Amazing video! If it's ok to ask I think some videos of you just chilling creating artwork in real time with commentary would be fantastic. Keep creating great artwork!
PLEASE more stuff exactly like this man! Looking to get into this kinda work and would love breakdowns on really complex pieces and how to go about designing overly complex systems
Really good idea to make some tutorials for organic surface using subd and HardOPS/BoxCutter ! :) Bevel shader works everytime for masking artifacts ? Really cool tips ! 👍
Bevel shader is fantastic for dense geo like this. Otherwise the bevels would slow down the entire mesh and cause too many artifacts than it's worth dealing with.
Awesome workflow, tips and art! Looking forward to another great tutorial. I have a stack of them I'm still going over. Thanks so much for sharing your workflows.
damn josh thats a really good video. And I have to say the design you did there is in my opinion the best I ever saw by you - ITS JUST SO SLICK! The detail distribution is really damn good :D
How did you add bevel modifiers to the BoxCutter edges? it just wont work for me all the verticies seemd to be correct but the Addon seems to now allow bevels
Well doing details is not hard for sure, but i m always reluctunt because at least for me a detail should mean something, i mean why its there, whats its use? Of course i m talking about concept art here, i dont know the model you re talking about here what is for, but i would really like the why behind the details and not the how, thats very crucial for me
From what I have heard him say in other videos, I think the answer is that there is no real "why". He usually says that he simply likes creating cool looking shapes and doesn't really think too much about functionality or "real" reasons for adding details, unless of course it's something very basic like hinges or handles for a door etc.
You need to consider the overall form of the model. I tend to mix functional-looking elements with arbitrary detail to enhance the form and visual from afar. For example, the middle portion of this model implies some sort of engine structure, and the wings imply some sort of hovering ability. The rest tend to be arbitrary detail clusters which enhance the "wow" effect and feeling of the model, which is why most people get intrigued at the renders.
Great video. How do you split/extrude in two different directions at 1:33 into the video? I'm sure it's something simple, but I tried every way the extrude tool offers in Blender, even changing the pivot points to different origins, nothing works. It's such an important feature for the shaping flow. Which keys are you using?
Thx a lot for sharing your workflow!!...I have a question: can I use a lower subd level as 1 or 2 to make the mesh less dense....and now I can use Boolean and regulate the density mesh of this Boolean according to the main mesh to have more flexibility to clean the mesh...don't forget to put a subd with 1 lvl on top to see the result of my Boolean...if I'm happy with the result, for the smaller Boolean part I will apply my modifier to get more dense mesh for the smaller Boolean....ect....it mean, the workflow is to add a lower subs lvl, add the big boolen...add another subdlvl, and the medium Boolean, and another subd lvl for the small boolen...sorry for my English skills lol!! And don't forget one think, I'm a beginner, so if what I said have no sense so let me now lolllll
Ever since i found out about bevel modifier i dont think i've ever used bevel modifier again loool. ok maybe in some few instances but when there is even slightly dense detail i dnt even bother lool
What happens if you use a bevel shader instead of actual bevel on a game asset? Would it be less taxing on the game engine? Or would it be more extraneous?
Pack master is for maximizing UV space occupation (hence maximizing potential resolution). Zen UV can't do this - but it can do just about everything else.
Noob question : When you model something like this with Sub-d how to make low poly of this for texturing. I don't understand that, because my model with sub-d and without sub-d is whole different 2 things, its changing the general form/shape of the model too much. How's the baking gonna work?
Mm that’s a much more complicated answer. Decimating this down by hand would take ages, so i would ideally use backup meshes with lower sub-d res, as a basic answer
Public Service Announcement. New users please stay away from ANY AMD GPUs for content creation and specially blender. Besides the performance being terrible compared to NVIDIA, AMD does not even support features such as raytracing and will drop support for hardware whenever it feels like. Buy NVIDIA , besides their hardware being way faster, their software support is WAY better.
I found a tut i vanilla. All good. But I thought it could be a good oportunity for you to approach it with your workflow. Really highlight the benefits with hops while in the same time have a fun fresh format. And get some different and unique to put out. And helping the original vid to get shoutouts in the process. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-m5htZdVqJtw.html