I recently partnered up with Thangs and they're actually paying me to give you a bunch of my 3D models for free; than.gs/u/1157780 It's a crazy world we're living in, but damn if I don't love it! Download 'm all now and I'll upload more the coming months.
One thing I'd like reimplemented is the geometry nodes -> primitive settings -> state information tree evaluation loop. Right now, the primitives cannot be edited on demand once you enter edit mode right after introducing said primitive, however you can do this in geometry node. The way I see this going forward is either introducing an edit node in geometry nodes itself which stores the transformation of points/vertices by user, thus enabling modelling states, or by replacing current primitives (and all the extra objects/ boltfactory stuff) with their geometry nodes equivalent.
I like to think of physics modifiers as modifiers that just happen to work on the 4th dimension; time. The other modifiers are just limited to the first 3 dimensions, and some other spatial dimensions like UV, etc.
VERY nice quick look at modifiers. My favourite modifier is Geometry nodes, my most used modifier is either bevel or mirror. It really depends what you are working on though.
I`m doing stuff in Blender for 10 years but I don`t think I`ll ever incorporate geometry nodes, it`s very difficult to create a chain of nodes for anything. I watch tutorials, do, but next time forget. Back in a day I thought Cycles would be difficult to handle. But Geometry nodes are 100x times more difficult and not intuitive at all. The fact it gets more complicated and changes in every new version doesn`t help
Anything new is a challenge but with the right experiences and teachers it's honestly not too difficult, a lot less difficult then you make it sound, though I am sorry to hear you've had that experience.
Blender modeling workflow is at his highest when using modifers to be as less destructive as possible, it is the earliest way of doing "semi-procedural" modeling for the grand public, 3DS max make also heavy use of modifers, I use both 3DS Max and Blender at work and I can tell you that iteration and feedback friendly workflows are the best way to make better art and be efficient at work
Hmm I think because you're probably more inclined to DO than to LEARN. So just don't watch tutorials, unless you need them to fix an issue. Just do stuff in Blender and whenever you run into a proble, l;ook it up.
i like stylization so i use the solidify modifier to create cool lines around surfaces and even if i've only touched onde i am obsessed with data transfer of custom normals (anime trees)
In blender 2.79 people did some crazy stuff. Mind blowing but more and more of the recent youtubers are just forcing low quality content through out the internet just for the sake of their promotions in between these low quality tips or so called power of modifiers.
Sorry you feel that way. I agree that the space is different than back in 2.79. I try to make entertaining videos that are geared towards beginners, introducing and showcasing aspects of Blender. They're maybe not clear A->Z tutorials filled with information but they contain relevant information for those starting out in Blender.
It can be an intimidating piece of software and yes there's quite a bit of jargon. However I'd recommend giving it a proper try. You'll probably find it less 'scary' than it seems! Good luck!
I’m probably gonna do a full video on this at some point, but I work with a ryzen 3700x, 3070Ti and 32GB of ram. This isn’t crazy expensive but works really well!
Greetings from Brasil. Very short and efective video. I learned some tricks from it and thanks to you I will get some geometry nodes skills. Thank´s a lot.
Procedurally? Not sure, although there are UV related modifiers. But yeah probably beat off applying the modifiers and then uv unwrapping the final model yourself.
you could do that using shape keys. But probably not going to be as clean as Cinema4D. You could also use transititions and cut between 2 shapes at the right keyframe so you don't see the shape change.