I made a model of a Japanese lantern, about 4 years, ago and gave it the same sort of shingled roof. I pretty much did the same thing really. Made the high-poly using half cylinders and then gradually chipped away at the details to create the various LODs until I just had a slightly curved surface. Worked great!
how would you approach modeling pirate ship planking in sense of modular assets? Like make one wooden plank and using it for all planking of hull as well as I dont know...decks and stuff...is it doable in terms of curvature that goes on in hull
That's quite a specific question. It really depends on the model you're trying to make and if it's for Realtime or not. Really, this video is a little outdated. You can approach your modeling of an object in a modular way, and you can approach the making of an environment in a modular way. Making a model in a modular way means you make easily re-usable pieces that you can make assets out of. If your boat asset is going to use a lot of planks for it's high poly, and going to have repeated elements, maybe make some individual ones that you can then use to build up the model. If your boat model is very large then it's more of an environment than a model. And when making a modular environment you think about making ASSETS that can be re-used in the environment space e.g. if I'm making a dock, I can make one or two docking platforms and re-use them 10 times. Hope that was somewhat helpful.
@@stefantom4 my plan is to make it game ready however full size but its gonna have both purposes... model and detailed one, but also player would go below deck so its enviroment too...yea maybe model the stern and side planks do modular...
Nice video. , thank u sir, it’s sad that it’s been 3 years and he’s got over 6k views but only 300 sub...?? Why people don’t support other’s.? Edit : oh.. sorry, he’s not consistent on his videos, (just checked that)
The issue is that to practice, Maya now asks for student verification proof. Tho this knowledge can be easily used in any software many people prefers to be familiar with the tool they are learning with.
Interiors and exteriors are two separate project types but ultimately you still need to analyse the reference and find the unique assets you need to make. Block out the scene, make the unique assets, arrange the unique assets duplicating them for any duplicates and viola. I never finished this series because I've been working pretty much at all times since I made that video but I've had to teach a whole series like that. Interior spaces are made up of the structure (wall, ceiling, floors) and the props. You just need to make yourself an asset list. note - the interior and exterior structures don't need to be made by the same assets. In fact, each side of a wall could be made as a separate asset. You don't have to treat the whole structure like a house made of lego walls.
I made a model of a Japanese lantern, about 4 years, ago and gave it the same sort of shingled roof. I pretty much did the same thing really. Made the high-poly using half cylinders and then gradually chipped away at the details to create the various LODs until I just had a slightly curved surface. Worked great!
thank you so much for this video the process you explained here is a treasure for beginners 🙏
pretty nice tut!thanks for sharing
Can you please tell me how is the image that you use in this video drawn? What techniques are used? Thanks for the video
bro please comeback to youtube again
That's great!
how would you approach modeling pirate ship planking in sense of modular assets? Like make one wooden plank and using it for all planking of hull as well as I dont know...decks and stuff...is it doable in terms of curvature that goes on in hull
That's quite a specific question. It really depends on the model you're trying to make and if it's for Realtime or not.
Really, this video is a little outdated. You can approach your modeling of an object in a modular way, and you can approach the making of an environment in a modular way.
Making a model in a modular way means you make easily re-usable pieces that you can make assets out of. If your boat asset is going to use a lot of planks for it's high poly, and going to have repeated elements, maybe make some individual ones that you can then use to build up the model.
If your boat model is very large then it's more of an environment than a model. And when making a modular environment you think about making ASSETS that can be re-used in the environment space e.g. if I'm making a dock, I can make one or two docking platforms and re-use them 10 times.
Hope that was somewhat helpful.
@@stefantom4 my plan is to make it game ready however full size but its gonna have both purposes... model and detailed one, but also player would go below deck so its enviroment too...yea maybe model the stern and side planks do modular...
thanks Sir you are great
Nice video. , thank u sir, it’s sad that it’s been 3 years and he’s got over 6k views but only 300 sub...?? Why people don’t support other’s.?
Edit : oh.. sorry, he’s not consistent on his videos, (just checked that)
I look forward to the day I can start uploading regular tutorials haha
@@stefantom4 oh that would be great. Because you're videos are nice. 👌 You teach well👍
The issue is that to practice, Maya now asks for student verification proof. Tho this knowledge can be easily used in any software many people prefers to be familiar with the tool they are learning with.
Bro how can I apply this method in a house with interiors?
Interiors and exteriors are two separate project types but ultimately you still need to analyse the reference and find the unique assets you need to make. Block out the scene, make the unique assets, arrange the unique assets duplicating them for any duplicates and viola. I never finished this series because I've been working pretty much at all times since I made that video but I've had to teach a whole series like that. Interior spaces are made up of the structure (wall, ceiling, floors) and the props. You just need to make yourself an asset list.
note - the interior and exterior structures don't need to be made by the same assets. In fact, each side of a wall could be made as a separate asset. You don't have to treat the whole structure like a house made of lego walls.