@@KevBinge Hahaaa, I would love to do that, but my client wouldn't be so happy about it although it would make the shot much better! :D Greetings to LA I hope you are well!
Cool video, I'm always looking for new ways to do cool things with modifiers. I often fall into the trap of only using subsurf, mirror and bevel, but it's always nice to have extra ideas. Plus you make it sound fun too!
Great tutorial. I appreciate that you jump right and get to the point. So many other Blender tutorials spend the first half of the video creating/modeling/shading some intricate scene only to spend 2 minutes on "here's the array modifier and how it works". Your videos get right to point and show the basic building blocks, allowing me use them how I see fit. Thanks for sharing. Keep up the great work.
Love the video! I knew most of the modifiers but you really gave some really good in depth information on how to use them even better. Also the ocean modifier was something i was looking for but never knew that it existed until i saw your vid :)
Thanks this will help with my tutorials need to make some scrolls on my next tutorial. Have you got a video with a trick doing this manually takes ages.
When using the array modifier is there a way to have it generate separate objects as opposed to placing all the geometry in one? I alway write my own copy tools in Python since I often want separate objects. The reason is not only for destructible behavior in games but also to have discrete elements so game engines will have entities to place colliders on. For example, each tread in stairs is best as a separate object, so a box collider can more easily be attached. So, it would be nice to have the array modifier work on objects, but I think it can't be done. Just wondered what you thought? Thank you.
It can 😀. However, it’s one and done. If you apply the array modifier, then go into edit mode, select the stairs, and choose mesh, separate by .... You can have separate objects. Does that help?
@blenderBinge I'm curious why you mention subdivision surfaces being old school. I understand that it's not exactly new, but are there newer and better alternatives? Personally, I use subdivs a lot, even sometimes for hard surfaces. What am I missing out on?
Good question. I didn’t mean that it’s old and antiquated, I just meant that it’s proven and has been around for a long time. Sculpting is newer but you still need to retopo and that can use subdivision surface modeling techniques too. Does that answer your question? Thanks 😀
@@KevBinge Yup! Thanks for the info! One follow-on question though is what professional animation studios use these days. I got the feeling that sculpting is slightly more niche and that people generally don't use it for things that are going to be animated. Is that just where retopo becomes necessary?
Yes, that’s where retopo becomes necessary. That and a good understanding of topology flow in regard to deformation. Big studios have teams with niche people, while small studios have more generalists. Mid-sized have both as they grow. It will be interesting to see how things evolve the longer this coronavirus thing goes on for and people to work remotely.
Oh, those!! Yes, twist or spin can help! You’d want to operate on vertex groups in that instance as much of that stuff goes from orthogonal to twisted and back...
timestamps for each modifier in description would be convenient for us that want to reference specific modifiers in future that we may want to update our selves on as a reminder.