Ladies and gentlemen, fear not, you don't need to be so exact and perfect with your measurements - so long as you have it close enough, if you're gonna be using PS1 style shaders and resolutions, the preciseness doesn't mean much! Just make it look right, then make it look weird with all the PS1 goodness.
The theoretical limit of a ps1 is 150 000 polygons per second. Given that the average framerate of a ps1 game is about 30 fps, the limit per second is divided by the framerate to give a limit per frame of only 5000 polygons. At 3:32, the scene has exceeded the limit by 842 polygons :-(
Oh snap. Ok, thanks for that. I didnt realize that was how the math worked out with polygon calculations. Ill need put this information in the next video because its such a blunder on my part
5:30 it saved my life once I found the trick of just typing the unit I want into the item's dimensions. even if I'm on the metric units, I can type 5'9" as the length, and it works fine. it also can do math problems like 9/3! Blender is nuts.
thank you so much for this video! i've tried to master blender countless times but videos have always assumed a level of capability i didn't have. this video was very informative!
I'm super new to blender and working in 3D and I have to say that your videos are helping me out a ton. Thank you very much my good sir! I tip my hat to you.
HUGE thanks for converting every single measurement from imperial to metric system. Being a Russian and watching 3D modeling tutorials in English can be very frustrating for this very reason.
Thank you for another video. This has been useful as someone that has only ever tinkered in Blender before. Regarding your question and thinking about it from a sci-fi/survival kind of setting, I think taking inspiration from Meals Ready to Eat (MREs) would work. Meat would be hard to keep in deep space so some kind of protein goop. Starches/carbs last longer so some kind of bread, tortilla, or rice. The most important thing is to have a decent spread of condiments to cover up the taste. Edit: typos from phone-posting
Small optimisation note: you can remove the faces which won't be seen, it is especially useful if you are working on games: so in this case it would be the bottom of the table, the top and bottom faces of the legs, maybe even that rail, the bottom of the plates, bowls, cups, etc. if you are doing buildings, you could only model the front facing parts to save on the memory and rendering times.
I like that idea alot! I could add some LED displays to it and allow us to talk about different texture maps: emissions, metallic, roughness and just node editing in general
4:25 be sure to upload your twitch streams to youtube. I can't find this food video probably because Twitch deletes streams after like 30 days or something. i wish all streamers uploaded their streams also to youtube.
This is super helpful. Thanks for making this series! One request (this may be asking a lot): would you be able to explain where to access certain commands, as opposed to using keyboard shortcuts. I'm on a laptop with no F keys, numpad, or even a middle-click - and it's tough.
You changed my life and allowed me to work on graphics I really love while I was hating working on blender, absolutely amazing. Can you show us how you texture you objects? Whenever I try to, my brush still has an HD feel, it never looks like pixels, even after doing the trick you showed in your first video. Could you help me with that?
The pixels are still being blurred even with the texture filtering set to closest? Idk what is causing that. Id have to see your blend file to see what's up. Otherwise i got no clue. I am going to address texturing very soon with a UV mapping tutorial.
I was the 1k sub, YES! These are some really interesting tutorials, I've always wanted to create retro style graphics but no one seems to really touch on them. Until now
Thank you so much for this series! It's very easy to follow along and you explain things pretty clearly. There aren't many tutorials on this style of graphics out there, especially for pure blender beginners. Great job!
This video is great! I'm having trouble getting the inset to work at 45 degrees rather than whatever angle it is to the centre of the face, how did you do that? The on screen keypresses are super useful to me but I'm not seeing how that was done
Great video, dude! Thanks for the meters, cause i don't understand feet and inches at all! Yeah, I think SciFi would be great. Again this would be cool to see some resolution tricks. I've just uploaded a simple cube animation in 240p in a messenger, and it looks blury as shit :(
when i do the mirror trick it doesnt mirror the leg. Any tips on what is causing it ? Edit: ok figured it out in the mirror thing you got to select mirror cube my bad :DDD
I noticed how you mainly modeled using quads, even though developers on ps1 mainly modeled using tris, quads we're more used on the saturn instead due to how it rendered 3d objects. Just something I wanted to point out.
