Modeling a Sword from Concept Art in Blender 2.8 [MEGA TUTORIAL]
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- Опубліковано 17 кві 2024
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In this video, I'll show you the basic steps in how to model a basic stylized sword using concept art in Blender 2.8. I'll go over my workflow, tips and tricks, common issues and much more!
This first section will cover creating the low poly and high poly models.
Right off the bat, I'll demonstrate my methods of creating the first basic starting shapes and how to break down complex shapes into more manageable pieces.
As I work through all the various pieces of the sword, I'll be showing my though process and fixing my mistakes to demonstrate how to solve common problems you will face as you're creating your models.
After the low poly is complete, we move onto the high poly. I'll show you how to properly prepare the model for high-poly, how to use subdivision and bevels to refine and give your model that extra 'pop' needed to take your modeling to the next level.
Grab the Concept art here on my site:
stylizedstation.com/gallery/m...
Concept Art by Max Davenport.
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😅r
"break it down into small manageable chunks"
3 hour video
he meant the sword, not the video.
Honestly making a full model in 3 hours is an impresive feat in itself with how much he did
the think i like the most of this video is the short cuts to do the things in the bottom left corner
Thank you so much! Perfectly explained tutorial, managed to finish my very first 3D project! Yeaaah!
Great job!
Great tutorial!
2 tips:
1. Pressing f on an edge that has edges on both sides of it creates a face between all of the edges for you, so at the 26:38 you could just hold down F and it would automatically fill in the faces.
2. The 'mirror' modifier is essentially symmetrize but it constantly updates so you don't have to make changes on both sides.
You might've already learned this in the 3 years since this was posted, but just In case
2:34:52 [Make sure to select all] Mesh > Clean-Up > Merge doubles/Remove doubles
2:35:13 [Make sure to select all] Mesh > Normals > Recalculate Outside
2:37:36 How to properly fix N-gons (Example #1) [Make turn to turn on “Snap” (the magnet) and set it to “Edge”]
2:45:33 How to properly fix N-gons (Example #2)
2:51:45 [Step-by-step procedure on “smoothing” and “perfecting” mesh] Mesh > Shading > Smooth Faces [If too dramatic, add “Edge Split”]
Thanks!
Ah crap, I sat on the toilet for 3 hours
I really like the long format for this kind of tutorials, but, where is the UV Unwrapping and texturing in substance you talked about? Great job btw!
Great suggestion!
Thanks! Was exactly the type of video i was looking for. Helped me better understand thought process behind everything. 🤙
I paused as you went along and did the steps myself and that helped a TON.
Always wanted to make a cool sword like this; thanks a lot for this tutorial. It gave me a great idea on how to set up and organize my work flow.
Thanks luffy
I absolutely love your video my guy, this is amazing. I do blender also and its amazing to watch another person with a different style work. Your also amazing at this Props to you my guy.
feels so good having the boxcutter addon
Omfg it's 2 AM , I don't know what's going on here but I wanna to watch the whole process)))))
in my simple opinion the thing that makes this modeling tricky is because you use a lot of object for each pieces when you can use a single object for these pieces , then you can add more object in EDIT mode but when you go back to OBJECT MODE they still one piece I think you know what I mean , at least that's the best tuto I've ever seen before I learn more things that makes me improve my skills in modeling THANK YOU SIR
Just a quick tip: After smooth shading you add the edge split modifier and then the sub surf. The edge split mod stops working after you add the sub surf, so there is no point in adding it.
Notice how he purposely avoided your question. There's a special place in hell for your kind. Just kidding, good point.
finally my sword complete today.. thanks you man
please upload video for texturing in substance painter... I can't wait to give texture to this beautiful sword
good work m8, learned a lot from this video, thank you :D
Great tutorial, thank you
I've seen this sword so much finding art for dnd weapons. Sitting in my item spreadsheet waiting to be earned.
FYI, when selecting a line of vertices, instead of clicking on every single one of them or C selecting them, select the first one, then ctrl + select the last one and Blender will automatically select all the vertices in between as well. Works on edges and faces as well.
Good tip
I think by now after 3 years you already know two things:
1 - F2 add-on rocks.
2 - The Mean Crease is the recommended method for sharp edges in replacement of the close loop cuts.
But this is a very good mega tutorial, I will follow along very soon!
tons of thanks
Wow Thanks You Helped Me Learn How To Make Models :)
OH
MY
GOD!
I can't wait to start with this tutorial. Thanks a lot man!!
Anytime! More coming :)
this is incredible...
Thanks!
amazing amazing amazing
Is there an advantage over using symmetrize over the mirror modifier?
Man this new Final Fantasy is really involved.
Haha well this is a fun surprise! Great tutorial :) Thanks for using my design :P
Still working as of today, ty!
Man... some tips
Enable Native Addon named F2. Provided you have 4 vertices to fill in a row you just need to select the first edge and keep pressing F to close the loop..
Numpad Divide key "/" will make it go to something called Local View, which isolates the selected objects. It works as a toggle so you don't need to Select, Ctrl+I and H. Also it just unhides what was visible before and not everything which is pretty convinient.
