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Modelling for the VFX film industry in Blender - Subdivisions EP1b 

Blender Bob
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21 окт 2024

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Комментарии : 44   
@BlenderBob
@BlenderBob 4 года назад
Remastered version of the clip. Better sound, new intro.
@nothingnothing3211
@nothingnothing3211 3 года назад
Hey! It is not included in the modelling playlist as well.
@david3atista
@david3atista Год назад
It's crazy how almost no one talks about this. Great video!
@ganeshjsuthar984
@ganeshjsuthar984 Год назад
🤩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
@kreynusr4242
@kreynusr4242 3 года назад
Just found your channel and its a hidden gem. Learning from an industry professional is something else. Thank you for your hard work.
@BlenderBob
@BlenderBob 3 года назад
Welcome aboard! Thanks for the nice comment. :-)
@rileylass1109
@rileylass1109 3 года назад
5:30 - Pitch Meeting references in Blender tutorials is tight!
@chukwudiebite7775
@chukwudiebite7775 2 года назад
Sir, you are a genius.
@BlenderDaily
@BlenderDaily 4 года назад
just found your channel. really interesting stuff, keep it up!
@fsalad
@fsalad 3 года назад
Blender/3d beginners would find these soo helpful. Thanks Blender Bob!!
@PnoMate
@PnoMate 3 месяца назад
merci pour cette serie
@Uradamus
@Uradamus 3 года назад
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.
@BlenderBob
@BlenderBob 3 года назад
The crappy modelling comes from the conversion from solid modeling to polys.
@AG41303D
@AG41303D 3 года назад
lol @ the clipless pedal hanging out with the kitbashed parts like it belongs here.
@BlenderBob
@BlenderBob 3 года назад
Yeah, that's kind of funny.
@lotrguy237
@lotrguy237 2 года назад
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.
@BlenderBob
@BlenderBob 2 года назад
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.
@lotrguy237
@lotrguy237 2 года назад
@@BlenderBob Okay, that makes sense. Thank you!
@boudewyn
@boudewyn 4 года назад
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"?
@BlenderBob
@BlenderBob 4 года назад
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.
@3dtrip870
@3dtrip870 2 года назад
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.
@BlenderBob
@BlenderBob 2 года назад
Yeah that was just to show it’s easy to do in quads. Check the advanced modeling clips, it’s more, well, advanced. :-)
@3dtrip870
@3dtrip870 2 года назад
Your stuff is spot on, i figured you covered that in a more advanced example, but wanted to make sure I didn't miss something;)
@datguy6745
@datguy6745 2 года назад
One question rised though, are videogame models getting subsurfed too?
@BlenderBob
@BlenderBob 2 года назад
I know it's possible but I don't know how often it's being used. I never worked in the gaming industry
@datguy6745
@datguy6745 2 года назад
@@BlenderBob ah alright, thanks a LOT btw! Been binging your videos all day yesterday and learned so much. Appreciate your work
@pikachufan25
@pikachufan25 3 года назад
Wait WHAT LOOP TO CIRCLE EXIST!?!?!?! OMG that beats my Janky Solution using Knife tool xD
@pikachufan25
@pikachufan25 3 года назад
o wow it has soo many new Toys for me to play with, Bridge o wow thats OP
@izvarzone
@izvarzone 3 года назад
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.
@BlenderBob
@BlenderBob 3 года назад
I don’t like any conversation methods because you lose too much in quality and you don’t always get a clean géo that can be used for VFX in Houdini.
@Vibhu_Kishan
@Vibhu_Kishan 3 года назад
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!
@BlenderBob
@BlenderBob 3 года назад
Check the advance modeling series. :-)
@pacozalky721
@pacozalky721 3 года назад
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?
@BlenderBob
@BlenderBob 3 года назад
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?
@pacozalky721
@pacozalky721 3 года назад
@@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.
@BlenderBob
@BlenderBob 3 года назад
It should work right away.
@manatification
@manatification 3 года назад
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. :)
@BlenderBob
@BlenderBob 3 года назад
Yeah; that’s the point. They may be good for gaming but If you want to use them in VFX they need to be rebuilt. :-)
@GabrieleMacchi
@GabrieleMacchi 4 года назад
Comment to boost it
@christianclavet
@christianclavet 4 года назад
Could a remesh fix some of the topology
@BlenderBob
@BlenderBob 4 года назад
Not really. Remesh doesn’t work well for highly technical objects.
@badsitvfx652
@badsitvfx652 3 года назад
so many push ups haha
@thornnorton5953
@thornnorton5953 2 года назад
Blender bob. Get off our backs.
@BlenderBob
@BlenderBob 2 года назад
Huh?
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