Around 11:20, regarding the symmetry, there's two things you could have done. One is to have the mirroring option on during the creation or moving around of vertices, which will usually work (though with some options might not work as expected, like merging into the center or moving to/past the mirroring plane). The other option was to manually go into the faces (if you notice they're different) and right-click + "Switch Face Crease". For those curious: In practice, all quad faces are pretty much just two triangle faces stitched together, and the crease is the diagonal line dividing them. Switching the face crease switches which diagonal it uses. Mesh creation is usually done sequentially, so all faces should have the same diagonal for the crease, which ends up being opposite diagonals in the other side of the mesh. This probably only applies to faces that aren't in the same plane, e.g. when only one of the vertices is moved.
Brandon, it's been a terrible few weeks and it's not looking much brighter anytime soon, but your videos are my happy place when everything else is gloomy. Thank you for being my art sanctuary.
I love that you turned me onto this program. I've used Blender quite a bit but always found texturing to be frustrating with it. Doing these low resolution models and drawing the texture right on is a great time.
Thanks dude, yeah it's fun to discover those sorts of stylistic choices in the artform - it's like how pixel art also has creative approaches to restrictions :D
I was wondering why you were using this instead of Blender at first but the texturing in this program is really cool and definitely lends itself to a pixel art workflow. Well done!
@@charlot6590 Assuming you have problems using Blender, friend? Doing something like this would be very easy in Blender though (minus the precise texturing perhaps).
I would love to let you know as someone who's desperately wanted to learn to 3D model, you're the only person I've found who not only did it in a process I was comfortable with (sculpting rather than tracing) but also showed me new tools, I thank you so much for this whole tutorial friend
Dude this was incredible, I love this way more than just your regular pixel art videos. I think 3D + Pixel art is the way to go, I'd love to see more of these! How would you imagine Ash from Pokemon Red in this style?
loving the use of Low polly art like this, kind of makes me want more games like this again. ALSO I LOVE that you wanted to give it that Mega Man Legends look and style. I'd love nothing more than to have something like Megaman Legends again ^^
Wow awesome model & presentation!! This is a huge step up since the last one, it's great seeing you take this software further 🤩 The little details are great, very cool how rotating that rectangular prism makes it look round in this context. Also really like how that headband came out! 🐍
Thanks bud! 🐍 Yeah it's been a fun program to explore, and the modelling itself is a different world of restriction and stylization to explore 😁 It's also pretty satisfying to make a full model and easily pose it around rather than redrawing - but I suspect animations will be a whole other thing 😅
Finding out about blockbench is a life saver for me ong I have a shitty Chromebook and knowin I can make low poly 3d models without blender makes me very very happy :3
after your initial blockbench video, i started to make art using it myself, but found it really difficult to look for any resources. i hope you make more blockbench related videos because this was was super helpful!
If you want any help with the posing, it’s really easy, and I could tell you right here. It would also probably be a good idea to make a video doing it, because some people may be curious 😂. The way you start out is by grouping all your individual limbs together, like forearm and arm. Do it in the folders. Make sure they’re separate. Do that for all the limbs you want to move. Then, create a new group, called body. Then dump everything into it. To begin the next step, start by putting the hand folder into the forearm folder. That way when you move the forearm with rotations, it also moves the hand, but the hand can still be moved separately. Do that for all the limbs, head, legs, arms, and torso. Then group the clumps of the legs and arms and torso into body folder. I recommend putting the head in the torso folder, then in the body folder. The next and almost final step is to put the pivot points in the right spot. Place them at the point where they would move that part. So the hand one at the wrist, the forearm at the elbow, and arm at the shoulder. Lastly, head to the animations tab. There, create an animation, and start to pose! You can animate too, but it’s especially difficult with humanoids. Please use this if you see it, and good luck if you give it a go!
Really well done, absolutely captures the essence of Solid Snake! And thanks for inadvertently introducting me to blockbench! I have alwaus struggled with more complex apps like blender for gamedev and it seems like blockbench might be that perfect balance of feature-rich and user-friendly that Ive been after!
I think after watching this one, I can confidently say your channel is my favourite youtube channel out there. Followed closely by Studson Studio and TheCrafsMan.
