I so much prefer videos that don’t just say “do this” but say “do this because.” Like yours. Keep up the excellent work. There’s bazillions of us noobs out here that love you.
Less than 12 minutes of video, and I learned more than I did from a couple of years of occasional practice and frantic quick google searches. I'm horrible about finding time to practice, but I love learning the stuff. Well done.
Wow! This is one of the BEST introduction videos to hard surface modeling that I've ever watched. It's not perfect but it helps me understand the basics easier than other videos. Thank Josh.
I stumbled on this video by accident and I'm so glad I did. I've tried Blender and really would like to master hard modeling but so far I feel as dumb as a rock. Your free e-book and tutorial is much appreciated. Thanks!
Not a Blender user, but I would like to make an observation (not an attack). Blender users (& even worse in particular, Blender teachers) seem to have an unnatural hard on for booleans. From my standpoint as a Max abuser Booleans are most often more trouble than they're worth. 3D modelling entails a lot of troubleshooting, that's a given. But the great majority of the shooting done with booleans is annoying cleanup & retopologising for good edge flow. It just makes a huge mess that can most often be avoided by planning & knowing your other tools. But even when using booleans I rarely see any significant planning involved, it's all "Let's mash this into that", or "Poke a hole in that with this". For example the 2 sphere boolean mess shown here (as well as the need for a plugin to fix it) could have been easily avoided by using radial spheres rather than the sphericized cubes as demonstrated. Use the same # of segments, align the axes, & voila! Perfect, clean alignment of edge loops needing minimal (if any) cleanup. And with this alignment you also negate any need for the boolean at all, just chop off the unneeded bits & weld. A little planning & knowledge goes a long way. As for the shader bevels. I've never used them & have no strong feelings for them one way or another. But I am concerned about the exportability of them: If you make an object to export to another software, what are the chances these shaders will be retained? I regularly build props for use in different programs & inevitably the first thing that gets borked in translation is any kind of advanced shader. I guess that's fine if you plan to keep your work purely w/in blender, but is it a realistic approach if you plan on having any kind of pipeline?
If, by definition, a hard surface cannot be deformed, a car, for example, is also a hard surface. However, the curved lines and transitions cannot be achieved with booleans and bevels, or only with great difficulty. The sub-d or CAD workflow is better suited for this task. You use Hard Surface synonymously with bevel and boolean workflow, which can be confusing,
I agree. Only so much that can be discussed in one video. The goal is to share the gist of the workflow and to let people explore beyond it. Subd is great to get more “hybrid” meshes.
It gets nuanced, if you're building a car for a game where it will take damage and the verts will deform, its still deforming, but its a 'hard surface' object anyway. I would definite hard surface modeling as anything that is not 'organic' ie : things that are man made.
Hi, Technical Artist here. Hard surface in the games industry is defined as an object created as a direct result of human intervention. i.e. Hard Surface = Created by man Organic = Created by nature If you are wondering how this translates into making game objects, if the 3D object was created in the game world or can be reasonably replicated in real-life by man, it is a hard surface object. The same principles follow through, such as trees, branches, rocks, humans & monsters as such as organic and the rest is hardsurface. This should cover more or less every object in our known universe.
To be clear a lot of the techniques in this video are blender centric and wouldn't fly in the vfx/animation industry. The workflows are good for concept art.
Hi! I'm trying to inform myself a little here, what was a noticeable difference? And is there a channel that employs those methodologies more? Would it be through using maya/Cinema4d?
@@kenonerboy lol no. Just don't keep ngons and make sure shading is right. Quad topology is used in subd modeling and for proper animation of organic meshes like characters, animals etc.
This is true. For concept art and where the camera is far away - you can get away with a lot without clean quad topology. Artists who model for Marvel, ILM and the myriad of other boutique studios model clean quad topology in the pipeline. Look up 3d modeling jobs for example and the requirements - they will look at your wireframe. There's UA-cam then there's the real world.
Love the bevel artefact section. Simple explanation and solutions, but touches the nitty gritty parts to explain the errors with great supporting visualisation.