Yeah, that's true, and thats been pointed out to me several times. However, the problem is that using tris in blender is a miserable. So the idea is to try to model in quads, which have a natural flow and ease of use and then apply a triangulate modifier, and find ways to simplify your mesh
6:34 where am I able to type the measurements? do I literally just select the z axis and just press 002? or 0.02? or do I type it in a box im not seeing? lol I found it nevermind thanks so much for the tutorial
That is very strange, im not sure why that would be happening. To be fair, i use 2.7x control scheme, but i dont see why that would cause that kind of problem
I was having the same problem. If you go into the "Move" drop down menu in the bottom left you can change the "Proportional Size" option. Something around 0.06 worked for me. The drop down menu is hidden until you start moving things around with the Move tool (g).
You fucking rock! Your Tutorials are great, I just wanted to make some custom models to mod in for my favourite game and you show me to make my most beloved graphics!
Hmmm is the proportonal editor super scrolled out? It can get scrolled out to a point of being not visible on screen. If proportional editing is turned on, and it seems to move the whole object, even if it is one vert, then the proportion scale is to large and you probably scrolled in the wrong dirrection
I ain't no expert, but, even if stuff seems exaggerated, the "real world" poly count for the ps1 is very low, take crash for example, 3000 polygons at any given moment on the screen, why(?), because we have textures shaders and, not to forget, the actual game code that needs to run on that 33 MHz CPU... Most ps1 games didn't really go higher than 2000 polys, and the framerate, wasn't "that bad", many games even ran at 60, although crash was a bit slower, since it required more cpu and disk time to load and render... Most games tho, such as RE, they don't go higher than 1500-2000 polys during any given second of the game... P.S. The Playstation didn't really have "various" types of shaders, like metallic glossy and stuff, but didn't mean she couldn't do it, in fact both the developers of crash and spyro wrote code to try and implement that feature, and you can see it for yourself, whenever a gem is rendered in crash or in spyro, look at its shader, you'll notice it right away...
that's bizzare. i checked the blender documentation to make sure that i wasnt using an outdated hotkey (i use 2.7x control scheme which is like 10 years old.) and it is still listed as I to inset faces. Are you using a standard QWERTY keyboard? im not entirely sure what could be the issue :shrug: if nothing else, you can find the inset tool in the lefthand tool bar which looks like this: i.imgur.com/5z6BVYR.png alternatively you can go sifting through the preferences of blender to try and find the hotkey and change it to a key that works for you
Is there any chance you could upload the project file even without textures? My smooth brain keeps missing vital steps and would be very helpful to poke around in your project file.
@@TheSicklyWizard You didn't talk about the view render on this video, I remember using it on the last video and it worked fine where you demonstrated the dithering between cube A and B but here after I click on view render only a gray square appears, I'm not sure if its a camera thing since I didn't mess with it but I also didn't move the table either and since I don't wanna miss press something and mess it up I figured maybe you knew.
There's a new version of blender out now and its my first time using it. Pressing Z does not confine it to the z axis does anyone know another way how?
Hey, I am pretty much a blender noob, but I was curious. I want to make a game / models with graphics similar to something like half life 1 , or early ps2 graphics, would there be much of a difference? I assume I would just have to upscale the resolution and maybe slightly improve the shaders to get the same look, but then again, I dont know much.
Im not sure if there will be that much difference, half life models are pretty chunky in terms of poly, but the difference, or atleast for me, would be that ps1 characts tend to be made of segmented limbs instead of having the body be a fully connect mesh.
