад
maya sxxks ..... just a cash grab, it will disappear in 5 years under the lead of Blender and Houdini
@gamefabler9693
@gamefabler9693 2 дня назад
Yo, dude. Your tutorials are insanely good. Thanks a lot. This helped my jump a head so fast.
@OnMars3D
@OnMars3D 2 дня назад
Glad to hear it!
@Ponald-hv2uw
@Ponald-hv2uw 3 дня назад
Thanks this series helped alot even tho im using blender to do the process
@OnMars3D
@OnMars3D 2 дня назад
Glad I could help! I've got more Blender tutorials in the works!
@chifmanset
@chifmanset 3 дня назад
"Hello! I am a skilled 3D printing designer and I would love to collaborate with you on your Etsy shop. I can design and print custom 3D models to meet your specific needs. I believe my skills could help you expand your product line and attract more customers. Please let me know if you are interested in working together!"
@Phexous
@Phexous 4 дня назад
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.
@OnMars3D
@OnMars3D 2 дня назад
Yeah, I should've started with make sure the plugin is loaded :)
@AnimeEye1
@AnimeEye1 4 дня назад
Can you please drop a 15 minute long tutorial on texture projection mapping and texture painting? In blender 4.0
@AnimeEye1
@AnimeEye1 4 дня назад
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
@OnMars3D
@OnMars3D 2 дня назад
Thanks for the suggestions, I'll have more Blender material videos in the future!
@AnimeEye1
@AnimeEye1 2 дня назад
@@OnMars3D kk.
@CinnnAmonnBun
@CinnnAmonnBun 4 дня назад
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.
@OnMars3D
@OnMars3D 2 дня назад
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.
@eddieandersson5570
@eddieandersson5570 5 дней назад
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.
@OnMars3D
@OnMars3D 2 дня назад
Yeah, I normally have it on, just forgot it for this video :)
@FarbodZb
@FarbodZb 5 дней назад
Very helpful, thank you🤝 Please make an example video for last tip
@OnMars3D
@OnMars3D 2 дня назад
Will do!
@OnMars3D
@OnMars3D 7 дней назад
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
@glennxserge
@glennxserge 7 дней назад
Ah, the bevel trick... Thank you. I was losing my mind trying to figure out why it wasn't beveling evenly.
@OnMars3D
@OnMars3D 2 дня назад
Glad it helped!
@thisguysculpts5129
@thisguysculpts5129 7 дней назад
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.
@OnMars3D
@OnMars3D 2 дня назад
Just watched your video, that's a great tip, I'll add that to my future tip videos and give you credit when I do!
@UML649
@UML649 7 дней назад
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
@OnMars3D 2 дня назад
The purpose of this sub-d model was to bake down to the low poly model, that's why the high poly was created with perfect surfaces.
@UML649
@UML649 2 дня назад
@@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.
@OnMars3D
@OnMars3D 2 дня назад
@@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.
@UML649
@UML649 2 дня назад
@@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.
@OnMars3D
@OnMars3D 2 дня назад
@@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.
@mrtvisual3756
@mrtvisual3756 7 дней назад
Awesome. its very helpfull
@OnMars3D
@OnMars3D 2 дня назад
Glad it helped
@josephrussell1419
@josephrussell1419 7 дней назад
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. :)
@norm_olsen
@norm_olsen 7 дней назад
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!
@OnMars3D
@OnMars3D 7 дней назад
Thanks for the tip, this is a nice one!
@norm_olsen
@norm_olsen 7 дней назад
@@OnMars3D You're welcome :)
@Aztek4444
@Aztek4444 7 дней назад
Shift + Click on an option in the outliner to propagate that action to the child objects. (like hiding all objects under the empty + the empty)
@OnMars3D
@OnMars3D 7 дней назад
Great tip, completely forgot about this one!
@GA-br8wj
@GA-br8wj 8 дней назад
Easy HDRi addon is free and quite useful for fast selection of images, just in case you find this interesting
@OnMars3D
@OnMars3D 7 дней назад
I'll check that out, thanks!
@pavels2610
@pavels2610 8 дней назад
Thanks for making this! Side-Note; The singular form of "vertices" is "vertex," not "vertice."
@OnMars3D
@OnMars3D 7 дней назад
Yeah, I just forget when I get locked in with demos :)
@josephrussell1419
@josephrussell1419 7 дней назад
I think this is a losing battle haha
@ehab5406
@ehab5406 8 дней назад
looking forward to your course, believing it's gonna be amazing
@OnMars3D
@OnMars3D 7 дней назад
Glad to hear it, I'll keep you posted!
@pidan-bee
@pidan-bee 8 дней назад
Personally feel tip 9, when two points are connected, you can choose the two points to be connected, press the F key, faster than extrusion adsorption
@HonorNecris
@HonorNecris 8 дней назад
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.
@pidan-bee
@pidan-bee 7 дней назад
@@HonorNecris I'm referring to connecting two vertices in tip 9 at 14 minutes, not creating the entire outline
@HonorNecris
@HonorNecris 7 дней назад
@@pidan-bee Oh I see, in that case, I do agree with you.
