5 Things I NEVER Do In Blender
Вставка
- Опубліковано 24 вер 2024
- ►► Learn Blender in 2 Weeks - www.blenderbro...
►► Get 10%OFF on Plasticity purchase (coupon code: BLENDERBROS) www.plasticity...
Want to improve your Blender skills? In this video, I'll share 5 things I NEVER do in Blender to help you become a better hard surface modeler.
---------------------------------------------------------------------------------------------------------------------------------------------
MY FAVORITE BLENDER ADDONS:
⚙️HARDOPS and BOXCUTTER
gumroad.com/a/...
www.blendermar...
🔨 Decal/Mesh Machine/Machin3 Tools:
www.blendermar...
⛮ KITOPS 2/ Design Magic / Eevee + Cycles Materials System
gumroad.com/a/...
blendermarket....
🔌Cablerator
gumroad.com/a/...
www.blendermar...
💾Power Save / Power Link / Power Backup
gumroad.com/a/...
www.blendermar...
🧘♂️ Zen UV / ZenBBQ
gumroad.com/a/...
www.blendermar...
🐝UV Packmaster 3
gumroad.com/a/...
blendermarket....
☝️Mech Squad Collection and more
gumroad.com/a/...
️🔥Skribe - Screencast key program
gumroad.com/a/...
**Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
-----------------------------------------------------------------------------------------------------------------------------
BLENDER BROS LINKS & SOCIALS:
💻 Website - www.blenderbro...
🏪 Gumroad - gumroad.com/th...
📡Blender Market - blendermarket....
☎️ Discord - / discord
🖼️ Instagram - / blenderbros3d
🎨 Artstation - www.artstation...
📣FB Group - / blenderhardsurface
CONTACT:
📱 Inquiries/questions - info@blenderbros.com
**Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
🧩My personal links (stores / websites / portfolios)
➤linktr.ee/ryuurui
►► Learn Blender in 2 Weeks - www.blenderbros.com
All 5 things are gold. Especially 1st one. Wish that I knew it 5 years ago, there will be less struggling in my life.
Make a tutorial on how to get voice like your as a 3D artist
LOL, good one
All of these points are equally important, but the first point is really what standsout. Learn the tools and start getting creative. Bring out your creativity, and try to create the things with whatever knowledge you have so far. Gradually, you'll learn about the things you need to make a leap forward!
Had a months of mental block ,Idk kinda lost my hobby for 3d and feeling overwhelmed by where to start and what to do.
Your videos keep me motivated and kinda bring back that urge to keep learning
Keep it simple. Take a really simple concept and play around with it. Keep playng and playing with the same idea, you'll push and pull the ideas in different directions and learn a lot more.
Very nice video man! I love how you dont sugarcoat your statements and get straight to the point 💪
tempus fugitive, man
Great video!
Keep making these! 😄
Bless!
I absolutely support your approach !
Nice, thkx Ryuurui!! Arigato!
Really useful advices. Wish this video was on 3 years ago when I started.
Great Video, Thanks for advice. Looking forward to More 😊
Good point ! Totally agree
Great points. Only thing I would add is really the only time ngons or tris matter while your modeling is limiting your ability to quickly add loops. Also largely depends on what you are modeling and your modeling method. So many ways to skin a cat. I tend to do a lot of multi res and where I created ngons or tris I'll cleanup with Quad Remesher and use materials to control the edge flow. My take would be from a game asset viewpoint where everything just gets triangulated anyways. New tools like Marmoset's ability to bake in bevels is also going to change alot of workflows.
Fundamentals are always critical for review! Great video as always mate!!!
cheers bruv
Perfect advice brother ❤🤩
Funny to see people complain about the price of addons.
I come from Unreal where they are 10 times more expensive.
fr man
Number one is so accurated
Thanks for these Cool Tips!!! 👍😁
You're teaching us these important things by fucking us up :))
thanx man alot..
Pierwsza rada bezcenna (każdy filmik powinien rozpoczynać się mantrą "topology is your third concern"), ileż ja się naużerałem myśląc o topologii, wiele pomysłów zarzuciłem z powodu topologii - kwestia źle pojętego perfekcjonizmu. Zamiast iść do przodu to myślenie o siatce.
You know your stuff bro thanks for sharing
One side product of polygon modelling everything from scratch, from day one... also known as "obsessed by topology from a beginner stage like an idiot", is that nowadays i just crap a final model onto the screen by plopping on polygons out from my arse, with final topology right away.
Your last point is good, stay focused, but over the years you can spread out more if your jobs require it. My starting point is not to sit in a factory and spit out polygons, but to tell a story with a message. Thanks for the upload - every year I do a status of my work - have I spread out too much? and then I cut - what doesn't make sense. There is always something new to learn and trying other areas can strengthen your core.
Addition I work primarily in Maya but keep debating if I should jump to Blender lol.