@@TheSicklyWizard Thanks for the tip, Im not trying to replicate something exactly so I will see whatever looks right. In the meantime I have subscribed and Im looking forward to the next video :)
Game objects are rarely made out of single mesh, e.g. for that cup's handle you've used inset which is 2 times 4 quads when it could've been just 1 quad with handle slammed into it (with no end caps). It doesn't really matter with scenes that simple on modern PCs but would be closer to how it was made on ps1. Such optimization techniques are widely used in mobile games
@@TheSicklyWizard here it doesn't matter but when you have thousands of objects with extra poligons or hidden faces, it all adds up. Also it's often easier to model without thinking of good topology. I would recommend to everyone interested in low poly modelling Grant's Abbit Blender 2.8 mobile assets optimization techniques video. Nevertheless I'm glad I found your channel, I love every game graphics oriented series, especially niche subjects like this one.
I still don’t understand the “hundreds of thousands of polygons per second” thing. Most of these games look so blocky I could swear there’s only a few thousand or so on screen at one time, otherwise the fidelity of the models would be much better right? No way is there hundreds of thousands of polys being displayed at once. Tens of thousands maybe. Are the numbers given just theoretical, or am I missing something?
Yeah, i didnt understood that at first either. While what i said about the ps1 handleing hundreds of thousands polygons per seconds is true, I forgot to divide by the frame rate of the game. In any rendered frame there's really only about 5000 polys depending on the framerate. The lower the framerate the more polygons you could use. I talked about that blunder of mine in the human modeling tutorial.
TheSicklyWizard Thank you so much for the answer! It had been bothering me for a while when working on my own low poly stuff. Just watched the video and the explanation was great. Cheers from N64 land!
lol, I bet. but, as far as I understand sketchup is largely used for architectural stuff. Right? i don't think it would provide enough materials or animation tools to make something like a character model or something like that. Blender is multifaceted and is a good tool to learn too. ;)
So now I figured it out, but for example you didnt say how to go into face mode and that took me 3 days to find out. But thanks for responding and I watched a few more videos on blender, but it was mostly complex because of my stupidity but now I can keep up. Nice video btw and I subbed to you because this video is helping me to progress with blender. Im currently experimenting with blender but soon I will be able to recreate a model resembling the model in the video :)
it's getting really distracting when people rip on one tool of measurement being "superior" to another. Look, i'm an american trained in tailoring and woodworking/carpentry. Computers cant handle fractions. Please don't use Standard/Imperial in computer based measurements unless you are creating architecturally accurate floor plans (even then remember while there is a clean 0.5 conversion for half an inch it's not a true measure in standard). Using metric for laying out a computerized scene is perfectly fine and valid. you DON'T have to be a total asshole about it.
I was just making jokes about it, Im sorry. Im just more familiar with imperial so i use imperial. Id prefer to use metric in a computers system because its truelly a better system for a computer to understand, but ive been using imperial because its just easier for me. What I was getting at was i was ripping on America not swapping to metric, not stating any superiority on either of the two measurement systems
@@TheSicklyWizard Thank you for replying back to me. It's not that (most of) america refuses to swap to metric, we (most of us) all learn both systems, and use both systems. they are tools at the end of the day. Still, thank you for apologizing!
Ladies and gentlemen, fear not, you don't need to be so exact and perfect with your measurements - so long as you have it close enough, if you're gonna be using PS1 style shaders and resolutions, the preciseness doesn't mean much! Just make it look right, then make it look weird with all the PS1 goodness.
This is really great. I find Blender tutorials always assume I know at least something, and I know less than nothing.
Gotta start from somewhere right? :)
The theoretical limit of a ps1 is 150 000 polygons per second. Given that the average framerate of a ps1 game is about 30 fps, the limit per second is divided by the framerate to give a limit per frame of only 5000 polygons. At 3:32, the scene has exceeded the limit by 842 polygons :-(
Oh snap. Ok, thanks for that. I didnt realize that was how the math worked out with polygon calculations. Ill need put this information in the next video because its such a blunder on my part
Fear not, in a PS1 game (or, at least, in a properly optimised one), a bunch of those polygons would’ve been culled and would not be visible at all.
does this account for rendering techniques which involve polygons not rendering which are off screen?
