1. 3d modeling isn't always about doing it as fast as you can people, studios will pay a lot for people with this skill to work for them. 2. is this the best way to make parts that will be machined? no, absolutely not, but some companies want a fancy and renderable wireframe for commercials so this skill still applies in that area. 3. you did a really good job on this and will be using this as a good example of what good topology looks like.
I think the main aim of this approach is to get a sub-d ready mesh. This approach takes much time to figure out the topology. I think this is the reason why most artists use hard-surface modelling approaches. You start with a high poly mesh and use boolean tools to subtract whatever shapes you want. You will end up with a good looking model. This video is wonderful
Man i'm not gonna lie, you are TOP TIER in this, it is very clear that you put real dedication and effort in modeling this and in learning your skills, you could be very rich selling models if you are not already. keep up!
Great job man. Honestly. If no one appreciates it know that there are people who definitely appreciate it. I am a beginner to Blender but your workflow was very interesting to watch. I need to remake what you did, high probably I won't be able to do it but I might learn some tricks out of it. Thx for the vid.
I was blown away when I read the comments. you people are not grateful! incredibly valuable and very cool information! author please don't listen to anyone! continue! very informative
Finally found a channel with good subd blender videos. I made the switch from maya to blender because of financial reasons, and on RU-vid all i find on blender is this weird type of modeling using ngons and bevels. It's like sketchup. What is that? Why is that type of modeling prevalent in the blender community? They call it hard surface modeling and it's just ngon hell with some smooth shading. Also people on forums defend this bevels based modeling and "simplicity of the shapes" and all point out faults with subd modeling, when it's ckear they just don't know how to use the technique.
There is a lot to ponder, as each approach has its own advantages, and it all depends on the purpose for which a specific model is being created. You've given me an idea for future videos. Thank you for watching.
When using bevels in subd you should turn off chamfer and let the subdivided mesh do the work of smoothing the angles, because if you later need to change those bevels it will be way harder. Also, always put edgeloops in between bevels where you can, so that they don't influence each other
@@bes5164 Says no master ever. Especially in production there are lot's of back and forths you have to change a lot, so even as practive you should do subD as apporpriate as you can.
This vid shows your mastery in playing with geometry. but as learner i can't learn from this vid. A learner needs audio explanation of any action about what to do, how to do and why to do. better if you made the same project in multiple episode, but with proper explanation. well. you got a thumb up..
a commentary with step by step instruction ud hv been lot helpful. i get it u r good at it, but only experienced people may understand it. normal people wont.
@@genericgymvlogsph9739 this does appear in tutorial section tho. i could screenshot u that but utube doesnt hv that option in the comment. whats ur problem btw?
Hey I don't know this sort of workflow. I want to start 3D printing functional parts. I come from an Animation/Game design background. That is essentially just props. Up until this point I haven't needed to know the angle or precise length. I would love to know more about your workflow. Any commentary during your videos would be helpful.
Отличная работа. А есть причина по которой не используете модели стандартного крепежа типа DIN, ISO, ГОСТ? Понимаю, что это не CAD, но связь с реальностью, думаю, должна оставаться в моделях, да и быстрее это
Зрелища - к сожалению, более общая задача в нынешнем CGI, чем собственно проекты под осуществление в жизни. Непризнание этого нюанса погубило мою карьеру и мою жизнь. Сейчас второе влёчёт первое, хотя и само же из него следует. Лучшие традиции ЕБН, мать его! Учите полигоналку, дерево построений само себя не отрендерит 🥲
You may be referring to the "Optimal display" setting in the subD modifier, which shows the original geometry but smoothed giving it the illusions it's optimized. In actuality this mesh quite high triangle.
Certainly, I edit videos and remove unnecessary parts, and I also pause during recording. Of course, without recording, I could create the model faster, but by doing this, I learn the most efficient way for you and share it.
Зато как человек неопытный, посмотрев данное видео, за 21 минуту я узнал столько новых для себя техник, методик, инструментов, сколько не дадут сотни туторов (легендарный пончик, румбоксы и т.п., я про вас)
Well, deleting is just flat out deleting it based on your selection - limited dissolve works for example on normal angles. So you can select the entire mesh, dissolve lets say edges on a flat surface but still keep the details on other areas that is above the angle threshold you set.
Клавиша V, если вы не видите клавиш обращайте вимание какая команда выполняется, как правило в нижнем левом углу появляется меню с названием и с дополнительными функциями команды. Вы можете в поиске найти её по имени, там же будет показан hotkey.
I once saw this object and modeled it from memory. Here's what I was able to find. sc04.alicdn.com/kf/H3de6902e4542405d95205ada7b63dfeee.jpg Also, there are similar videos on RU-vid.
на 1:32 - я пытался использовать Alt+Spacebar, но у меня ничего не выходит, в чём проблема? Переделывал уже 4 раза, всё также не меняется ориентация точки, если есть идеи - могли бы помочь?
Это мой пользовательский hotkey, используйте transform orientations там есть плюсик рядом с global, должно быть что-то выделено чтобы использовать направления нормалей для создания новых координат это может быть как объект так и face edge vertex
Oh you can be.....Blender has measuring tools, but it's not used to build constructions, bud Sub D workflow can be used to create art fir 3D printing for instance (sculpting). But indeed CAD software is a different beast. It uses mathematical equations to create objects. Cannot be compared.
Привет, спасибо за видео, хочу поинтересоваться, используют ли кризы и булиан в игровом моделировании в студиях? Сколько общаюсь с людьми не могу получить конкретный ответ . В целом говорят что ни кризы ни булиан не используется.
Привет, на сколько осведомлен я, используется всё. Скорее это дело подхода самого художника. Не важно каким способом ты достигнешь результата важен сам результат. Сrease ты будешь использовать только когда будешь делать highpoly а с неё ты будешь разве что запекать шейдинг. После Bool-иевых операций будешь всё равно чисть сетку и триангулировать её. Не важно что ты будешь использовать главное получить хорошую запечку на лоуполи и чтоб сама лоуполи была сделана по тз