I think that it's worth saying that you can also use Snap by set it up (to verts, closest, etc.) and just hold "Ctrl" when moving the verts. It's much faster than turn it on/off each time.
This is actually the best tutorial series out there. Really helped me out a lot because I always thought you had to combine all geometry in one so no overlap occurs. Your way of merging objects makes modeling so much more efficient and clean. I'm excited to implement these new ways into my future models
Loving the detail of this course. I've been a fairly casual user of Blender and there are still little things I either didn't know about, or rediscovering as a result of these videos. I enjoy the practicality of your methods. My brain would have simply booleaned one object from the other but that doesn't let you see the flow of quads as easy as having a physical gap for you to retopo. Definitely one of the more challenging aspects of 3d modelling for me, but watching this makes it seems a little less daunting.
Of all the vids in this series thus far, and I've enjoyed them all. This one was the most appreciated. Thanks for the insight into what means to work like a professional and truly optimize a model. This was awesome. Thanks.
Is the major reason to not leave untouched faces to save on faces. or to make lighting in games work better? because sometimes it does look like you are just creating more faces in the end :P
@@grabbitt im not sure what i was on typing this, but lets try again! haha If you remove faces that are out of sight or in the model. is that to save on faces, or to make it function better in a game engine? Because sometimes when you need to alter your mesh to stitch it all up. you end up with more faces. wich ones outweighs the other?
What's your opinion on using the Boolean modifier to join the objects together without overlap? Could you get away with it on small/low poly objects or would it create too many ngons and issues in the workflow?
Awesome video again! I didn't know that there was automatic merge button and never thought of using snapping to vertices. I've been manually selecting two vertices and pressing Merge at First / Last for years. It was painful when the hotkey was Alt+M for that.
Newbie question @3:55 would it have been better to use the knife tool to connect that vertex to the top right vertex in the ngon? That way you aren't still left with a 5-sided ngon on the right and you don't need that extra triangle above. EDIT: Ah you explain why it's not a good idea to do this at @5:29 Thanks!
So, if I get it right - some parts of a model you can leave unconnected if they are small or whatsoever. But what about parts that are supposed to move? Do they have to be separate or it also depends? I am talking about parts of a mechanism not body parts that, for sure, need to be attached to a body and rigged.
So when i make game assets like this, i prefer to go with low details, because its just take too long to go and add small details in sculp mod and remesh an all kind of mess. İnstead we start with low poly and we keep it that way ? So we wont have to retopoloy from the beginning. As we do when we did the orc.
@@grabbitt WOW! Thanks for all the extra details. I've learned a few tips and tricks so far watching along and I have been using blender for a few years now. =]
Hi, when I do this and check for non-manifold vertices, it seems my entire central seam where the mirror join occurs is flagged as non-manifold. When I apply the mirror modifier to see if this is causing it, I still get it flagged as non-manifold
hey grant, i have an issue. While cutting and merging, i accidentally merged one of bolt's vertices to handle's edge and merged all edges there into one vertice. Unfortunately didnt pay attention to that and saved my work. I know that is not that bad since i have good quads around that vert but i want this one to be perfect as i'm going with the model. How can i collapse that vert and re-mesh that geometry there.
Good habit to get into saving a copy of your progress so you can go back and iterate on your design or recover a mistake. Storage is cheap nowadays. And a new folder for each project.
@@pratyushgupta8999 Yeah, I have. It works great until it doesn't. We've had multiple people on the server lose their progress because autosave hasn't worked. Had one today as a matter of fact.
I'm loving this mini little course Grant, thanks so much! This video itself is worth its weight in gold......am I right in saying you can't edge slide (GG) with the lazy viewport gizmo add on on?
Grant, I've got an XP-Pen draw tablet, that is 1080p, sadly that means the interface in some drawing programs, get really ' in the way ' . . But, I've noticed, when I connect a 4K monitor, to my PC, and pick ' Duplicate screen ', and set the resolution on the 4K monitor, to 4K, it sort of ' generates ' a scaled 4K image, on the tablet, effectively giving me a ' 4K ' look, on the 1080p drawing tablet :OO . . I think I have to set the 4K monitor to ' primary ', maybe, it sort of ' forces ' the display tablet to go into 4K mode . . :OO . . . .
Hi Grant, I'm sorry to ask, but is this step necessary? If the objects are joined, it would still be treated as a whole with a single unwrap. Beyond potentially slight performance saving, could it cause any other issues if this step isn't performed? Original: I textured what we had so far using some info from the first 2-3 episodes of your Nodes 4 Noobs series while I wait! I know you get this alot, but the more the merrier: Thanks for all your hard work and generosity once again Grant :)
I'm pretty sure it doesn't make a huge difference. But I feel like he taught us this because it's necessary on like a mobile game to make sure the data is minimal and it doesn't hurt to learn how to make things more optimised :D
@@GriffinSteve15 I just finished making the cuts and changes, it did reduce the overall polycount by around 150 faces tbh, but still seemed like a hell of a lot of effort and finickiness for such small gains. I'm just wondering if, beyond performance issues, it would cause any other issues to just have a non-manifold object. Even if its one object with several meshes, would it still ask the engine for several draw calls? Or is that object based? I'm sorry for asking so many questions :(
@@hazchickgames2840 idk how much performance change it has honestly. But as someone who does texture painting I know how annoying it is when there are useless faces. Especially when there's stretching. It's also harder when you're doing the texture painting on a different program. Generally it's so much easier and better when the topology is clean and a single mesh
@@hazchickgames2840 hi! Not sure if you still need this info 2 years later, for engines like Unity; multiple objects joined together to one (CTRL + J) will appear as one object and will therefore only demand one draw call afaik.
Hi Grant, tried to follow along with this section and yes, it did get messy and awkward, which leaves the question is any of this really necessary as the Model is already very low poly.....in fact can i ask, if you know, what the polycount was before and after doing all this? Thanks and great series, loving it :)
The fewer the better but I think this is a instruction to how to manage the general workflow when making game assets, using a low poly asset as to make it simple.
I made a slightly more intricate flint strike thingy and have an extra edge loop or two for the glass on the scope; mines come out at 1117 polygons before any knife cuts. Might edit this comment after I've done the tutorial and put my two cents in on the matter. Edit: Yeah I think I'm on the same page as you MagicCGI. I'm unsure why this is necessary, considering that it will all be one mesh that unwraps together when you hit CTRL+J. I have yet to do the cuts myself, will probably do it tomorrow and update again for the new polycount. If anything, I think it will add faces. Edit 2: Hi again! Lol. I did the cuts and merges, my mesh is now 973 faces, so it did cut some off. Just some... personally I don't think its worth the hassle :/
Hello Mr. Abbitt . I like your tutorials so much and I started my 3d learning following your tutorials mostly and now I feel I am ready for my next step. Do I need any kind of license or permissions from the blender company or owners to start a RU-vid tutorial channel ? Please I need an answer. and above all: thank you very much my good friend. You helped me alot