🤩love it, just love the way you teach and the dialogue" you will do pushups😅is crazy feels like your mine own teacher and I'm paying fee to you for teaching in such a beautiful way
I think the problem with a lot of that kitbash stuff was that it appears to be made for game assets at a quick glance, which would explain all the triangulation and the disregard for clean even topology, as that all gets hidden by the normal mapping and most of that stuff was likely never intended to be deformed, subdivided or displaced.
I have recently been hooked on your videos! They are really fascinating, and your approach is very insightful. I do have a question about about your bicycle pedal. For the one that has the SubD modifier on at 6:01, are you using modeled bevels for the edges of the pedal, circles, etc.? Or are you using holding edges? I tried getting a closer look, but even at 1080p, the compression makes it difficult to see the fine details.
In this case it wasn't done with a modifier. They were real bevels. Neve use retaining edges. See my bevel clip for more explanation. Also, at the time, I didn't know that you could do bevels on a per edge basis on a modifier. Now I would do it that way.
Thank you for all the nice videos, really nice insights and not to many people with this amount of experience can be found on youtube. So again thank you for sharing. If you don't mind me asking a couple of questions: I'm really struggling with finding a good workflow for the style of modeling that you practice, maybe you can find the time to shed some light on this. I've been following some high poly to low poly tutorials for asset creation, which is a different approach I guess, but in the end I'd like to be able to choose between different types of modeling if they are needed for a certain goal. What would be your workflow? Where do you make the decision to add destructive bevels? Is it when the bevel modifiers fails because the model is to complex? Is it a good idea to keep the bevels out for the most part and add them in once you feel the model is "ready"?
I usually start fro a basic shape that I get closer and closer to what I'm trying to achieve. The bevel modifier is great but it gives you the same bevel radius on the entire surface, but the manual bevel will give you more control. I also usually do the bevels as the last step because it's not always easy to go back. MeshMachine does a good job for unbevel though. Since my models will go to Substance for texturing, I pretty much always bake all the modifiers at the end. I keep a non-baked version just in case.
That last example (the circle), wouldn't you want to fence around the corners? I always make sure no quad ends on a 90 (or any other angle) like that (not edge-looped); because if it is subdivided it looks bad.
vdb or zremesher or stuff like that helps with converting bad boolean topology, it creates really dense wire with lots of vertices (good for sculpting). Retopo to low poly need to be done manually but still faster than make subdiv model. VDB at least partially replaced subdiv workflow for me, for more complex parts; for simple parts that doesn't need sculpting using subdiv.
hey i use the Boolean workflow a lot! how do i go about fixing my topo more i intend to make cinematics! any resource you could guide me to would be of help!
Hey Bob. How to deal with UV + SubD for VFX industry? To smooth UV or not? What's the best way to deal with texture distortion? Use a higher resolution of the base mesh is the only option?
That was a huge problem in 2015 when we worked on the Little Prince but it's not really an issue anymore. We never have to deal with that. Which renderer are you using?
@@BlenderBob For example, I have a model that I want to texture in the Substance. This model will be subdivided for quality rendering by the client and I don't know which renderer will be used. In this situation I will probably smooth the UV for SubD lvl2 and I will tell the client about it. But I wonder if there is some standard how to deal with this.
Aren't these models made for gaming? The low poly modeling technique is quite different and the topology often includes elements that are unacceptable in high poly models, especially on flat surfaces. :)