@r6201sk
@r6201sk 8 дней назад
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
@OnMars3D
@OnMars3D День назад
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.
@AlexTsekot
@AlexTsekot 8 дней назад
#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.
@OnMars3D
@OnMars3D 8 дней назад
Yeah, that can be a pain when switching from other software.
@StrongmanLi-pz7sl
@StrongmanLi-pz7sl 5 дней назад
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!."
@clausbohm9807
@clausbohm9807 8 дней назад
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).
@aplus1gaming940
@aplus1gaming940 8 дней назад
Thank you sir for this video.
@OnMars3D
@OnMars3D 8 дней назад
Happy to share!
@Amitkumarpatel-yx1ry
@Amitkumarpatel-yx1ry 8 дней назад
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
@OnMars3D
@OnMars3D 2 дня назад
It just depends what the context the asset is being used for, and make sure you focus on the form and silhouette with no wasted geometry.
@Thanos_1807
@Thanos_1807 9 дней назад
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??
@OnMars3D
@OnMars3D 2 дня назад
3 is just smooth preview, if you want to subdivide the mesh, you have to use Mesh > Smooth, the UV Unwrap.
@Thanos_1807
@Thanos_1807 2 дня назад
@@OnMars3D okay so doing the smooth option will give me cleaner uvs around soft edges?
@OnMars3D
@OnMars3D 2 дня назад
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.
@Thanos_1807
@Thanos_1807 2 дня назад
@@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
@adamshakeel5010
@adamshakeel5010 10 дней назад
You are going to nake a multimillionaire game developer.
@rayenwiller
@rayenwiller 11 дней назад
all i can say, that's right.
@mikerusby
@mikerusby 13 дней назад
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
@jso19801980
@jso19801980 13 дней назад
you remind me of AD and Rudy
@Timmen8e7
@Timmen8e7 14 дней назад
this is really the best hard surface tutorial I ever see in my life.
@OnMars3D
@OnMars3D 2 дня назад
I'm glad to hear it :)
@andrew_golubev
@andrew_golubev 14 дней назад
Very useful video; thank you very much for the advices!
@OnMars3D
@OnMars3D 2 дня назад
My pleasure!
@alexkazakov7263
@alexkazakov7263 15 дней назад
Is there an analog to the Quad Draw tool in Blender ?
@OnMars3D
@OnMars3D 2 дня назад
Retopoflow is one of the better Quad draw/retopo tools in Blender. But it's a paid Addon.
@moonneko4035
@moonneko4035 15 дней назад
The ShrinkWrap section was the most brilliant idea I've ever seen!!!!! Thank you so much for sharing!
@OnMars3D
@OnMars3D 2 дня назад
Glad you found that helpful!
@retiredtravazapper2827
@retiredtravazapper2827 16 дней назад
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 🟢😁
@OnMars3D
@OnMars3D 2 дня назад
So happy to hear that, glad to help!
@ibrremote
@ibrremote 16 дней назад
Great tutorial. Really needed some tips to fix my model's UV. Thanks.
@OnMars3D
@OnMars3D 2 дня назад
Happy to hear!
@The9PointStar
@The9PointStar 16 дней назад
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
@OnMars3D
@OnMars3D 2 дня назад
You can bake the geometry down to the low poly, I cover that here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-C_RqdNbYOjE.htmlsi=vPQJC1WcNQjsGqXH
@rizkyhimawan7494
@rizkyhimawan7494 17 дней назад
Dude are u sure? I mean thats n-gone
@rachelpao2850
@rachelpao2850 17 дней назад
How do you manually import the opacity map in maya?
@DIABULUSKIRA
@DIABULUSKIRA 17 дней назад
Too bad that you didn't finish whole model in this video.
@OnMars3D
@OnMars3D 2 дня назад
Hoping to come back to this one!
@ale_dp9
@ale_dp9 17 дней назад
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!!
@OnMars3D
@OnMars3D 2 дня назад
Appreciate it, more to come!
@YAHWEHWARE
@YAHWEHWARE 18 дней назад
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.
@OnMars3D
@OnMars3D 2 дня назад
Yeah, there are a bunch of ways of doing the same thing, I've used the Zbrush sculpt method too.
@No1BRC
@No1BRC 18 дней назад
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😅
@OnMars3D
@OnMars3D 2 дня назад
It comes in handy for those types of requests :)
@ja3d
@ja3d 19 дней назад
I see that you use ngons in some areas, it could produce pinch or artifacts?
@buttons_
@buttons_ 19 дней назад
I found "Move and Sew" instead of "Stitch Together" was way faster and actually worked for maya 2024. It's found under "Cut/Sew" in the UV Editor
@lovdiesty
@lovdiesty 19 дней назад
Your channel is everything. I love your videos so much, thank you for these essential tips
@OnMars3D
@OnMars3D 2 дня назад
You are so welcome!