2:33 that "OXYL" logo was a surprise to me because I made the font used in it (it's called Proto LDR), and it's not like it's a popular typeface. But what I really wanted to say is that thanks to this video I discovered your channel and the absolute WEALTH of informative content about hardsurface modeling you provide to the community. Now, I use C4D as my main DCC, but proper topology and an overall creative process are universal concepts, and that's why you deserve another subscriber.
hey i have a question. i‘m coming from the field of architecture, but do cgi as a hobby, also some vizualization. one thing i never quite understood is why hard surface modelling is done in mesh based modeling tools, rather than CAD tools. Cad tools have practically infinite precision and the modelling aids and tools are so much more powerful than anything a mesh modeller can offer. A software like rhino will yield 100% accurate results, where in mesh based modeling you have to eyeball many of the dimensioning tasks. is it because of the surface topology that is needed for shading? or just because its not really known in the cg world? i always model anything hard surface in CAD and everything organic in Blender or 3ds
I got enough knowledge, that I am not relying on your content, but I still like to watch it. It is somehow relaxing and even if it doesn't show me new things, it can definately inspire me. Back in the day when starting to learn Blender, I purposefully started with very complex things: Characters and high level animation. Because I thought like, when I can do THAT, hard surface should be easy. And in my opinion, that turned out right. Stiff objects are very simple, even though geometry can turn out to be a bitch. But my advantage is, that I am not going for realism but for artistic styling and I do it for fun to create a 3D animated show, where I am not obligated to work with established standards. I just do it however I want.
For the exclusive purpose of 3D printing for miniatures, remember to ask yourself folks, will this bevel be noticeable at 28mm/32mm/75mm scale after two thin coats of paint have been applied? If the answer is no, don't bother with a bevel, if the answer is yes, do use a bevel. This is the key difference in hard surface modelling for 3D game assets and 3D printing assets, a lot of times you're going to be edge highlighting anyway so 'capturing light' isn't an issue. Also with 3D printing, Ngons are fine since the model will be converted into an STL and broken up into triangles anyway, once again you're not worried about everything being Quads for coversion into a Game Ready Asset. The key things your looking for in 3D modelling for printing are non-manifold edges and intersecting faces where one face is passing through another (so even your standard intersecting faces are largely fine).
Thanks for the tips. I don't do any printing at all nor have an interest in it so always good to know new info. Yes - printing everything should be Manifold (you can use 3D-Print Toolbox addon to check as well)
This video convinced me to stop trying anything with blender or any other creative program at all. I will never be able to do such stuff. Tried it and only failed. So i quit. Thanks! Have a nice day!
Success isn’t for everyone. If you’re willing to give up so easily then you will fall into the trap of the other 99%. This mindset is weak and leads to mediocrity. I know you’re better than this, my friend. I believe in you. But you don’t believe in yourself. Until you do, you’ll remain average at best. It’s the harsh truth you need you hear, and I won’t sugarcoat it. I studied masterxeon’s tutorials and devoured youtube tuts for 12-16 hours a day while building my business and getting a degree. Why can’t you, my friend? Work on your mindset then everything else will follow.
Great vid, though it's likely to create a bit of confusion for a beginner in regards to understanding what hard surface modeling is. What is being explained and showcased in the video is boolean modeling workflow, which is different than hard surface modeling in general which can be achieved through subd modeling and sculpting workflows as well, and which one you use depends entirely on what kind of project you're working on, so it's a bit misleading to imply that hard surface modeling = boolean workflow even when it comes to just blender.
Subd is really more useful for organics anyway. I was always scared off from using booleans because of tuts telling me not to use them so I could subd, but I've recently learned to embrace the ngon life
Thanks for the video. Is there a video that explains when I should use a weighted normal modifier and when I should use harden normals and what's the difference between the two?