@@TheSicklyWizardeah..it was such a ....blender TEEHEHEHEHE
5:30 it saved my life once I found the trick of just typing the unit I want into the item's dimensions. even if I'm on the metric units, I can type 5'9" as the length, and it works fine. it also can do math problems like 9/3! Blender is nuts.
Ikr its fantastic
One of the most underrated blender channels
thank you so much for this video! i've tried to master blender countless times but videos have always assumed a level of capability i didn't have. this video was very informative!
Glad I could help!
Finally, a Blender tutorialer (?) that actually says what the logos are, thank you
Finally! Some modeling my computer can handle!
ha poor
@@A_Stranger2256 why not?
@@A_Stranger2256 ur mom dog
@@deqnq1705 Bam! unsubbed XD
I'm super new to blender and working in 3D and I have to say that your videos are helping me out a ton. Thank you very much my good sir! I tip my hat to you.
HUGE thanks for converting every single measurement from imperial to metric system. Being a Russian and watching 3D modeling tutorials in English can be very frustrating for this very reason.
Thank you for another video. This has been useful as someone that has only ever tinkered in Blender before. Regarding your question and thinking about it from a sci-fi/survival kind of setting, I think taking inspiration from Meals Ready to Eat (MREs) would work. Meat would be hard to keep in deep space so some kind of protein goop. Starches/carbs last longer so some kind of bread, tortilla, or rice. The most important thing is to have a decent spread of condiments to cover up the taste.
Edit: typos from phone-posting
My dude, this is by far the best tutorial on blender for starting 3D graphics for games. Love you!
Small optimisation note: you can remove the faces which won't be seen, it is especially useful if you are working on games: so in this case it would be the bottom of the table, the top and bottom faces of the legs, maybe even that rail, the bottom of the plates, bowls, cups, etc. if you are doing buildings, you could only model the front facing parts to save on the memory and rendering times.
Just a fact, u could do the cup handle with one plane with opacity map, just like you would do foliage etc. If ur really tryin to save up on polys.
ive been using blender for a few years but i still learned something from this lol, thanks for the tutorial
This helped me a lot! I didn’t even realise the little menu thing in bottom-right.
Why does this guy only have 5.5k subs?? He deserves waaaay more! The quality he puts in his videos r insane
Its cause i dont upload consistantly *le shrug*
What about a dystopian kind of "Nutrition dispenser"? A machine that gives you just the right amount of grey nutritious goop.
I like that idea alot! I could add some LED displays to it and allow us to talk about different texture maps: emissions, metallic, roughness and just node editing in general
4:25 be sure to upload your twitch streams to youtube. I can't find this food video probably because Twitch deletes streams after like 30 days or something. i wish all streamers uploaded their streams also to youtube.
This is super helpful. Thanks for making this series! One request (this may be asking a lot): would you be able to explain where to access certain commands, as opposed to using keyboard shortcuts. I'm on a laptop with no F keys, numpad, or even a middle-click - and it's tough.
Dude you literally display each mouse and keyboard input you use. You are fucking awesome!
I try, i forget to turn on that addon all the time >_>
dude love your channel, such underrated one. def a sub right here! i love the way ps1 graphics look, and your tutorial is helpful.
You changed my life and allowed me to work on graphics I really love while I was hating working on blender, absolutely amazing.
Can you show us how you texture you objects? Whenever I try to, my brush still has an HD feel, it never looks like pixels, even after doing the trick you showed in your first video. Could you help me with that?
The pixels are still being blurred even with the texture filtering set to closest? Idk what is causing that. Id have to see your blend file to see what's up. Otherwise i got no clue.
I am going to address texturing very soon with a UV mapping tutorial.
I was the 1k sub, YES! These are some really interesting tutorials, I've always wanted to create retro style graphics but no one seems to really touch on them. Until now
You absolute madlad. now i have to do a 1000 subscribers special
This is a fantastic series of tutorials, thank you! Clear, consise, and with just the right dose of dry humour.
