I’ve been modelling a 90s PC and have been slapping weighted normal on everything. I couldn’t figure out why a hard surface model would have so many surface ‘defects’ but now it’s clear that it’s just the smoothing ‘leaking’ into flat normals from details. Thanks so much for this information.
Great explanation! Definitely helps to understand what is going on under the surface. My usual approach is just tweak setting till I get the result im looking for 😄
Hi Chris, again a very professional teaching .... your videos are really high level university teaching... but makes it very clear why we are doing some actions ! Many many thanks for this.... I understand now after some years of using Blender !!
This is probably the best Blender and 3D modeling channel on RU-vid. Props to you, sir! It's really instructive and not misleading like some very famous Blender RU-vid channels that often suggest you buy addons to fix the shading issues, just moving some vertices here and there without a general idea of how things work. I've learned so many useful approaches and tools just by watching your videos. I never knew there was tool called knife projection, for instance.
This series of tutorials couldn't have come at a better time for me, I've been looking for something like this (teaching best practice rather than just 'good enough' methods and hacks). It's an excellent series, thank you so much.
This helped me understand some things about normals I completely took for granted. Honestly, this was explained clearer than anything in my Uni degree...
Just wanted to add my THANKS for this and all your other tutorials. Great content and excellent delivery! I also appreciate all the "extras" like giving us the office chair model (Part 3 of Duplicating Objects) as well as the time markers for the videos. Much appreciated!!!!
Thank you for you explanation. It all become clear of the different kinds of normals. As well how to setup normals properly for hard surface models to render.👍👍👍😀
Did you have to reupload? I actually watched again because there is some really good info in here. I use the Weighted Normals modifier from time to time but now I understand what it does better. Thanks!
Thank you for this video. Very informative. I just started learning hard Surface Modelling with Blender. And, very quickly I have been exposed to the industry argument of avoiding ngons in 3d modeling. Please what is your take on ngons and quads in 3d modeling. I have been watching your tutorial for a while. You sounds like a professional in this field and not just some road side modeling artists. If you have a video on this topic you can recommend that also.. Thank you!
One of the reasons there's resistance to the use of ngons is some systems don't work well with them. For instance, Unreal Engine doesn't like them and it's best to triangulate or quadrangulate ngons in a model going there. But most general purpose systems like Blender handle ngons just fine. The restrictions for their use comes down to whether an object needs to be deformed in some way, that's a condition where ngons can cause problems. They can be used in a subdivision surface model, but you do have to be more careful with how they're done. For instance you do need to avoid concave ngons because they get subdivided to polygons that can end up overlapping onto each other. But at render time and when a model is subdivided, those ngons get converted to quads and triangles anyway.
7 месяцев назад
Awesome stuff like always. I just noticed that current Blender 4.1 Alphas crash during Knife Project. I'll report that bug...
awesome tut! also, i just wanted to point out that for situations like at 27:30, the algorithm may be struggling because of the topology. i'm not sure why you dissolved that area into a single face, which is not an ideal quad based topology and can easily create shading issues :)
Love your lessons as always man! Can you make a video on how you managed to nail the lens aspect of the model? I try by realistically putting convex-concave lens exactly like lens diagrams on wiki, but it never looks right. will you spill the secret sauce for that? 🙏🙏
If you search my channel, I have a video on anisotropy which is used for the dial and button metals. The rest of the metals are just the Principled Shader set to Metallic mode (1.0) with a greyish Base color and a bit of roughness.
Whats your take on using vertex groups and bevel modifiers for non destructive beveling? Since you can do a boundary loop and then the actual bevel with just 2 modifiers.