So they main difference is that harden normals will actually apply sharp markings. If you apply the bevel you’ll notice sharps will be added at the ends of the bevel, which kind of “forces” the shading in a way. Weighted normal doesn’t do this and looks cleaner - it’s generally more procedural. Now there are situations where one may work better than the other. Usually if one looks like shit I’ll swap to the other. I generally start with Harden Normal, then use WN if needed for cleaner shading and more control. You can actually tick on “Face Influence” on your weighted normal modifier and as well that option in your bevel modifier, and set the weight to 100 for better results. Short answer: play with them till it looks good
Hello. I purchased your Drone and Mech hard surface (game asset bundle) courses and I would like to know with one should I start with. I also got the Hard Ops / Boxcutter Ultimate Bundle with the decal Machine. I am not new to Blender (I do lots of shading and texturing), but I am very basic in modeling. Love BlenderBros work. Thanks in advance.
Hi, Josh! Thanks for this insightful video..! I was wondering if you could tell which Font Family/ies you use in these videos, looks awesome and I'd love to obtain those for myself, too! Cheers for all you do and have a great one..! 🤗
Do either you or Ryu ever try any of the other hard surface tools like Fluent or Grid Modeler? Wondering if they have fallen short somehow or if you guys are just so comfortable with Box Cutter/Hard Ops, etc. that it just doesn't make sense to fiddle around with them at all. Thanks for the feedback.
Hard Ops/Boxcutter are all we have used, plus the addon is extremely developed and robust, no need for us to try other tools that accomplish the same thing. I’d always suggest Hard Ops and Boxcutter simply because that’s what we prefer.
Man, i just completed your Scifi weapon and crate course. Achieved great knowledge on Hard surface modelling, I even created and sold game assets for an Indie blockchain game studio. I am planning to get the Ultimate bundle of Blender Bros soon. Btw do your mech courses contain rigging tutorials? Or it is just for static purposes! I mean it would be great if one can make a fully rigged Mech Guy usable in movies and games..
We don’t do rigging because it isn’t our area of expertise, but I believe Creative Shrimp has a really good rigging course you could pick up. And thanks for the support!
Once the Blender gets the improved bevel geometry node, all these problems with overlapping features causing artefacts are hopefully history: Progress on a new Bevel Geometry Node ua-cam.com/video/16dpUQ57Xv8/v-deo.html
I enjoyed the video a lot, but as an asset supervisor for a VFX studio I think you missed a key tenant, and thats topology. Those artifacts you are getting could easily be avoided if the topology around said bevel was modeled correctly. For prototyping or ideation...sure, throw a shit ton of ngons out there, but if you want a studio to take your models seriously and are claiming "this is hard surface modeling" you are going to need proper edgeflow (even on hard surface). Subdiv is your friend (even on hard surface) and thats not going to work correctly if you are cutting corners. Most people are doing this for fun so who cares if there are ngons everywhere, but teaching those who want to pursue this professionally should strive for what the industry wants, even at the cost of speed. No hate at all, keep up the good work.
When I’ve done work aimed at a VFX pipeline I use a completely diff workflow. But this I do concept art, so this is how I prefer to work. Generally I’d retopologize depending on the end needs for a client.
I'm looking at your hard surface PDF right now and have spotted a major mistake you made! On page 18 in the PDF or 17 in the book, Booleans, you state "Booleans simply allow us to cut into objects based off another object". This is wrong because it suggests booleans only cut but they also add to objects using the union method as you show on the next page.
1-Updated, bot can you fix bevel artifacts on the object "cube1"--- Ofcourse, you can copy this code and paste on view3d panel. 2- Updated, bot can you give me souls like level scene with one thousand diferent objects at maximum 2000 poly...--- Ofcourse this project file for scene 3- Updated, bot can you give me my job again?
Great content, but little note for your editing or for my ears is that background music is bit too punchy and fighting with your voicing.... maybe just me
loved most of the video, but paid solutions aren't a solution! it's understandable for add-ons to be paid if they make workflows significantly faster, but i'll always be of the opinion that if a solution in Blender is paid, it's not a valid one for end users and their personal use of the software.
Well feel free to keep using the default tools. One day you will understand the value of time. Without these tools being paid they wouldn’t exist in the first place.
