I've been drawing from life for 20+ years, even studied it in college for a while, and it's amazing how many of these modelling basics translate to learning drawing. Fundamentally, drawing is in the eye, not in the hand (apart from the muscle-memory of loosening up with a pencil). So, when you talk looking at objects and deconstructing them into blocks&primitives geometry, that is 110% relatable.
do u knw any tutorial or courses who would teach in this pipe line like adding simple shapes iam a beginner 2d artist and want to improve my form drawing
"You're not really going to do a donut a whole lot." Except for when you're in the Blender community. For some reasons donuts are a really big deal to us.
"I was so damaged from working in 3D all day..." Lol! I know the feeling. This week I've been learning the lattice modifier in Blender. I've been putting lattice cages around cars and buses on the street. :-D
Basically, the more complex the model the more separate meshes you can use. You can combine them and vertex weld them after you have done all the details separately, but its easier that way. Also, models that logically are made out of different parts (cars for example) should obviously be made from different meshes. Also, if the hard surface object you create is going to be animated keep in mind to keep the animated parts separate.
I use to struggle with that too. Depends on what you need it for and how it will be used. If it’s an organic model with soft seams, you might be better off keeping it a single mesh. You could also use an edge modifier on two different models so it will soften where they intersect. If that part doesn’t really move or it’s hard to tell that it’s separate meshes, that’s a good place to use multiple meshes. Also you can get away with multiple meshes much easier on hard surface models. It’s really a game of getting out of your own way, if it makes the model simpler or more efficient, use separate meshes. I feel like some people think that it’s cheating or something, it’s not.
Great video, when I started out I tried to achieve simple things in the most complex ways imaginable. I didn't learn this simple, yet obvious technique until months after I started. Thanks anyway for reminding us all of the fundamentals. Great video as always.
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I like the way they say, "If you look at (objects) things in life, they are square or circular," simplifying things is the best way to start and work towards more intricate and complicated designs!
Flippednormals: “unless you’re making a donut but you don’t do that a lot!” *laughs* Blender Guru and the people who learned from him: “are we a joke to you?”
Those tutorials are for people new to 3D, or new to Blender. To be honest he's a great educator, his lessons on color theory and composition are some of the most easily understandable on YT. Let's not belittle other people's work like that
Giacomo Colivicchi idk who ur responding to but read my response to Jeff. If it was to me, I agree and was just making a joke since flippednormals mentioned the donut like 3 times in the beginning and laughed, so I thought it was funny and it DID feel like they were make a little playful jab
exactly. i put BG over these guys. FN is as skillful as BG, but they talk too much unnecessary things between the actual explanations. BG is a better teacher. it just my take of view.
This is great. As a beginner, it’s always intimidating thinking of where I would even begin something like a car or a complex building or a gun or something. This really reassured me. Everything starts off as a basic shape
as an architect long time ago when I was playing GTA V, and on some radio station there was a song: "I AM LIVING IN A BOX. I AM LIVING IN A CARDBOARD BOX". That words gave me some enlightment and depression at the same time.
super good points. I always stress working from big to small details, it makes iteration so much easier. exact same for composing environments, get your structural meshes in place before adding props and then finally decals etc. so many people get super excited, detail out a tiny section of a model or scene, and then zoom out to see the remaining work and want to cry. working in passes brings the quality bar up evenly across all aspects of a game...ideally :P theory vs reality is often different hahah.
Really loved this approach of showing step by step how primitives can be morphed into more complex forms (without going into a whole complex tutorial series). Any plans for more videos like these?
Seeing everything as a wire frame is definitely one of the steps to knowing you're getting better at 3d modelling. It's quite funny to hear that someone else has also had that 😂😂
What an amazing video! Exactly what I needed. I am just starting out and I was struggling big time. I learn better by understanding the basic foundations first like what you showed. Please do more videos like these.
When I started 3D modelling about 15 years ago, I didn't know that you could use multiple objects to make a main model. It was like cheating to me, now I find it silly I thought it that way before
@@fabisonn9929 It happened when I started with box modelling, where you only use a single box to make the main body mesh. Afterward, I started using a sculpting base, those habits die down.
3:04 - I said that very thing when I first got into 3D. I was concerned that I was seeing 'everything' in the real world as modellable objects. I'd often get distracted thinking about how I would go about making them and seriously began wondering if it might be like a form of brain-damage. It isn't unusual for me to look at a lamppost or picnic-table or a corrugated-iron garage-roof or rotating doors or a dog-lead or a jackdaw and think how I would approach modelling those things. Though it hasn't completely gone away- it's now more elective; that is to say it's no longer encroaching on my thoughts unbidden and isn't really a big deal.
This is a super awesome beginner tutorial, because it is super common for beginners to think that every piece of an object have to be connected/one single mesh.
Wow, this is fantastic; I've never thought about modeling that way, it's amazing! Though, donuts make me think about a video talking about irregular shapes and the possibility of finding a box within it (mathematician kind of stuff). Thanks once again for such a great tutorial on understanding the concepts of 3D modeling!
Thank you so much, this is exactly the push I needed. I learned the blender fundamentals, but ill go to make something and just have no clue where to start, or where to go. (And also showing me that its all good to just combine stuff together, ive been doing that and i felt cheap for it but you do it soooo obbviously its good lol)
i just started getting into 3d modelling and i think my biggest struggle yet is curving. Transforming sharp edges into curved edges and stuff. I find it very annoying thats why i started working with zbrush lately. Great videos from you guys keep it up :D
I had the same issue staring out...I'd sit there wondering like how do people even do that but with time it becomes one of those typical everyday tasks you can achieve
This is the same line of thinking for design sketching/dynamic sketching/drawing construction. Blocking simple forms to figure out the perspective, scene placement, and lens width . And then modify/work-in the secondary and tertiary forms
5:08 I just learned about non-destructive Boolean'ing so for the sprite grip 'bubbles', I would simply put a bunch of invisible spheres everywhere. I think today I will try modeling a pop bottle though, not that I'm watching your video!