Why don’t you have more subs! I thought you where a big channel!!! I hope you get famous
Thanks, I appreciate it. Had to do some slight research to make sure you weren't one of them spam bots. Got plenty of them runnin' round.
TheSicklyWizard yeah I got you I tried making a arg and someone did something about a dating site 😂
Thank you so much for this series! It's very easy to follow along and you explain things pretty clearly. There aren't many tutorials on this style of graphics out there, especially for pure blender beginners. Great job!
Best tutorial on the argument so far, thank you
You're the absolute best man! Keep it up.
You sir, just earned a subscriber.
This video is great! I'm having trouble getting the inset to work at 45 degrees rather than whatever angle it is to the centre of the face, how did you do that? The on screen keypresses are super useful to me but I'm not seeing how that was done
Great video, dude! Thanks for the meters, cause i don't understand feet and inches at all! Yeah, I think SciFi would be great. Again this would be cool to see some resolution tricks. I've just uploaded a simple cube animation in 240p in a messenger, and it looks blury as shit :(
Ill do the next tutorial on outputting
@@TheSicklyWizard That's great!
I got cold sweats waiting for you to delete the starting cube
ahh yes! this deserves a sub brother
when i do the mirror trick it doesnt mirror the leg. Any tips on what is causing it ?
Edit: ok figured it out in the mirror thing you got to select mirror cube my bad :DDD
Thank you so much
Thanks ^__^
I noticed how you mainly modeled using quads, even though developers on ps1 mainly modeled using tris, quads we're more used on the saturn instead due to how it rendered 3d objects. Just something I wanted to point out.
Yeah, that's true, and thats been pointed out to me several times. However, the problem is that using tris in blender is a miserable. So the idea is to try to model in quads, which have a natural flow and ease of use and then apply a triangulate modifier, and find ways to simplify your mesh
will you finish this one day? or upload the vod of said twitch stream? also thank you for making a cool video!!
I never did finish this unfortunately.
I like your video, have you ever created games on the PlayStation 1?
No i have not, that would require a time machine XD
Im stuck at 6:33 for some reason when i press z it does nothing but bring up options on the cube. Maybe because im using 3.4
That's peculiar. It might bea and that's vexxing
Everywhere i go on YT i see PS1 graphics tutorials but i have never seen PS2 graphics
Can you maybe make a tutorial on that?
1:48 voice crack lol
6:34 where am I able to type the measurements? do I literally just select the z axis and just press 002? or 0.02? or do I type it in a box im not seeing? lol I found it nevermind thanks so much for the tutorial
Heh, should have touched on that brief period where quad-based rendering was a thing. Good ol' Sega Saturn.
U A legend Family I owe u $1,000,000 Fr
Where are you seeing these measurements??? How are you dividing in half?
when you add a mesh to the scene, a menu pops up in the corner.
LOL, imperial measuring system
Im trying to proportionately scale my handle and i cant get the radius to change with the mouse wheel
Same!
That is very strange, im not sure why that would be happening. To be fair, i use 2.7x control scheme, but i dont see why that would cause that kind of problem
I was having the same problem. If you go into the "Move" drop down menu in the bottom left you can change the "Proportional Size" option. Something around 0.06 worked for me. The drop down menu is hidden until you start moving things around with the Move tool (g).
I spent 20 minutes trying to select the faces to make the handle
I wasn't in select face mode smh
Oof, I've done that many times before
4:34 Last time? Link to last video?
ua-cam.com/video/BmW_61oW42o/v-deo.html
You fucking rock!
Your Tutorials are great, I just wanted to make some custom models to mod in for my favourite game and you show me to make my most beloved graphics!
Hi, I am doing this in 2021 and the proportional size on the handle thing does not zoom in and let me move it. Any help?
