Inspiring and refreshing. Wish I had the time and focus like I used to making mechs all day. Don't think I've touched modeling in 10 years. Keep up the good work and don't lose your edge while you still got it.
thank you so much, I'm actually working on an updated version of this tutorial with a new workflow so hopefully you will like it, and thanks for you comment
Love it! I'd love to add: While it is wonderful to draw inspo from other artists and their visions, always use real-world footage and reference as well - especially in stuff like sci-fi and mechs. Because inspiration can strike from anywhere. I remember the wonderful post on twitter where one person posted their spaceship designs inspired by household objects.
This is great! Not that bs that Blender Bros doing with terrible topolgy. You can actually animate your Mech. Which shows that what they've been saying about quads being not necessary. For all the new modellers out there! Don't listen to anyone who says topology does not matter. You will waste your time learning terrible modelling techniques. Instead watch tutorials like this. Thanks brother this is inspiring and fres. Keep up the great work.
thank you, and exactly having a good topology is a MUST for animating and realtime engines, the mesh have to be optimized to be able to unwrap, texture or animate correctly
I promise you nobody who even pretends they know what theyre talking about is gonna say topology does not matter. If anything talking about topology has become a circle jerk at this point youll see people point out "bad topology" even for non animated assets
I'm happy i helped, I'm working now on a new video format, it will be modeling in real time to explain a certain complicated part, hope that will help even further
i'm working on a real time modeling tips that will be uploaded in september, hopefully it will also help you follow with the time lapse once you understand each tool being used
I like creating easyer shapes and root logic shapes myself. Some creators filled areas with 'abstract mess' that they fakes detail with. I like create some purposed shapes for functions, that is easy to invent. Root logics shapes. What you robot creators and mech creators like about external shield plates?? :)
abstract mess is usually referred to as kit bashing, i also don't like it cause it doesn't work in real workflow where you are making the main character, it only work as a quick and dirty way to make background stuff, and about the shield plates it's a great way to balance the details of the character, you don't want random small and unreadable details in all parts of the character even if you are making a transformer
@@m.motionstudio2877 inspiring answer ! Products with shield plates external and semimobile might sell better because humans like Root Logic of shielding. Many game creators searches for arts creators for game. Animators and games reators have too little visitable places at cities :( . Hey are you tried artscreator-connection with games creators at internet?? Would be fun and gets money
I'll do more videos for sure about this mech, but for now i'm trying to finish the series i'm working on, then i'll do more hard surface robots cause i got lots of requests about it
I feel that the cockpit should be hiden from view in the event of a head shot. i would also think reactive armor would be a nessesity as well as an anit-missle system. look at the success Ukraine has has by landing infantry missles on the top and rear of even the most modern tanks. This system would take out drone and missles. I'm sure these could be an easyaaddition with your amazing computer drafting skills. Great looking mech.
1:40 at this point i guess your recorder stopped working, anyways i tried to model the shape of the torso and i gotta say your torso model had lot less polygon yet the subdivision worked like a charm, that was something i could not achieve, i would love to see a tutorial about that, since there aren't many tutorials about sub-d modelling
it depends on what you're aiming for, for example if it's a video game yes you create low poly mesh and back normals then do the uv's and texture, for a film it's ok to have only the high poly model on a hard surface object where there's no need for sculpting
not using addons or pre made assets means that you understand the topology ,modeling and optimization in general and your work flow can be translated to any other 3d program
Exceptional work sir!
مشاء الله عليك ,, تحياتي من المغرب
thank you, كل الحب لأهلنا و أخوتنا في المغرب ❤
Inspiring and refreshing. Wish I had the time and focus like I used to making mechs all day. Don't think I've touched modeling in 10 years. Keep up the good work and don't lose your edge while you still got it.
thank you so much, I'm actually working on an updated version of this tutorial with a new workflow so hopefully you will like it, and thanks for you comment
Love it! I'd love to add: While it is wonderful to draw inspo from other artists and their visions, always use real-world footage and reference as well - especially in stuff like sci-fi and mechs. Because inspiration can strike from anywhere. I remember the wonderful post on twitter where one person posted their spaceship designs inspired by household objects.
that's a wonderful idea, i should totally try it for fun and maybe post the result if i find a streamline workflow around it
This is great! Not that bs that Blender Bros doing with terrible topolgy. You can actually animate your Mech. Which shows that what they've been saying about quads being not necessary. For all the new modellers out there! Don't listen to anyone who says topology does not matter. You will waste your time learning terrible modelling techniques. Instead watch tutorials like this. Thanks brother this is inspiring and fres. Keep up the great work.
thank you, and exactly having a good topology is a MUST for animating and realtime engines, the mesh have to be optimized to be able to unwrap, texture or animate correctly
Lmao what?
