Hi everyone, this channel is about 3D modeling and game devolvement. If you are interested in 3d modeling and game design I got you covered. . The channel is about 3D Max, Maya and Zbrush and sometimes on unreal engrain. I'm pretty sure that we ganna enjoy together. So let's bring up your dream to the next level and go deeply throw 3d modeling and Game Assets design please support if you like my work thanks a lot 😊
its nice but WAY to many faces for the object ur trying to make, the fact ur not even using the bevel operation is astounding, or even just creating the extruded (or in this case intruded) faces and adding a bevel modifier. good topology is one thing but face count is something to look out for as well, there's no need for a simple object like that to end up with over 100k faces after you subdivide.
Yes I agree that I haven't been throw the bevel modifier and the density is crazy, my goal is to give you the idea that you could depend on the basic tools to get theses effects. regarding to the bevel modifier you could use that as well but then you need to separate that part form the all inter mesh. anyway you could smooth the shaders to get better results when it we talk about smoothing. However 1 sub should be enough 😊😊
Thank you for your feedback! I'm glad you found the video helpful. I'll definitely work on creating more content like this. Stay tuned for more videos coming soon!
hi, ive a few years of experience to talk on this so please hear me out. for what you did here you don't need Boolean modifier - all you need is the default cube (don't forget the ritual of deleting and adding new cube lol - experienced users will get that joke) follow these steps: subdivide the cube so you have a + on the face you want to create the cylinder shape with. (i just subdivide the whole cube once with simple subdivision) make sure ur preferences you search for "mesh.looptools_circle" (make sure you have the build in add-on called loop tools enabled) and verify the shortcut keys (for me its SHIFT W this may be different for you) with that enabled select all the 4 faces you want to use and INTRUDE to create the area you want to have the cut out it. with the same 4 faces still selected press the above mentioned short cut key (for me Shift W) and this will convert those faces in to a circle you can resize. when scaled to correct size - EXTRUDE the circle face down to desired depth. if you want to add bevel you can do so using either the bevel modifier or to have more control elected all the edges (corners of the cube, bottom and top edges of the cube and circle) and bevel to a factor of 3 segments spread them out enough to not intersect. then take a look at your model with subdivision set to 4 it will look great ! (i noticed in your video your model has intersecting faces on the top face the tiny black makes are t he shadows - not good for animation or 3d printing) if you want hard edges for subdivision DONT BEVEL in stead set a crease factor to 1.00 - this will make that edge as sharp and will keep it from curving in any way. if you wish to use the Boolean modifier use it on a single face for better results , after you have applied the modifier just delete that single face that connects the new faces to the original object then fill the gap with new faces trying to keeps squares where you can. i hope this helps - not trying to tread on your toes just pointing out you went a long route for a not so desirable result, changing it up to the above mentioned method will not only provide a better result but will improve your over all model :)
Thanks for your tips dude. The resson that this tutorial is not complex coz I needed to make it short and only cover the basic. I Think that everyone has their own method when we talk about 3d modeling. Its a type of Art so you have a dozen of possibilities you can implment. Thanks for your tips❤ 😊