Hmmm is the proportonal editor super scrolled out? It can get scrolled out to a point of being not visible on screen. If proportional editing is turned on, and it seems to move the whole object, even if it is one vert, then the proportion scale is to large and you probably scrolled in the wrong dirrection
I ain't no expert, but, even if stuff seems exaggerated, the "real world" poly count for the ps1 is very low, take crash for example, 3000 polygons at any given moment on the screen, why(?), because we have textures shaders and, not to forget, the actual game code that needs to run on that 33 MHz CPU...
Most ps1 games didn't really go higher than 2000 polys, and the framerate, wasn't "that bad", many games even ran at 60, although crash was a bit slower, since it required more cpu and disk time to load and render...
Most games tho, such as RE, they don't go higher than 1500-2000 polys during any given second of the game...
P.S.
The Playstation didn't really have "various" types of shaders, like metallic glossy and stuff, but didn't mean she couldn't do it, in fact both the developers of crash and spyro wrote code to try and implement that feature, and you can see it for yourself, whenever a gem is rendered in crash or in spyro, look at its shader, you'll notice it right away...
I was thinking about the shaders, Driver has them on the vehicles to try and make them look shinier.
i have a issue with the inset function since when i press I nothing happens, im using the 2.82 version of blender btw
that's bizzare. i checked the blender documentation to make sure that i wasnt using an outdated hotkey (i use 2.7x control scheme which is like 10 years old.) and it is still listed as I to inset faces. Are you using a standard QWERTY keyboard? im not entirely sure what could be the issue :shrug:
if nothing else, you can find the inset tool in the lefthand tool bar which looks like this: i.imgur.com/5z6BVYR.png
alternatively you can go sifting through the preferences of blender to try and find the hotkey and change it to a key that works for you
are oyu simgle 😍😍 LMA
i was in fact not able to make the plate and bowl lmao
Is there any chance you could upload the project file even without textures? My smooth brain keeps missing vital steps and would be very helpful to poke around in your project file.
Yeah, I can post the file. there is a feature where i can pack all the textures into it as well &
;)
Noob question, when I select view render only a gray square shows up, any help please?
Can i get a timestamp near what im talking about? Its been so long since i made this vid.
@@TheSicklyWizard You didn't talk about the view render on this video, I remember using it on the last video and it worked fine where you demonstrated the dithering between cube A and B but here after I click on view render only a gray square appears, I'm not sure if its a camera thing since I didn't mess with it but I also didn't move the table either and since I don't wanna miss press something and mess it up I figured maybe you knew.
14:50
There's a new version of blender out now and its my first time using it. Pressing Z does not confine it to the z axis does anyone know another way how?
Im using the newest version myself and it still does that for me, maybe its the control setup, i use 2.7x control scheme
Hi so i wasnt here for last time and im not sure where i can find that last time, but what are the render settings i should have?
I was referring to this video when i mentioned my rendering setting
ua-cam.com/video/BmW_61oW42o/v-deo.html
@@TheSicklyWizard oh thanks !
I'ma too stupid to make the plate and the bowl.
Is there a way to make 2.8 look like 2.78? I've been using 2.78 for a long while and 2.8 really messes up my flow
Idk, its been so long since ive even seen 2.7x version of blender
Hey, I am pretty much a blender noob, but I was curious. I want to make a game / models with graphics similar to something like half life 1 , or early ps2 graphics, would there be much of a difference? I assume I would just have to upscale the resolution and maybe slightly improve the shaders to get the same look, but then again, I dont know much.
Im not sure if there will be that much difference, half life models are pretty chunky in terms of poly, but the difference, or atleast for me, would be that ps1 characts tend to be made of segmented limbs instead of having the body be a fully connect mesh.
@@TheSicklyWizard Thanks for the tip, Im not trying to replicate something exactly so I will see whatever looks right.
In the meantime I have subscribed and Im looking forward to the next video :)
@@JanuszBiedronka thanks, I appreciate it. And i will say the next tut video will be on character modeling.