@@JoshGambrell don't get me wrong, the tools being paid is fine, and I understand how valuable time is. But no matter just how valuable time is, to some people, paid plugins just aren't a viable option, or at the very least not one in reach at that time, making paid plugins not a viable solution. To re-iterate my point: I loved most of the video, but I personally think that when presenting something as a solution, therefore a way to solve a problem, it should be accessible to as many interested users as possible. And then it's cool to show off the bigger guns such as MeshMachine and BoxCutter, huge timesavers.
Lol watched your channel back then when there only like 10k subs. Ask for rate and tips for my model, never reply :) thanks bro stopped playing with 3D since then, back to 2D instead. Gonna try 3D again maybe this year
It’s kind of strange to me that you are promoting boolean workflow so passionately. I know it’s pure blenderism, but I come from C4D and what boolean to you is subdiv to me. The problem with booleans is not ngon. It’s that boolean advocates never learn to think in edge loops and clean topology. The rendered model may look good and it may be sufficient for concept art, but when it comes to deforming and animation…
I disagree completely. Using booleans is exactly what taught me to understand topology by dealing with the issues such as bad shading, artifacts, retopo etc. I’d argue I learned MORE using booleans to assist my subd workflow than I did learning traditional subd quad modeling techniques. But to each their own. What may be your problem isn’t mine, and vice versa.
I so much prefer videos that don’t just say “do this” but say “do this because.” Like yours. Keep up the excellent work. There’s bazillions of us noobs out here that love you.
Thanks Russ, certainly will!
Jeez, I learned WAY more from that and needed more of it than I thought I would. So glad I watched this one.
Boom!
Less than 12 minutes of video, and I learned more than I did from a couple of years of occasional practice and frantic quick google searches.
I'm horrible about finding time to practice, but I love learning the stuff. Well done.
Wow! This is one of the BEST introduction videos to hard surface modeling that I've ever watched. It's not perfect but it helps me understand the basics easier than other videos. Thank Josh.
I stumbled on this video by accident and I'm so glad I did. I've tried Blender and really would like to master hard modeling but so far I feel as dumb as a rock. Your free e-book and tutorial is much appreciated. Thanks!
You’re my favorite channel for everything modeling related. Keep it up!
THANC YOU FOR VIDEO/PERFECT COURS JOSH
Not a Blender user, but I would like to make an observation (not an attack).
Blender users (& even worse in particular, Blender teachers) seem to have an unnatural hard on for booleans. From my standpoint as a Max abuser Booleans are most often more trouble than they're worth. 3D modelling entails a lot of troubleshooting, that's a given. But the great majority of the shooting done with booleans is annoying cleanup & retopologising for good edge flow. It just makes a huge mess that can most often be avoided by planning & knowing your other tools. But even when using booleans I rarely see any significant planning involved, it's all "Let's mash this into that", or "Poke a hole in that with this". For example the 2 sphere boolean mess shown here (as well as the need for a plugin to fix it) could have been easily avoided by using radial spheres rather than the sphericized cubes as demonstrated. Use the same # of segments, align the axes, & voila! Perfect, clean alignment of edge loops needing minimal (if any) cleanup. And with this alignment you also negate any need for the boolean at all, just chop off the unneeded bits & weld. A little planning & knowledge goes a long way.
As for the shader bevels. I've never used them & have no strong feelings for them one way or another. But I am concerned about the exportability of them: If you make an object to export to another software, what are the chances these shaders will be retained? I regularly build props for use in different programs & inevitably the first thing that gets borked in translation is any kind of advanced shader. I guess that's fine if you plan to keep your work purely w/in blender, but is it a realistic approach if you plan on having any kind of pipeline?
Coming from parametric modeling world - this explained WHY topology matters in a way that makes sense. - thank you
I learned about fillets/chamfers in CAD, such a good class to take.
nothing feel more satisfy than finish a challenging model
Hard surface modeling is literally the best side of modeling
Absolutely!
This is fact right there!
