How to give your 3D models that 'mechanical' feel

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 36

  • @JoshGambrell
    @JoshGambrell  Рік тому

    ►► Get started with hard surface modeling in Blender for free - www.blenderbros.com/jumpstart

  • @lablrvisuals305
    @lablrvisuals305 7 місяців тому +2

    i've been bingeing your vids, this one is pretty good

  • @elindis
    @elindis Рік тому +15

    I like videos like this. To be honest, I'd be happy if we went even higher-level, to talk about shape design concepts in the blockout and secondary stages.

  • @Lust4Machine
    @Lust4Machine Рік тому +48

    Another level of getting a feel for "that look" is researching and making intentional decisions about how a part was manufactured. For example metal could be stamped, cnc'd, cast, 3d printed, forged ect... each type of manufacturing has its own unique shape language as a result of its limitations. You should strive to understand why manufactured objects look the way they do like a sculpture strives to understand anatomy! I hope this was helpful!

    • @IridiumZero
      @IridiumZero Рік тому +12

      Nah bro it's all about making completely unergonomic objects out of boxes and pointless details and decals on them

    • @Lust4Machine
      @Lust4Machine Рік тому +2

      @@IridiumZero lol

    • @SianaGearz
      @SianaGearz Рік тому +8

      Yeah you better imagine that if you're machining, that you only have a flat endmill and a ball endmill; while more tools exist, it just helps to think in terms of these. You'll quickly find out which types of concave geometry aren't possible, and which types are possible but would be remarkably weird. And of course stamped and cast parts are the negative of something you can machine, plus with their own constraints.

    • @kshitijvarshney
      @kshitijvarshney Рік тому +1

      "how flashbang and frag grenade is made"...... *_fbi raid 3 days later_*

    • @Lust4Machine
      @Lust4Machine Рік тому

      @@kshitijvarshney they're pretty much entirely cast and stamped because it's cheap and good for mass production haha

  • @WolfsHaven
    @WolfsHaven Рік тому +20

    Great tutorial. There are two reasons why this looks more natural.
    First and foremost in the real world most machining is done on a mill where the cutting is done with round bits. This will leave more rounded edges in most locations. It takes a lot of hand work to get hard edges especially in corners. That extra labor costs more money. Molded parts often have rounded edges and draft angles because it makes things come out of the mold easier. It's the nature of most modern machining.
    The second is safety. Most exposed edges are intentionally rounded off to prevent injuries to the users.
    I'll add a third, wear and tear. Over time on objects that receive a lot of use, hard edges will naturally round off over time. Exposed ones wear down and internal hard edges are hard to clean. Over time dirt and gunk will build up in those hard corners because it's hard to get out.
    That is why this tutorial is dead on.

    • @abdullahmudassir7183
      @abdullahmudassir7183 8 місяців тому +1

      Adding to this, concave angles are always rounded off because they become a good starting point for rust and crack propagation. Sharp concave angles don't take kindly to mechanical stresses - a lesson that was learnt the hard way by the people who designed the DC-8 airliner.

  • @jessefurqueron5555
    @jessefurqueron5555 Рік тому +5

    Just curious, no mention of variable chamfers? Don’t know if Blender supports them or not; we’re a F360/Rhino/ZB shop. I like to peek in to see what ya’ll are doing in your design vids, though not a Blender user myself. Always learning/inspiration when it comes to design thoughts…moving on.
    So fun tidbit for readers, if you are actually (yeah like that for-real real-life stuff) manufacturing/machining something. And the following applies primarily to machining/3D printing an end product/component…casting/molding is a bit different economically and in mfg considerations (things like release/draft etc…yeah we’re skipping that here). But you might want to think about how your components or shiny-shoots thing is actually going to be made, just a tinsy bit. Kinda like you’re thinking about where your screw/bolt holes are placed and why…accessibility etc…right?🤔
    Ok, for the one or two readers still with me 🤗
    Fillets are more expensive to CNC, granted you might be able to buy expensive tooling for specific radii/material needs (kinda like very expensive router bits) -or- for example, you go with ball nose bits for your fillets which give you a greater control/variety of radii from one type/spec of ball mill - but at the expense if machine time; making a fillet look/feel smooth is time consuming. Chamfers on the other hand…easy peasy on tooling. Do a machine runtime sim on your model and you’ll see what I’m talking about.
    Almost there…almost there…
    So, why do I mention this? Something extra for the reader to perhaps take into consideration on your next design. Almost every Sci-Fi (federation/empire/kingdom etc) manufacturing budget has constraints, can only squeeze those space peasants so far. To that end, just like real life, use fillets on high end products or where “feel” is very important for its use, but only where you absolutely need them. Chamfer,your goto for knocking off those nasty sharp edges. Both fillets/chamfers have a role to play in how easily parts can be made to fit together. And don’t forget their use in creating shadow lines. If you want lots of dings in your machined edges (what you’re not using Iconel or unobtainium?) go w chamfers…they get bunged up more from use due to stress. There’s a lot more to it…think round tubing vs square tubing bending properties etc. there’s plenty of material (pun) out on the internet for fellow retentives.
    Fillets in 3D printing can be made to look nicer if you’re printer/slicer support variable height layers; but it’s “more expensive” in machine run time. Trade offs 😊
    So readers, you might want to take a moment and think about who/what/where/how (e.g. a brief) will be using your creation and it’s “manufacturability” (unless you have a Star Trek replicator - hopefully not a Stargate Replicator!) and help build your object’s “character” with chamfers & fillets.
    Just some food for thought.
    I’ve always found sci-fi to come across more immersive/believable when everyday real-life details are worked in. Especially on props etc. That may be just me 😜🤦🏻‍♂️
    Ok, that was way way longer than I intended. “Damnit Jim, I’m an Engineer not a doctor!l” (but ya still can’t read my handwriting 🤷🏻‍♂️)
    As always, YMMV, just sharing, nothing more, nothing less.
    Ya’ll have a good’un!

