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This was excellent! I am truly learning so much from these series! New favourite teacher in modeling for sure! I feel confident in my technique with guidance from you and JL Mussi on RU-vid :)
In 3ds max you can use Swift Loop to add extra geometry and it conforms to the curve. I am surprised at how different Maya is to 3ds Max, seeing as they are both by Autodesk. All the tips here work well with Max or Maya though
you're running into issues because you are trying to move a structural edge (one holding the curvature of the helmet) off its position to form the outer part of the bevel for the edge of the visor. For something like this, I would bracket off (with edge flow) the area to be modeled (like you did later in the video with the curved plane), then either delete or extract the visor, BUT manually model the edges with the bevel tool set to chamfer. it'll be as smooth as a baby's ass =) Also, instead of just edge sliding to properly space your geo, you should just use edge flow again like you did in the video later (select the edge, hold shift, click RMB, and select EDGE FLOW).
You're not reducing the amount of artifacts with your example. You're only reducing their size by making polygons smaller. These things happen because you're curving edges without vertexes. Beveling areas that have curves can add that curve you're looking for with edges having the correct amount of vertexes for that curve.
The problem is if you are already taking a super high poly mesh and designing with it and then again preview smoothing it and checking, obviously you wont see pinching and stuff but that is like 5 times smoothed mesh which you are looking at... no companies will allow that sort of a high mesh if you are looking to texture and render because the file gets super heavy...
Is there a qay to freeze an edgeloop while using quad draws relax? Almost like in zbrush where i can mask so that some verts wont be effected by the smoothing. Sometimes i get a nice edge straight, but when i use relax it also relax an area i dont want it to.
Big thanks. I dont know, why i could not repyte this method with sphere, cylinder and "BendPlane". I tryed more and more times, and finally bugs gone. May be i had not enough edges, no idea. i seen a lot of videos on youtube, and i dont see any alternative for this method, maximum can be a similiar, but a little harder.
Hey, lots of love from India. I am a mid level 3d student & I learn lots of things from you , But i found problems in ''converting high poly models to very low poly models'', Can u please make a proper tutorial step by step in which you convert a very high poly model into a very low poly(same model).then bake it in substance for texturing. . please Help....I will very Thankful to you.
Thanks a lot for providing such a awesome video like these , this one is motivational and helpful with my subject, keep going like this . Small doubt r u working as teacher r 3d modeller ?? Because the way you teaching is simple super , small curiosity
Thanks for the tutorial. I wonder if there is any similar function like Edge Flow in Blender. Whenever I adding a loop on a curved surface, it is headache to match the smoothness.
Nice explanation on this important topic. You can also create additional loops near those tight corners using the Insert Edge Loop tool with the option "insert with edge flow" to conform to the curvature to a fairly nice extent.
how do you smooth those corners? hard to relata.please elaborate it. like last portion square to smooth square ..how? any way your video is helping. Thanks :)
I wish my professor would actually explain tools and not just tell me I'll be youtubing everything my whole life anyway. Which is true this is my billionth software but what's he for?
Do you know if the smooth and relax mesh tool are available in blender? I know that smooth in is in sculpt mode but i think it works different then in maya and i cant see my mesh like you do. Those tools are amazing. I hope someone has any idea... I want to relax the mesh like you did.
If you mean right proportions for the helmet, I used a lot of reference and a scale model head to get the overall right proportions. I cover that in my time lapse video so check that out for more detail. Hope that helps! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-70hefEEuejw.html
@@OnMars3D Not for the helmet, but in general, like sofa for example, without the use of image plane. How to guess the height and width of the stand, of the cushion and things like that. That would be very helpful. Thanks in advance!!
Yeah, I got it, so you will want to research and find reference. You'll notice I start almost every video showing reference images and web searches about the object I'm about to model. I do my best to find out the measurements or use a scale of reference then build a proxy model in Maya with basic primitives (cubes, cylinders, spheres, etc). That way, I know the overall size, scale, and proportions of the model. I hope that helps!
one of the best tutorials for maya i have ever seen. it would be nice if you could enable to view the keys your using. how can i repeat edit edge flow whitout selecting it in the menu?
Thank you so much for the video! I've been trying so hard to do a nice space ship with a round main body and all that happened when I deleted some parts at the end to combine it with other objects, was the destruction of a round surface and it took me a great amount of time to fix it still looking bad. I'll just go with more polygons, use the Deform option and try the new SHIFT + W trick :D
Very beautiful and helpful! The think that i really like about this lesson is that everything is so clear and so well explained! Amazing work! Thank you so much for your help :)!!