If, by definition, a hard surface cannot be deformed, a car, for example, is also a hard surface.
However, the curved lines and transitions cannot be achieved with booleans and bevels, or only with great difficulty.
The sub-d or CAD workflow is better suited for this task.
You use Hard Surface synonymously with bevel and boolean workflow, which can be confusing,
I agree. Only so much that can be discussed in one video. The goal is to share the gist of the workflow and to let people explore beyond it. Subd is great to get more “hybrid” meshes.
It gets nuanced, if you're building a car for a game where it will take damage and the verts will deform, its still deforming, but its a 'hard surface' object anyway. I would definite hard surface modeling as anything that is not 'organic' ie : things that are man made.
@@AlexTsekot There are different definitions of what hard surface is.
Clothing, for example, is also man made and is not a hard surface.
@@wolfbaer75 Sure there is always some crowbar separation, but you can't say that 'hard surface' objects cannot be deformed, its not so simple :)
Hi, Technical Artist here.
Hard surface in the games industry is defined as an object created as a direct result of human intervention. i.e.
Hard Surface = Created by man
Organic = Created by nature
If you are wondering how this translates into making game objects, if the 3D object was created in the game world or can be reasonably replicated in real-life by man, it is a hard surface object. The same principles follow through, such as trees, branches, rocks, humans & monsters as such as organic and the rest is hardsurface.
This should cover more or less every object in our known universe.
To be clear a lot of the techniques in this video are blender centric and wouldn't fly in the vfx/animation industry. The workflows are good for concept art.
I agree, vfx pipeline would require a different approach. Anything beyond that is generally acceptable.
Hi! I'm trying to inform myself a little here, what was a noticeable difference? And is there a channel that employs those methodologies more? Would it be through using maya/Cinema4d?
@@c3ramics op worded it wrong. Theres nothing wrong with blender, you just have to make sure to build clean, quad topology. So yes no booleans
@@kenonerboy lol no. Just don't keep ngons and make sure shading is right. Quad topology is used in subd modeling and for proper animation of organic meshes like characters, animals etc.
This is true. For concept art and where the camera is far away - you can get away with a lot without clean quad topology. Artists who model for Marvel, ILM and the myriad of other boutique studios model clean quad topology in the pipeline. Look up 3d modeling jobs for example and the requirements - they will look at your wireframe. There's UA-cam then there's the real world.
Love the bevel artefact section. Simple explanation and solutions, but touches the nitty gritty parts to explain the errors with great supporting visualisation.
Well done as always Josh. Good explanations and tips. I really like the stuff you and Ryuu have been doing. Keep up the great work brother!
Thank you bro! 🙏
2:33 that "OXYL" logo was a surprise to me because I made the font used in it (it's called Proto LDR), and it's not like it's a popular typeface.
But what I really wanted to say is that thanks to this video I discovered your channel and the absolute WEALTH of informative content about hardsurface modeling you provide to the community. Now, I use C4D as my main DCC, but proper topology and an overall creative process are universal concepts, and that's why you deserve another subscriber.
Thanks bro, really love the font! I didn’t make the decals but I’ll pass it on to Ryuu who did :)
What i understand from this video, this is a journey and all.We all have to is enjoy the journey and not to rush, to reach the end.
hey i have a question. i‘m coming from the field of architecture, but do cgi as a hobby, also some vizualization.
one thing i never quite understood is why hard surface modelling is done in mesh based modeling tools, rather than CAD tools. Cad tools have practically infinite precision and the modelling aids and tools are so much more powerful than anything a mesh modeller can offer. A software like rhino will yield 100% accurate results, where in mesh based modeling you have to eyeball many of the dimensioning tasks.
is it because of the surface topology that is needed for shading? or just because its not really known in the cg world? i always model anything hard surface in CAD and everything organic in Blender or 3ds
U made me obsessed with hard surface modeling man 🥹
I love the distinction of people and human beings not being one thing in the examples. W for alien inclusivity.
