Learn how to model a Sword in Blender 3.0. This is a Blender Modeling tutorial using the subdivision surface modifier. Thanks for watching! Please subscribe and check me out on Instagram @LGard53
Unfortunately I didn't, but again your content is so straight to point and informative right from the beginning to the last second, I do not focus on other quality issues 😋
My mind is blown. I always found modelling a bit daunting, but who knew that, the "cage" option and the resulting workflow that you showed made it look so easy and less intimidating. Thanks duuuude. 😁
after being frustrated not understanding how to control so many of the tools around, this vid was sooo refreshing to find with how easy to follow the process is. Thank you!!!
THANK YOU SO MUCH FOR SHOWING ME HOW TO DO THIS! i feel like this is literally "THE" Way of Hard Surface Modeling ive been Looking to find, for a few years now!
Thank you!! This helped me a ton! My workflow is so much more easier and satisfying. I remade some of my models instantly and took a look about their old topology and i said to myself that what was i thinking!?? it was so bad.. xd
Thanks for this great tip. I was doing the same but without the "on cage". Not sure why I never thought of it! But by doing that, you know exactly what you are doing! Duhh...wow. Thanks! A picture shows a thousand words, doesn't it?...
Yeah!! So cool. Yes I find it really helps when you have nearly intersecting mesh pieces. When a handle is inside another mesh, it can be hard to select. So doing it on cage really helps you get precise selections.
imma day 1 with your tutorials! I believe it helps that you have an animation background because you are really seem to have a pulse on the things I want addressed!
I really enjoyed and learned something new from your video. It was so organic. I would like to ask , how do you decide on deleting 'faces' and adding new ones to reduce pinching and distortions? What is the technique or rule behind it?
Thank you for the demonstration. My question is, what do I do if I create something with this method and will try to sell the model on for example cgtrader? I intend to sell models for mostly video games, which needs low poly models but subdivision if I apply it, will tenfold the poly count. Do I have to retopologize the model after creating it? I am fairly new to this stuff.
Hey! I think it’s up to you. I would say that if you do a proper retopo on the model, it makes the model more usable and potentially make more money. But you can also just sell it as is! But general rule of thumb is the more you do for a model, the more value it has. So anything you add (UVs, Retopo, Materials / Textures) all of those are things you can do to raise the value of the model
Good question! They’re two different smoothing algorithms. Bevel looks only at the edges and rounds out the edges based on a percentage or a distance from the edge. It’s a very linear workflow of “let’s round out this much edge” Sub D on the other hand takes every face, and breaks it into 4 smaller quadrants, and then uses that new geometry to smoothely interpolate from one face to another. Leaving no hard edges. Bevel really is used in most cases to do a final detailing on a hard surface object to make the edges feel just a bit softer and more natural, whereas subdivision surface will drastically change the overall shape of the mesh
The best part of this technique is that it doesn't allow for sharp edges, which look unrealistic in renders. Or at the very least, they don't reflect light nicely like the bevel/fillets. Maybe there is a better way to get consistent tight bevel radius throughout the model with this technique?
Yeah everything in this method has a margin of softness to it which I really like. Honestly there’s no consistent way to do what you’re asking. It’s just hand placing the edge loops in a nice / artistic way. Closest you can get is the bevel modifier but that can have issues with it when dealing with complex objects.
You just have to make sure they have the same level of subdivision. Conversely, just know when you join meshes together, all of the modifiers from the active object will be applied to the other meshes in selection. So just be aware of that when merging meshes
I suppose you could retopologize it if you need to, however I usually don’t. Unless you need it for game dev, you can just leave it in subdiv mode here in blender.
Quick question: Say I make the sword and now I want to export it as a game asset. The applied sub-d modifier makes this object pretty dense in terms of vertices, faces etc. What are the next steps for reducing the polycount? Thanks
You have a few options! Once the model is complete, you can apply the subdiv to make it all real geometry. From there you can retopologize. Or you can just model Lowly from the start. Often times a sword or model especially if it’s not animated as a skeletal mesh, shouldn’t be as specific on topology.
Blender was Free! And I was 15 when I started using blender. So I couldn’t afford a several hundred dollar investment plus monthly payments for octane for something I only wanted to play around with at the time. Like most young people who start in 3D, Blender is the free option, and an amazing one at that!
hey idk if you will see this but how did you make both sides of the handle of the sword go out at once when i press alt e and select both sides they still just go the same way im a beginer and idk what im doing lol
ctrl 2 and ctrl 3 doesnt do anything except move the viewpoint i have been struggling for hours trying to figure out how to do the subdivision thing and none of these videos show me