Nonsense lol
I promise you nobody who even pretends they know what theyre talking about is gonna say topology does not matter. If anything talking about topology has become a circle jerk at this point youll see people point out "bad topology" even for non animated assets
Thanks for making this. I didn’t understand how the Hardsurface workflow worked or where I should start, you helped me out.
I'm happy i helped, I'm working now on a new video format, it will be modeling in real time to explain a certain complicated part, hope that will help even further
Looks awesome! I'm new to Blender so need more of a beginner basic model to tackel.
i'm working on a real time modeling tips that will be uploaded in september, hopefully it will also help you follow with the time lapse once you understand each tool being used
Amo tu trabajo!!! Son increíbles los resultados que haces eres el mejor
muchas gracias 💛💛💛
Looks great!
thanks, hope you will like the upcoming video, simpler rig but with more explanation
Wow quite informative!
I have learnt alot from your channel.
thank you ,i'm glad you find this entertaining
Bro keep posting about mech oriented it increases you subscriber and view
I'm doing a short film, and there's more mech content in the future for sure
I like creating easyer shapes and root logic shapes myself. Some creators filled areas with 'abstract mess' that they fakes detail with. I like create some purposed shapes for functions, that is easy to invent. Root logics shapes. What you robot creators and mech creators like about external shield plates?? :)
abstract mess is usually referred to as kit bashing, i also don't like it cause it doesn't work in real workflow where you are making the main character, it only work as a quick and dirty way to make background stuff, and about the shield plates it's a great way to balance the details of the character, you don't want random small and unreadable details in all parts of the character even if you are making a transformer
@@m.motionstudio2877 inspiring answer ! Products with shield plates external and semimobile might sell better because humans like Root Logic of shielding. Many game creators searches for arts creators for game. Animators and games reators have too little visitable places at cities :( . Hey are you tried artscreator-connection with games creators at internet?? Would be fun and gets money
very helpful, trying to model a goliath from StarCraft right now'
Awesome, best of luck with that
Liked and subscribed! Nice videos.
hello, this robot is astounding ! Could you please make a tutorial step by step on how you rigged the leg please ?
I'll do more videos for sure about this mech, but for now i'm trying to finish the series i'm working on, then i'll do more hard surface robots cause i got lots of requests about it
@@m.motionstudio2877 awesome ! thanks for the answer. and yes hard surfaces robots are so cool no doubt people likes them . :D
I feel that the cockpit should be hiden from view in the event of a head shot. i would also think reactive armor would be a nessesity as well as an anit-missle system. look at the success Ukraine has has by landing infantry missles on the top and rear of even the most modern tanks. This system would take out drone and missles. I'm sure these could be an easyaaddition with your amazing computer drafting skills. Great looking mech.
1:40 at this point i guess your recorder stopped working, anyways i tried to model the shape of the torso and i gotta say your torso model had lot less polygon yet the subdivision worked like a charm, that was something i could not achieve, i would love to see a tutorial about that, since there aren't many tutorials about sub-d modelling
i'm making now an updated version with a new workflow, i'll focus this channel on hard surface modeling and robots and mechs
@@m.motionstudio2877 that would be awesome, definitely looking forward to your future videos
for this kind of models , we have to make both copies low poly and high poly before the UV'S and the texturing ?
it depends on what you're aiming for, for example if it's a video game yes you create low poly mesh and back normals then do the uv's and texture, for a film it's ok to have only the high poly model on a hard surface object where there's no need for sculpting
Me gustaría que pusieras en pantalla las teclas que presionas ✌️
i will next time 👍
From 1:00 to 1:30, how does he get those shapes without the mirror modifier?
the anchor point is in the middle so when i select a whole loop and scale it goes in both directions
Where the hell is 1:44 shape come from?
sorry for the inconvenience, this was a workflow and i'm working on more tutorials for hard surface modeling that hopefully will be up soon
ئع جدا ما اسم البرنامج؟
blender 3d
So you don't use addons
not using addons or pre made assets means that you understand the topology ,modeling and optimization in general and your work flow can be translated to any other 3d program
At ua-cam.com/video/5xbvRHJIKPY/v-deo.htmlsi=2yPT-SidBzylxSO1&t=213 how is the edgy circle turned smooth without sub-d