I use Cinema4D and Maya but this video still says a lot, definitely going to link this to people who want's to get into hard surface modeling
I got enough knowledge, that I am not relying on your content, but I still like to watch it. It is somehow relaxing and even if it doesn't show me new things, it can definately inspire me.
Back in the day when starting to learn Blender, I purposefully started with very complex things: Characters and high level animation. Because I thought like, when I can do THAT, hard surface should be easy. And in my opinion, that turned out right. Stiff objects are very simple, even though geometry can turn out to be a bitch. But my advantage is, that I am not going for realism but for artistic styling and I do it for fun to create a 3D animated show, where I am not obligated to work with established standards. I just do it however I want.
this is the first time to watch your video explanations, quite good for me. it's great to understannd well. I am now follow your account!!! THX a lot!
This was surprisingly good, i did not expect such a straightforward explaination without fuzz. Sub deserved!
Can't wait to get a laptop to try this stuff out
I learned so much from this video alone.
This is what i need. Thank you Josh :)
For the exclusive purpose of 3D printing for miniatures, remember to ask yourself folks, will this bevel be noticeable at 28mm/32mm/75mm scale after two thin coats of paint have been applied? If the answer is no, don't bother with a bevel, if the answer is yes, do use a bevel. This is the key difference in hard surface modelling for 3D game assets and 3D printing assets, a lot of times you're going to be edge highlighting anyway so 'capturing light' isn't an issue.
Also with 3D printing, Ngons are fine since the model will be converted into an STL and broken up into triangles anyway, once again you're not worried about everything being Quads for coversion into a Game Ready Asset.
The key things your looking for in 3D modelling for printing are non-manifold edges and intersecting faces where one face is passing through another (so even your standard intersecting faces are largely fine).
Thanks for the tips. I don't do any printing at all nor have an interest in it so always good to know new info. Yes - printing everything should be Manifold (you can use 3D-Print Toolbox addon to check as well)
Wonderful Josh. So much packed in this small video.
Can you make a video for hard surface like a mecha for video game, but cleaning the topology? Making quads?
Hard surface is when you can get cut or bruised from contact with it, so be careful while modeling!
nice vid production Josh! Hard Surfaces for life
weighted normal feel like making same effect as applying mark sharp by edge... apart the fact that it is applied automatically .. am i right ?
This video convinced me to stop trying anything with blender or any other creative program at all.
I will never be able to do such stuff.
Tried it and only failed.
So i quit.
Thanks!
Have a nice day!
Success isn’t for everyone. If you’re willing to give up so easily then you will fall into the trap of the other 99%. This mindset is weak and leads to mediocrity. I know you’re better than this, my friend. I believe in you. But you don’t believe in yourself. Until you do, you’ll remain average at best. It’s the harsh truth you need you hear, and I won’t sugarcoat it. I studied masterxeon’s tutorials and devoured youtube tuts for 12-16 hours a day while building my business and getting a degree. Why can’t you, my friend? Work on your mindset then everything else will follow.
how do you use chamfer in blender?
Wtf, is the first vd from this channel that i watch, and I need to subscribe, awsome.
Thanks for clearing that up! Very straightforward.
thanks josh, i started using blender in hard surface modeling thanks to your videos, keep it up🔥
I like that you're trying to help people understand the tech, but the title could be much better.
"Concepts Of Hard Surface Modelling"
Great vid, though it's likely to create a bit of confusion for a beginner in regards to understanding what hard surface modeling is.
What is being explained and showcased in the video is boolean modeling workflow, which is different than hard surface modeling in general which can be achieved through subd modeling and sculpting workflows as well, and which one you use depends entirely on what kind of project you're working on, so it's a bit misleading to imply that hard surface modeling = boolean workflow even when it comes to just blender.
New subscriber here can't wait to learn your hard surface series!!!!!!💪 Thank you.
the most important thing in hard surface modelling for me is both bevel and shading.
hey josh any chance you could reupload that tutorial on that sci fi door...i completely understand for whatever reason(s) however
understand if you can't *
The Game Asset Workflow video rocks :)
Subd is really more useful for organics anyway. I was always scared off from using booleans because of tuts telling me not to use them so I could subd, but I've recently learned to embrace the ngon life
Thank you bro
Nice video!