Bevel modifier set to Weight it's an interesting way of sharpenning edges, select the edge, set the Edge Bevel Weight to 1. Use it before the Subsurf (actually sometimes you don't even need to subsurf specially with models with a lot of flat surfaces), this way you don't need to manually add the holding edge loops.
After bevel and subsurf(or not) think you should not use Edge Split modifier as it may bring you some unwanted sharp edges(actually split), that's why the bevel wasn't working good I believe.
Alternativelly to the Edge Split you can use Auto-Smooth which does pretty much the same but not spliting the edges.... but still don't think it's very useful for the HP model.
There is a way to select most of the sharp edges of a model while in Edge select in Edit mode, go Select> Select Sharp Edges, there is an angle slider. Then you can set the bevel weight, sharp or seam.
I'm just trying to help ;)
Dude thank you so much for all of the tips, had no idea about the "/" shortcut. I'll keep all of these in mind for the next video!
@@StylizedStation You're welcome :)
Blender is full of tips and tricks... Most of them not too obvious.
Thanks for video will be very helpful keep up a good work, do you have some tips for begginers
Break everything down into small pieces to make it easier :)
From what I learned from the dvds is there's probably a easier way of doing it. However I would probably have made it in a similar way to how you did because it would be easier for me to understand instead of learning the easier way. But you do you.
bro really said "fru-stra-tion getting bigger, bang bang bang, pull my devil trigger"
Quick question: Wouldn't it be much easier and faster to use the mirror modifier instead of always using symmetrize? Loving the tutorial so far :)
bro right i was watching this and was like WHY ARE YOU DOING IT LIKE THAT?? lolz i know everyone has their process but man, i come from a maya background and doing it like that is easier in maya then here but still id use the mirror modifier instead
@@zack48708 I started with the symmetrize workflow but then got fed up and changed all the meshes to mirror :)
3:31:00 nice screamer for the ones who fell asleep lol
How did you get the background image to rotate with viewport? I can assign a background but when i rotate as you have it vanishes
I'm listening to this while I'm playing Splatoon
Question ❓ When in X-Ray mode, how is it that your mesh has some sort of grid like pattern on it? Or maybe I'm just seeing it from a different angle or not getting something. And I'm not talking about the actual grid in the viewport. Again maybe it's just because I'm watching this through my cell phone so I'm not getting the best image.
give this man 1m likes
Ernie would like this
only one hour in and already learn a lot about modelling something out of concept art. I wonder why this only has 70k view. Ah yea probably becauses its 3 hours long. Some people really think that you can learn stuff without putting time and effort into it
Hi, very nice to follow along. Just one question: If you move a vertex onto anotherone with the snapping, wont you have two vertecies on the same location? wont this cause problems when creating the faces and later when detail adjusting the edges or faces? I often have multiple vertecies on one locatioan by mistake and then if i mark and grab something it always messes up the mesh because i did not actaully want to have more than one vertex on this location. Or do you have to "collapse" them into one vertex? Or does blender actually do this automatically?
Im having this problem as well. Idk if there's an addon that im not aware of or something. What I just do instead, is I just extrude the vertex for example, then while it's selected, click the other vertex I wanna snap on to, then press M to merge. You will want to select Last as that is the vertex you wanted to connect to.
Idk if my comment will still be relevant to you and I started blender about a week ago. Im sure you had a workaround for this somehow haha.
There's a button up in the top right corner by the modes that looks like two vertices with a curve connecting them, that's auto merge, it will automatically merge any vertices placed on one another
Do you think this could work for gun replicas too? I really want to try and model a shotgun for 3d printing
Can you post the reference image too ?
Random question that I always want to know, how do you get the thing that says what you're doing on the bottom left? an add-on?
yep :) github.com/nutti/Screencast-Keys
I didn't know I could do this in blender (still a big noob). I'm hoping to eventually be able to recreate and model weapons from my favorite video games and this looks like it really helps. Do I just open an image file into blender or do I need some extra steps?
This is like 1% of blender, you can do modeling(props), modeling(enviroment) animations, rigging, vfx, etc
You just need a reference image for start working on a new project. For example, for me its easier to "draw" the vertices and later make them to faces
U can isolate object by pressing "/" on numpad, instead of clicking and hidding all others. :)
And of the top u can change to Local Transformation. It will help u to change sizes (Z, Y, X) without "funny" things xD
Thanks for the tips :)
@@StylizedStation when u release next part?
Hi! Thanks a lot for the tutorial, it's awesome!
I'm facing a problem right now though. I'm stuck at creating the circle. First it doesn't appear like you, right where it should be, I have go look for it in whatever place and when I finally manage to put right where I want, I can't extrude like you. I checked your screen, I'm in edit mode, it's a mesh circle, press E and then it extrudes along Z. And I really can't figure out why.
Could someone help me please? Thanks a lot!
Press extrude, and then right click to release the extrude. Then Press 'G', and you should be able to move around the extruded piece freely :)
@@StylizedStation Thanks a lot for your reply. I tried your method unfortunately it didn't work for me but I managed to find the solution.
I just to press E and then S and it worked.