Next tutorial: How to do grocery shopping in blender
Good point of view thank
Youre ma favourite gigachad blenda bro🗿❤️
haha thanks mate
LOL!! Don't slap me!!
If he starts talking about topology I'm gonna freak out...
Hi, thanks for nice video. Very true. :)
Yes, in an ideal world, add-ons should be an obvious way to go. But this is not an ideal world. Got burnt by 3DS Max with getting used to an environment made up of very version number specific add-ons, version changed, it all went to shit. Nope, never again. My "add-ons" are the functions that got built in for life because they are so great.
Maybe one thing misss practice ,practice practice until your finger start bleeding... XD
how to really focus on one thing ? sometimes it's hard for me.. i've try modeling,sclupt,texturing,geometry,rigging, animation.. and none of them makes me feel like i wanna to focus the one.. can you explain more about this topic in the next video ?
not difficult to understand. to be competitive (as in the marketplace, career, professional freelance), you can't be a jack of all trades and a master of none. look how the industry generally works - the roles. People specialise (ergo, focus).
here's even a massively overly basic analogy: games have 3d assets and have audio/music. Would you hire a composer of music to create 3d assets?
maybe you need to ask yourself why are you doing what you are doing. What is your goal?
@@doghous3 thanks, i'll consider it
Ponte, do you have any videos on solidifying complex panels like sports car front sections? For an example, a Shelby Daytona Coupe has a very curvy front section. I am digging tgrough so many of your videos that could assist in this. I'm trying to learn to get car bodies ftom model to 3D print ready.
If this is covered step by step in your course, then sign me up. Specifically prepping for print.
Sorry mate, no. We cover basic shrink wrapping in the subd course, but we do not have any car courses. Look up most recent course from Chris Plush on car modeling. It doesnt cover 3D but it's a great course for car modeling techniques.
@PonteRyuurui Sorry I meant more lokking about learning about preparing the models that you design for 3D printing.
I wanted to get your course if you can cover that. I would then take what I learn to then try use those methods for cars down the track.
Do you believe, while i am writing this comment, i was strangling in the topology l of an object in cinema 4d.
Fucking on the point ! Like ever good video man!!
lmao
I've never seen anyone tell people, to not use addons.
I got it Dont F*up. Il get addons yes sir.! Im in it for the long run. Il be FAST AS F*Boy!
Got ur Courses u guys are rly good at teaching. worth the money ty.!
how to fix new Blender 4.2.1 MACHINE3TOOL 1.10.1 to 1.6.0 is not working ( module name error ) but 1.4.1 working can you please fix this for us . or any one how to fix this. please
Hello Ryuurui! What do you think of the new integrated features of BoxCutting in the last release of Blender?
dunno i only touch 4.2 wiht a loong pole through a very thick plastic bag, weraring sunglasses on a moonless night. That is what my therapist advised me to do.
so true about the add-on's 100% agree!
Both paranoid On This Saving Thing😂😂😂
Damn, I feel like I just got blasted by dad!!!
100% 💪
Sounds reasonable))
Grocery shopping 😂
Good video Ponte but I have a one question: I know the topology is not important for viz but what about game assets?
Watch the vid again mate
IMO, good topology in game assets, which has a litmitation of tris, polycounts, map size... is how you spent your tris count in the model, especially in player view and support loop in curve mesh. I think his means don't be obssesed with quads, ingame model assests don't need quads.
@@Illuminatinam yeah i know the game engine triangulate ngons automatically but I met some opinions that for games actually you need a proper topology thats why I asking ;)
@@mix3r11good topology for game assets is only needed for organic assets that move, characters, creatures etc. For static assets is not needed. For animated machinelike assets is not needed either, bucause it probably wont bend
If you don't understand quad modelling you cannot sculpt details into non deformable game assets, let's say you have a gun or any other object, hard surface or not, and you want to add visible welds or imperfections or whatever. You need a quad mesh and then increase the number of faces with sub d, which obviously doesn't work with ngons. You can add imperfections and personality through normal maps and texturing, however you are seriously limiting your range of expression, you run the risk of making ultra blocky stuff (good for some objects, bad for others) Even more some objects are hybrid, partly organic and partly hard surface, what you gonna say ? Sorry, give me only 100% hard surface ? A car is a good example, a car doesn't deform but you won't be able in a million years to create a car's panel without "proper topology". A ps5 controller is partially HS, partially organic, it doesn't deform so you should he able to model it with the ngons method. How ? So, even if you can have ngons for non deformable objects you cannot model some non deformable objects with ngons. You can escape "proper quad topology" only if you create endless variations of primitives: a cube, cylinder or a sphere with a couple of booleans and other elements heavily influenced by those limitations. If you want to create more advanced stuff you are forced to push into quads.
Ok, understood. I promise to not to do those things.
5:12 Hahaha I have boxcutter and I didn't even know you could do that!
5:25