Thank you for this wonderful video I appreciate your work
Bevel. Ok. Wait, let me repeat. Bevel. Got it! Thank you.
absolute legend
Thanks for the video. Is there a video that explains when I should use a weighted normal modifier and when I should use harden normals and what's the difference between the two?
So they main difference is that harden normals will actually apply sharp markings. If you apply the bevel you’ll notice sharps will be added at the ends of the bevel, which kind of “forces” the shading in a way. Weighted normal doesn’t do this and looks cleaner - it’s generally more procedural. Now there are situations where one may work better than the other. Usually if one looks like shit I’ll swap to the other. I generally start with Harden Normal, then use WN if needed for cleaner shading and more control. You can actually tick on “Face Influence” on your weighted normal modifier and as well that option in your bevel modifier, and set the weight to 100 for better results. Short answer: play with them till it looks good
@@JoshGambrell Thanks for the quick answer.
Can't you just remesh after you're finished working with booleans to get rid of all the ngons?
great info here
thanks a lt its is very useful to me
Hello. I purchased your Drone and Mech hard surface (game asset bundle) courses and I would like to know with one should I start with.
I also got the Hard Ops / Boxcutter Ultimate Bundle with the decal Machine.
I am not new to Blender (I do lots of shading and texturing), but I am very basic in modeling.
Love BlenderBros work.
Thanks in advance.
Start with the Drone to learn modeling fundamentals, then go Mech.
Cool! Very nice improvements to how you edit video!
Thanks! Hope you guys like this style since I’d like to mix it with tutorials
@@JoshGambrell Yes definitely!
thanks you for this!
Hi, Josh! Thanks for this insightful video..! I was wondering if you could tell which Font Family/ies you use in these videos, looks awesome and I'd love to obtain those for myself, too! Cheers for all you do and have a great one..! 🤗
Conthrax & montserrat
@@JoshGambrell Many thanks, Josh! :)
Those 2 spheres were gonna make me act up
Do either you or Ryu ever try any of the other hard surface tools like Fluent or Grid Modeler? Wondering if they have fallen short somehow or if you guys are just so comfortable with Box Cutter/Hard Ops, etc. that it just doesn't make sense to fiddle around with them at all. Thanks for the feedback.
Hard Ops/Boxcutter are all we have used, plus the addon is extremely developed and robust, no need for us to try other tools that accomplish the same thing. I’d always suggest Hard Ops and Boxcutter simply because that’s what we prefer.
Much appreciated!
FROM ALGERIE
Great video Josh :)
just wanted to tell you the 's' sounds are very harsh through your mic input. its an easy fix, just cut some frequencies around 6khz :)
Man, i just completed your Scifi weapon and crate course. Achieved great knowledge on Hard surface modelling, I even created and sold game assets for an Indie blockchain game studio. I am planning to get the Ultimate bundle of Blender Bros soon. Btw do your mech courses contain rigging tutorials? Or it is just for static purposes! I mean it would be great if one can make a fully rigged Mech Guy usable in movies and games..
We don’t do rigging because it isn’t our area of expertise, but I believe Creative Shrimp has a really good rigging course you could pick up. And thanks for the support!
Thank u!
Knowledge!
It's a hard surface modeling job, but someone has to get it done.
well played
Thank you 😂
The S sounds from your microphone are a bit harsh. Good video though!
Once the Blender gets the improved bevel geometry node, all these problems with overlapping features causing artefacts are hopefully history:
Progress on a new Bevel Geometry Node
ua-cam.com/video/16dpUQ57Xv8/v-deo.html
Yeah I had a chat with Howard at Blender Conference. Really cool guy and a genius at this stuff.