  • @gabrielegagliardi3956
    @gabrielegagliardi3956 Рік тому +1

    Super useful video Josh, that pop seams to be the difference between an intermediate and a professional artist

  • @triple7evenn
    @triple7evenn Рік тому +1

    Great tips, I have been struggling with this for a while.

    • @gabrielegagliardi3956
      @gabrielegagliardi3956 Рік тому

      Same do I, the post production "make the highlights pop" phase is incredibly important. At the end of the day you can be the greatest modeller ever but without a good post production the result is meh. Blender has probably one of the weakest renders out there, it looks more like a funeral than a render. Sometimes after the final render i put some flowers on my keyboard.

    • @triple7evenn
      @triple7evenn Рік тому

      @@gabrielegagliardi3956 That's true, yes, but it's also important not to go overboard with the post fx cuz it can look cheesy in my opinion. I personally like to just try a few different LUTs and increase the contrast a little bit. Gets the job done for my line of work. I think it primarily depends on the style you are going for.

  • @najhonbanjon
    @najhonbanjon Рік тому +1

    Valuable information, appreciate this work, thanks

  • @richardlionheart3935
    @richardlionheart3935 Рік тому +1

    A lot of good info here. Opened my eyes to a few things.. thank you. :)

  • @Vlow52
    @Vlow52 Рік тому

    It’s more about materials. As for geometry, you better use CAD for this kind of surfaces

  • @elyrv8228
    @elyrv8228 11 місяців тому

    You can easily work on designing objects in Starfield or Star Citizen.

  • @kerhabplays
    @kerhabplays 7 місяців тому

    Everybody's gangsta until cavity turned off😆

  • @zachhoy
    @zachhoy Рік тому +1

    and here's me just adding a bevel modifier :S

  • @DaCapitalist1
    @DaCapitalist1 Рік тому

    Beautiful techniques!!! I am a huge fan of chamfering in cad and then utilizing a double bevel in blender! Looks so nice :D

  • @joandelaplata816
    @joandelaplata816 11 місяців тому

    Hello:) I donw know why but if i appply booleans in my mac, blender crashes. Do you know which could be the reason?
    than you for your videos and your time

  • @monas1510
    @monas1510 Рік тому

    ❤❤❤

  • @elyrv8228
    @elyrv8228 11 місяців тому

    in game is so fat for the GPU.

  • @_blender_man_
    @_blender_man_ Рік тому

    👍🏻

  • @robertdover5185
    @robertdover5185 8 місяців тому

    Don't waste your time with these guys. They give you terrible advice to sell their addons. If you do pay for their stuff they spam you with emails multiple times a day. If you unsubscribe from their emails they will delete your paid account.

  • @LuciusVulpes
    @LuciusVulpes Рік тому +7

    Cavity. After years of using Blender I finally know how to get that look lol.

  • @morningdrums
    @morningdrums 20 годин тому

    Ok I have a question, how are you selecting edges so fast? I also don't have auto smooth in list where it says normals.

  • @slayth6332
    @slayth6332 7 місяців тому

    I find this very useful when it comes to perfect renders as such, but Especially in video games if you take a close look at Triple-A titles, many assets look pretty even with limited geometry because the player won't be a centimeter away from the object, so with high count of geometry there will be many details that will consume much from your hardware for useless-perfect details because the player won't be able to notice
    for example, if you play call of duty mw3 2023, you can notice that the graphics are pretty realistic yet when you move closer to some objects, the edges aren't even beveled, they mostly use the power of texturing.
    just wanted to share this for people who are looking to make good game assets :)

  • @androthebot
    @androthebot 3 місяці тому

    But bevels in concave areas happen all the time in industrial design... so what's the right way to do them then?

  • @altwhisper6920
    @altwhisper6920 Рік тому +1

    In my humble opinion, the third example looks not so weird for me. A cylinder hole, that has reference in real tech designs.

  • @arr84.design
    @arr84.design 7 місяців тому

    Another usefull new tips , thank you Josh.

  • @lockpickingmen
    @lockpickingmen Рік тому

    It catches my attention that you are using an old version of Blender (3.4.1). Any particular reason?

  • @nullstate8117
    @nullstate8117 Рік тому

    very good I like