4:54
Game objects are rarely made out of single mesh, e.g. for that cup's handle you've used inset which is 2 times 4 quads when it could've been just 1 quad with handle slammed into it (with no end caps). It doesn't really matter with scenes that simple on modern PCs but would be closer to how it was made on ps1. Such optimization techniques are widely used in mobile games
Yeah the game isnt going to immitate the PS1, just low poly. However, that is a fair point. It would be far more efficient that way wouldn't it?
@@TheSicklyWizard here it doesn't matter but when you have thousands of objects with extra poligons or hidden faces, it all adds up. Also it's often easier to model without thinking of good topology.
I would recommend to everyone interested in low poly modelling Grant's Abbit Blender 2.8 mobile assets optimization techniques video.
Nevertheless I'm glad I found your channel, I love every game graphics oriented series, especially niche subjects like this one.
How did you make it flat
Could you be more specific by what you mean, please?
When you said press Z to do some thing to the z thingy
@@jasonsellers309 can you give a time stamp?
6:29
2 cm to every inch I think it is
It unfortunately isnt as simple as that :( i think the ratio is something irrational like 2.64..... or something like that
tABLE
Making the handle of the cup with just a sprite would be even better, as it would allow to "make more with less" 😏
I still don’t understand the “hundreds of thousands of polygons per second” thing. Most of these games look so blocky I could swear there’s only a few thousand or so on screen at one time, otherwise the fidelity of the models would be much better right? No way is there hundreds of thousands of polys being displayed at once. Tens of thousands maybe. Are the numbers given just theoretical, or am I missing something?
Yeah, i didnt understood that at first either. While what i said about the ps1 handleing hundreds of thousands polygons per seconds is true, I forgot to divide by the frame rate of the game. In any rendered frame there's really only about 5000 polys depending on the framerate. The lower the framerate the more polygons you could use. I talked about that blunder of mine in the human modeling tutorial.
TheSicklyWizard Thank you so much for the answer! It had been bothering me for a while when working on my own low poly stuff. Just watched the video and the explanation was great. Cheers from N64 land!
Sub
This would be a 2 minute video in Sketchup
lol, I bet. but, as far as I understand sketchup is largely used for architectural stuff. Right? i don't think it would provide enough materials or animation tools to make something like a character model or something like that. Blender is multifaceted and is a good tool to learn too. ;)
@@TheSicklyWizard It can model complex objects but it's second to none for low poly modelling
pizza
Why is this so complex
Hey, what parts did you find difficult/complex?
So now I figured it out, but for example you didnt say how to go into face mode and that took me 3 days to find out. But thanks for responding and I watched a few more videos on blender, but it was mostly complex because of my stupidity but now I can keep up. Nice video btw and I subbed to you because this video is helping me to progress with blender. Im currently experimenting with blender but soon I will be able to recreate a model resembling the model in the video :)
it's getting really distracting when people rip on one tool of measurement being "superior" to another. Look, i'm an american trained in tailoring and woodworking/carpentry. Computers cant handle fractions. Please don't use Standard/Imperial in computer based measurements unless you are creating architecturally accurate floor plans (even then remember while there is a clean 0.5 conversion for half an inch it's not a true measure in standard). Using metric for laying out a computerized scene is perfectly fine and valid. you DON'T have to be a total asshole about it.
I was just making jokes about it, Im sorry. Im just more familiar with imperial so i use imperial. Id prefer to use metric in a computers system because its truelly a better system for a computer to understand, but ive been using imperial because its just easier for me.
What I was getting at was i was ripping on America not swapping to metric, not stating any superiority on either of the two measurement systems
@@TheSicklyWizard Thank you for replying back to me. It's not that (most of) america refuses to swap to metric, we (most of us) all learn both systems, and use both systems. they are tools at the end of the day. Still, thank you for apologizing!
@TheSicklyWizard goated fr
One of the most underrated blender channels
I did literally just start, perhaps un-rated might be more apt XD?