Thanks anyway!
I also made a buster sword .
how do u make it so that the mesh are transparant
Thanks for the video! i have a question thought, at 14:12, why dont you just extrude it all the way down? what do you need this additional points for?
To align with the rest of the geometry so you can keep a quad geometry
@@chrheca Why is it important?
@@evgenios2600 a face always needs to have 4 corners
Reminds me of Noctis's engine blade sword thing idk.
When I did that symmetry tool, both mesh were too far apart know a way where I could get them closer
The origin point of the object needs to be in the center :)
Bro i fell asleep in front of my tv and when i woke up this was playing
link to the reference image? I jsut keep searching "futuristic sword" and can't find it ;-;
excuse me sir can i ask what do you mean by tweak_L? pls reply asap
You need to start using knife tool... Or at least F2 addon (which is activated by default already).
And creases, and mark sharp. You are wasting polygons. Also, bevel modifier can replace subdivide for smoothing edges, and it can be limited by angle and edge marking.
Easiest way to do symmetry is scale over an axis in negative direction
This is oddly satisfying to watch, it’s kinda asmr-ish lmao
I have a question, how come i can't extrude the circle in version 2.82? it would be helpful if you could answer it. cheer!!
U just have to extrude -> right click and size it (for blender 2.82 )
fyi, if you spam the F key with two vertices selected, Blender will automatically create the quad for you.
Didn't know that. Thanks for the tip.
Yeah I cant symmetrize when I get to the heat core thing
Ur video was nice can u give ref image sir please
I thought it was really cool, it looks a lot like a Noctis sword from Final Fantasy XV
How would you add textures to this?
Perhaps the next video?
Can someone help me to understand how the patreon support you?
how do you manage uv maps for these projects? seems like a nightmare to me
I learnt that every hard edge need to be a uv cut. So its easier to understand :D
When I did the symmetrize it got rid of the middle indent for me
Makes me wish for a cyberpunk Monster Hunter-type game
wanting to do my own ambient soft and am having an issue finding a soft witNice tutorialn the program wNice tutorialch works for the MAIN soft I'm
Where is the video for the textures?
why we must make a low poly model and a high poly model at the same project im new at this i hope you answer my question.
10 months later but its just to make normals maps for games optimization lol
How do you do the loop cut?
CTRL + R :)
@@StylizedStation thanks
Looks like legendary m13
cool video i like it... but im seeing a distinct lack of pressing x y or z when you move stuff and makes my perfectionist self mad lol
3:00:00
What I wanna know is do I have to be good at art? Like could i model a decent weapon or a decent anime character without drawing
Great question. Art fundamentals are ALWAYS important, but you can definitely get great at 3D art without having to learn the fundamentals. A lot of my modeling is based off of concept art anyway, so I barely have to flex my art skills.
Stylized Station ok that’s good cause I can’t draw but I think I could model something simple and work up from there thanks you have been a huge help!
I really thought this was the sword that came in the valorant new bundle
second part pls
Sure :)
51:18
Personnaly i make this creased line into normals
part 2 : 3d printing it out
11:05 it get an error saying could not create merged face. Can anyone help please?
Just had the same issue, after I filled in the face above it with F, it worked.
I have a problem on making a face on 4 vertices. It is not working. The first time I tried only 3 vertices become a face. The next time I tried, it had error on it. Today nothing is happening. crazzy. btw I'm new in blender. thanks for your response.
another thing, how do you put the image under the grid. mine is on top.
shoot me an email with an image or video of the problem and I'll try to help! stylizedstation@gmail.com
Just in case you haven't found what's wrong with that yet, usually, what I find causes this is that for some reason you have two vertices overlapping each other. So after you select the 4 vertices you want to make a face out of, check at the status bar at the bottom of blender and see how many vertices you have really selected.If it says more than 4 you can press ctrl+m and merge by distance.
3:33:53 you can use Bevel
Omg i search a design for making a steampunk sword and actually a can take this sword and modify them for meking more look steampunk
Yo is Scarlet Quinn from Devil May Cry 4 Reference?
that sword looks like Qrow Brawens sword from RWBY called Harbringer
know this is old but why are you selecting 4 vertices like that why not just select the edge and repeatedly f to fill
oh my god video compression made this unwatchable, the transparent mode looked all pixelated and was like melting. I am going to find a way to fix this
Why didn't you use the mirror modifier? it would have been way faster than using symmetrize!
the sword looks like the engine blade from FFxv
"this is actually very straight forward"
****3:42:48****
BIO BLADE
Kind of a cyberpunk sword?
20:15 We know that was complete silence because of the awkwardly, non intentional adult references, that you keep settings yourself up with.... We get you... But good video so far!
Nice video. Would just make the video a bit shorter so i dont have to watch through 3-4 hours other than that it was a good video
I've got a broken up playlist of it here :)
ua-cam.com/play/PLff8S6TAmcOSKhWR0BxpaoPWS2cDqhHqX.html
Although keep in mind the audio isn't great.
Where can i get tht Image of the sword for reference..??
Anyone plzz reply soon
stylizedstation.com/gallery/moqsuito-blade/ here bro