I found your channel last night and since watching this video I’ve started doing some art in Blockbench and it’s the first time I’ve ever made my own art that I thought was of any actual quality and I want to thank you so much ❤️
I'm late to responding, but HAHA! I knew it was Snake! This was such an awesome video, very different from your normal pixel videos, but you brought it back when the coloring came in. I love the fact that all your videos make me want to try all these different programs, but i hate that I don't have the time to do it. Keep up the great work Brandon!
Perhaps for the paintinf and symmetry issues, it would be more efficient to cut the entire model in half, then mirror it across the x axis once you finish modeling it, that way it's guaranteed to be symmetrical. Great video, cheers!
I just discovered about meshes in blockbench, in other words in a lot of my models, I suffered with individual shaping and angling and stuff, now I'm trying to learn how to use meshes since I just learned about them.
You should do a video on animation in Blockbench. Your videos are so useful in learning this program and I want to learn how to make a short little video with these low-poly models!
I’m not gonna lie, while it doesn’t seem to be able to do animation in app, this program is super simple and easy to use compared to other programs usually used to model (Maya & Blender namely). Also explaining the keys and options you use when creating is tremendously helpful to people who haven’t used 3D rendering software. New people won’t know terminology or what to look for when they want to create, and you can’t exactly google something you can’t exactly explain, so your practical examples and use cases help those people so much. All in all, you did good, you showed me a new program for me to use, and I’m sure this video will help people take the step forwards into 3D modeling! Edit: I just saw the animate tab in the top right. My one negative point I had is gone now (outside of any fringe use cases that show up when attempting to do something outside of the devs original idea)
the tip of the cigarette just looks untextured XD I know it's supposed to be ash but I'm so used to the transparent texture in art programs that I can't see it as anything else, and for some reason I find a transparent tip hilarious rn.
Ooooh, interesting that ENDESGA's palette is included in the program. I know the guy, he's a game dev and he released a few palettes that got quite popular
incredible work as usual, your videos never fail to motivate me to work on pixel art of my own love the file names you put whenever you're showing a progress shot, "smolid snake" got a laugh out of me
Really awesome work! 👏🏼 I had seen blockbench before but never thought about doing the low poly stuff. I figured blender was a lot more flexible, but I might have to try it out now.
This is awesome. You're making videos on low poly modelling at the same time I'm trying to learn it. Something I've found out that might be helpful to you is a plugin for blockbench called MTools. I don't know all of it's capabilities yet, but I do know that it has a really helpful feature for texture mapping. It lets you select which faces you want and then project them onto the UV
This video inspired me to pick up this program and make some models! Spent all day making a template for low-poly Mega Man X characters and then starting work on Zero, lol.
does anyone else think the blocky ff7 polygon models have sooo much more character and style than the modern remake designs? it could just be nostalgia goggles but i genuinely think the style of the original game is superior
hey, blockbench user here! some stuff to note, you said there were some transparent pixels in the model when you tried the 32x size, and that is somewhat normal, as far as my experience goes. one way to close them is painting directly into the uv grid, as it fills th gaps left in the texture! another thing is, the mirror function is a bit messy, since the uv generated is not always symmetrical, so you dont have much to blame for it to not work properly! all in all, good job mate!
Cool guide, i tried to make a Sweet Tooth car model in BB after your first video about BB but still not finish it (stopped on texturing cause had a some troubles with it). I hope this this video help me to fix it.
I'm interested in a tutorial on how to make lo-fi polygons like on the DS, particularly with more realistic proportions. All the tutorials I have found are for PS1 and N64 style graphics. A good reference point to what I mean are the graphics from games such as Phantasy Star 0, Avalon Code, and Cop the Recruit.
As for the Mirror Painting, I assume you have created some tiny differences when you merged the vertecies on the hair. I guess you could easily fix this by halving the shape and mirroring it, merging it back together, although I have no clue about this program and it's features.
I have questions about this program. - is it free? - where do i get it? - can i export the models for use with game egines and editors? - is it easy to use? EDIT: Followed the description link. This looks very promising... I might pivot off boender to this? Not sure yet...
@@SunilNmb that's really helpful to know actually. I still don't know if I'll pivot to this, but I think this program might offer the workflow change I need to make the visuals I'm after
I had the same issues with texturing my character; I found that shapes I thought were symmetrical would have texture grids that weren't quite so symmetrical. Wish I knew how to fix it.
What I've done is make it so that the fields are separate (so, every face has its on area rather than them being close together) Its worked for me so far