@@Blender-Breakdown brother please make series on modelling like let suppose the shoe you are making please step by step slow video so i can or any beginner can follow to amke shoe or any complicated thing with you for practice
Better trace with elevation or sometimes sections plans, @quixcover orthographic is distortion not perspective. You won't find anything "orthographic" in the real world while perspective is a natural phenomenon.
😄 I used to do the the same thing starting out on Blender. Build a model took days then just delete the whole thing and start a new one. It really is best way to practice so you don' get stuck on one model for days.
The reference images are just that, “references”, in the end they are just quad planes with a texture on them used as guides. Pretty much like when tracing with pen and paper: putting the source image on the table and putting a transparent enough sheet of paper on top to see the image through. The 3d model you are doing is conveniently placed on top of the images so that they match. You can also put your 3D model with an ‘x-ray’ style view so you can always see the reference images through the 3d mesh being modeled. Also, in this example, the top/front/side images should be placed ‘to match’. Maybe try to look for a tutorial on exactly that, I’m confident it will become a lot clearer by seeing a more step by step example on this.
Typically, you just keep chaining polygons onto one-another, gradually covering the image and conforming to the shapes that you see in the different views. Try to keep the polygons 4-sided whenever possible so that you can add a subdivision modifier later -- if needed. Move vertices around to help shape the polygons and try not to 'bend' the quad polygons in odd ways (avoid non-planar faces). The images are just there to help tell you how far to drag points and edges on the different axes. Some people will keep adding loop cuts to a cube and move vertices and edges around to conform to the shape that you want. Others will sculpt the shape and then later re-surface the sculpted object with polygons in order to reduce the number of total faces (retopo). See which method suits you the best.
Novice blender user here, is it always worth it to model out the small threads in the shoe? Wouldn’t that add on to the poly count? I suppose if you aren’t putting the model in a game it’s not a problem
It depends on what you’re modeling. Like you said, for a game you want a lower face count, and you could use image textures to do the trick instead of actually modeling it
Be careful when tracing photos. You almost never get orthographic photos, so the perspective will be warped by the field of view of the camera.
Good catch
@@Blender-Breakdown brother please make series on modelling like let suppose the shoe you are making please step by step slow video so i can or any beginner can follow to amke shoe or any complicated thing with you for practice
Possibly the only way is to photograph from very far with a lot of optical zoom, but if you use internet photos it will be hit or miss
Better trace with elevation or sometimes sections plans, @quixcover orthographic is distortion not perspective. You won't find anything "orthographic" in the real world while perspective is a natural phenomenon.
you don't need to be careful, this is SIMPLE. It's a Blender nervous breakdown.
😄 I used to do the the same thing starting out on Blender. Build a model took days then just delete the whole thing and start a new one. It really is best way to practice so you don' get stuck on one model for days.
This vid is next level, clear overvieuw of how and why you can approach any project. Thank you so much
Omg this is so good! This channel is a diamond in the rough 💎
Thanks!
jjjjjj
Great Job
Editing reminds me of Smeaf, Great job!
Unfortunately there are no memes :(
The style is good though
Whan an awesome tutorial, thx!
You’re welcome!
I like putting my mode board inside of blender
Such an underrated channel, keep uploading, i love your videos style!
Great video🙌🏻
thank you! very pedagogical.
I’m happy you liked it!
I'll be most happy if I could get a physical copy of what I'm always eager to model in Blender.
That would be nice
I'm a beginner 3d molder. I'm trying to wrap my head around the reference image thing. Do you like draw it on the image I'm confused
The reference images are just that, “references”, in the end they are just quad planes with a texture on them used as guides.
Pretty much like when tracing with pen and paper: putting the source image on the table and putting a transparent enough sheet of paper on top to see the image through.
The 3d model you are doing is conveniently placed on top of the images so that they match. You can also put your 3D model with an ‘x-ray’ style view so you can always see the reference images through the 3d mesh being modeled.
Also, in this example, the top/front/side images should be placed ‘to match’. Maybe try to look for a tutorial on exactly that, I’m confident it will become a lot clearer by seeing a more step by step example on this.
Typically, you just keep chaining polygons onto one-another, gradually covering the image and conforming to the shapes that you see in the different views. Try to keep the polygons 4-sided whenever possible so that you can add a subdivision modifier later -- if needed. Move vertices around to help shape the polygons and try not to 'bend' the quad polygons in odd ways (avoid non-planar faces). The images are just there to help tell you how far to drag points and edges on the different axes. Some people will keep adding loop cuts to a cube and move vertices and edges around to conform to the shape that you want. Others will sculpt the shape and then later re-surface the sculpted object with polygons in order to reduce the number of total faces (retopo). See which method suits you the best.
you're not allowed to feel confused, this is the SIMPLE way. Title said, so it must be true. :3
Remember sometimes Reference Images are not possible at all.
Salute
'from water bottles to shoes" are you kidding man?
Novice blender user here, is it always worth it to model out the small threads in the shoe? Wouldn’t that add on to the poly count? I suppose if you aren’t putting the model in a game it’s not a problem
If you intend to use it in a game you should definitely either skip it entirely if the shoe is never the focus of the game, or use normal maps.
It depends on what you’re modeling. Like you said, for a game you want a lower face count, and you could use image textures to do the trick instead of actually modeling it
0:54 I don't think I can legally own a tank, but there's got to be away
yes, get a toy one or miniature model
subdivision + eyeballing
Small keyboard flex
LoL sorry, if this is the SIMPLE mode, can we get a video on the complex one, out of curiosity?
Simple + blender never went together
until now...
"Как нарисовать сову".
shoe
shoe
shoe@@Blender-Breakdown
Shoe
Shoe
Shoe
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Ehm... so...do 3 extra steps and than delete your shit topology mesh, gatcha.
try to speak more ironic - will more match to content.
Worthless.. go a bit faster