I enjoyed the video a lot, but as an asset supervisor for a VFX studio I think you missed a key tenant, and thats topology. Those artifacts you are getting could easily be avoided if the topology around said bevel was modeled correctly. For prototyping or ideation...sure, throw a shit ton of ngons out there, but if you want a studio to take your models seriously and are claiming "this is hard surface modeling" you are going to need proper edgeflow (even on hard surface). Subdiv is your friend (even on hard surface) and thats not going to work correctly if you are cutting corners. Most people are doing this for fun so who cares if there are ngons everywhere, but teaching those who want to pursue this professionally should strive for what the industry wants, even at the cost of speed. No hate at all, keep up the good work.
When I’ve done work aimed at a VFX pipeline I use a completely diff workflow. But this I do concept art, so this is how I prefer to work. Generally I’d retopologize depending on the end needs for a client.
Steel ball. Hard surface organic shape?
We need the bevel shader node for Eevee :(
This is why CAD exists.
Someone should come up with easy surface modeling for plebs like me.
You explained what a bevel is but not a boolean in modeling.
I'm looking at your hard surface PDF right now and have spotted a major mistake you made!
On page 18 in the PDF or 17 in the book, Booleans, you state "Booleans simply allow us to cut into objects based off another object". This is wrong because it suggests booleans only cut but they also add to objects using the union method as you show on the next page.
1-Updated, bot can you fix bevel artifacts on the object "cube1"--- Ofcourse, you can copy this code and paste on view3d panel. 2- Updated, bot can you give me souls like level scene with one thousand diferent objects at maximum 2000 poly...--- Ofcourse this project file for scene 3- Updated, bot can you give me my job again?
No clue what you’re on about
Any community members that can vouch for using this Boolean, ngon, triangulate method for game assets?
Great content, but little note for your editing or for my ears is that background music is bit too punchy and fighting with your voicing.... maybe just me
Yes.
Epic
Thanks, like and abo is out!
No, this is Patrick!
Took me a moment to realize he would not explain what a bevel is and that I probably need to learn another new english vocable.
came thinking that unified texture meshing was happening:/
aspiring hard surface modellers should learn CAD... f360, plasticity...
Cool
You, i like you.
loved most of the video, but paid solutions aren't a solution! it's understandable for add-ons to be paid if they make workflows significantly faster, but i'll always be of the opinion that if a solution in Blender is paid, it's not a valid one for end users and their personal use of the software.
Well feel free to keep using the default tools. One day you will understand the value of time. Without these tools being paid they wouldn’t exist in the first place.
@@JoshGambrell don't get me wrong, the tools being paid is fine, and I understand how valuable time is. But no matter just how valuable time is, to some people, paid plugins just aren't a viable option, or at the very least not one in reach at that time, making paid plugins not a viable solution.
To re-iterate my point: I loved most of the video, but I personally think that when presenting something as a solution, therefore a way to solve a problem, it should be accessible to as many interested users as possible. And then it's cool to show off the bigger guns such as MeshMachine and BoxCutter, huge timesavers.
Hard surface modelling? Use fusion 360.
Lol watched your channel back then when there only like 10k subs. Ask for rate and tips for my model, never reply :) thanks bro stopped playing with 3D since then, back to 2D instead. Gonna try 3D again maybe this year
fillet is pronounced “fill-ay”
There some absolutely unintuitive and _undocumented_ things you need to know to do hard surface modeling. "Practice" can't possibly be the answer.
Right, I’d suggest not practicing at all, that will bring you the best results by far.
Great info but I find it annoying when videos randomly cut to the narrator.
Hey AI will fill your position soon so don't be so proud.
It’s kind of strange to me that you are promoting boolean workflow so passionately. I know it’s pure blenderism, but I come from C4D and what boolean to you is subdiv to me. The problem with booleans is not ngon. It’s that boolean advocates never learn to think in edge loops and clean topology. The rendered model may look good and it may be sufficient for concept art, but when it comes to deforming and animation…
I disagree completely. Using booleans is exactly what taught me to understand topology by dealing with the issues such as bad shading, artifacts, retopo etc. I’d argue I learned MORE using booleans to assist my subd workflow than I did learning traditional subd quad modeling techniques. But to each their own. What may be your problem isn’t mine, and vice versa.