Guys I just want to shout out a small RU-vidr called elementza he’s does insanely good modelling tutorials that go into great detail. I’ve learnt so much from him and everyone deserves to see his content too ❤️ flipped normals your great too I just found elementza goes into great detail for more advanced learners that need more guidance
ALWAYS BEGIN IN THE SANDBOX : YOUR BRAIN When you model in your head before falling asleep, you wake up with lightning workflow....this works also with programming, you write your algorithm in your head at bed then you translate it into code on paper after that strike the keyboard
Would you be doing a talk about what is expected from a junior modeling reel? Like what is ideal to model to impress the modeling skill someone has? For hard surface. If some is too basic to something complex or does it have to be complex.
Ikr, For me, when I look to a real object I start imagining how it was made, like: "shift a, cylinder, extrude here and there, resize this loops," etcetera
And as you refine you get ngons and your edgeflow goes to hell. Then start flipping edges left and right before deleting the whole object and going to sleep.
To be fair, getting good at topology is the hardest part of modeling. If you start out you can pretty quickly model almost anything but getting great topology that subdivides without any issues is the real skill.
This video very helpfull For people who never have good grasp in manual drawing like me. Thanks For this. Any chance you'll also explaining about character's basic shape block out?
".. started to imagine a wire frame over everything"'. Can not unsee now! I'm trying to solve topology issues that don't exist in real life. Meanwhile my models are still sometimes getting some artifacts, especially with hard surface stuff.
Love the vid. This is a perfect example of the importance of fundamentals, as well as every now and again revisiting them as an experienced user. Great work as usual (' O.O)b
Hello your RU-vid channel is amazing,could you guys make a tutorial, about how to paint displacement directly in substance painter, not on the plane, but on a real model~, this part is very confused
"i was so damaged from 3d modelling for 12 hrs i would do it without noticing" - I can confirm this is true but thought how you said it was hilarious hahahaha
It's like the shape language concept right? Primary, secondary,tertiary shapes. One video I would like to see going along with this mindset is how to slightly alter the shape language in a piece of concept art to better translate into 3d modeling. Like in some concepts the concept will be really awesome but then when blocking it out you see the silhouette is a little wonky. How would you stick to the concept but also edit it too, or how to spot if that is needed or not?
see the modelling freely is not difficult, but modelling and thinking about your UVs at the same time is difficult (I hate UV and dont know how to do them)
Nice video, though it should've been called something like "the power of primitive shape" or something. Because for me, for example, the most important and crucial part of being able to "model anything" is being able to perceive and recreate the exact proportions of an object, and not the ability to construct underlying mesh. Btw, bad example with a computer mouse in the end. Unlike for the table, monitor, keyboard the modern mouse is such an elaborate and often asymmetrical mix of organic and inorganic shapes that it has only two ways of modeling: sculping + retopology, and by using Nurbs in CAD. It's frankly similar to automobiles. Like, you could probably model the overall body of a mouse or car in polygons, but once you start to separating shapes then everything breaks and the mesh difficulty is skyrocketing. It can be very discouraging for beginners.
DO NOT SPEAK SHIT .. " Because for me, for example, the most important and crucial part of being able to "model anything" is being able to perceive and recreate the exact proportions of an object, and not the ability to construct underlying mesh "
Thank you for the techniques, could you do a video that how to plan to chamfer edges in order to make a nice soften edges for hard surface high poly models? Thanks
Great explained.But I have a question. In real live if something have buttons, there must be a hole for this button. And how to solve that kind of problem? With the camera yo said something like " You don't want to make a cylinder from camera mesh because you got trouble very very quickly". But in my opinion if you want to achieve realistic look you need to have that cylinder shape that hole for the lens on the base camera mesh because for example what with shadows? I think without it that can look fake. And I know that is a really small detail, but in realistic modeling every even smallest one detail is important. Or not? :)
Can you guys please make a full pipeline tutorial on how to create game assets showing the High poly to low poly normal map baking ? I need to know this pipeline very much.Thank you for your videos.
@Mea Ansel Yes,I did watch various tutorials on it but I just can't get the same results after I try.I've been fed up with the the whole baking thing.Thank you for your response.
nice video... but everything you addressed was basically pretty cubic or cylindrical in nature... like, how would you actually go about adding diagonal bevels/cuts into a soda bottle? that's a much more difficult question than how to make a camera out of a cube and a cylinder.
Great insight guys! One question, and apologies if you've mentioned this elsewhere but I haven't seen or heard it - why exactly did you choose to go down the Blender route? is it because it is free? or did you have specific reason(s). Just curious, and I have no opinion otherwise on it.
Heya guys nice to see more from you :-). Just curious I know you have cutting a circular hole into a cylinder (curved surface) is there something about cutting a rectangle hole (like maybe a window or something extruded into the mesh)? I can't get it without causing any (even small) artifacts or pinching right even with different guides (it's fine if the surface is not a full mirror but with a mirror you can see that tiny slight deformation of reflection at certain angles)? Thank you to anyone who would knows guys I'm crying here over hard surfaces with sub-d mod and smooth shading so hard now (I'm realy starting to hate cylinders, how does anyone model anything like this?) Have fun guys and hope to see more.
do u knw any tutorial or courses who would teach in this pipe line like adding simple shapes iam a beginner 2d artist and want to improve my form drawing