0:00 Intro 0:30 70/30 concentrate details in 30%, 1:18 echoing - repetition of something with slight change, 1:55 detail concentration and blank space 2:30 proportion and scale - show object next to something immediately recognizable in scale. 3:33 Blockouts for proportions and form, 3:58 Colors to emphasize finer detail, 4:30 Lighting and Composition counts - learn lighting and composition - 5:22 Framing - keep in mind 1/3 rule and don't center object all the time - remember to leave space
the only thing i think when making hard surface models is just the structure realism. the rest like details and others will come naturally when you got ideas. it does really help a lot when you're seeing real life references like car suspensions, hydraulic machines, etc. what it really does to your mindset is letting you understand how things work in normal basis, so you have inspirations you could take to your models in the current or future project.
Wow this video was simple but so great! The 70-30 principle is something that I already knew from graphic design, where we use it to determine for rexample the horizontal size of a logo, or the vertical size of a character on a cover, but I never thought of applying this to the amount of detail in a model! I really feel like this will take me to the next level!
Great content, as always! Echoing is also know as the design principle of unity. In the video you talk about shapes, which are one of the many elements that can be used to create unity in a composition, model, graphic design piece or whatever. One can create unity by forms, colors, repetition, position and others. Looking forward for more videos like that!
All of your videos are interesting and helpful but this one I want to save and reference over and over again, or maybe I'll scribble down a checklist so I don't forget any of these suggestions. Pure gold. Oh! That reminds me - your 30: 70 rule - actually the math of the Golden Ratio. Applies to so many things. Anyway, thanks.
Fantastic Josh! Thank you for always doing everything you can to remind the community of what's most important. Your words and guidance overall are invaluable. Cheers mate!
Thank you for these rules. I would add one little thing: when you work with scale if you have to add a human model to show scale it's already a problem. It'd be better to use familiar elements in the design to show it. Ladders, windows, pilot chairs and etc. If it's a weapon, it will be handles or triggers. IMHO
Interesting, got this recommendation while I was working for a client, great advice, I often do most of the things said in this video but probably not as much as I should. Otherwise I would add more things, mixing two styles (eg geometric and organic), max 3 different materials, thinking how your model would work so it could be realistic (be aware of mechanics, moving parts, etc), and probably a few more. Also for the geeks outhere, make sure you only use G1 surfaces for bevels, everything else is better to go at least G2, making sure zebra analysis work on the organic surfaces and if not matte paint usually is your friend xD.
Experimentation is also still an option, unless you are dedicated to a strict theme of everything looking the same then not every machine should look identical. The rules here seem strict but they are actually very loose.
I agree with all of those, but I have a question, I did a (Sci fi) military vehicle which I didn't put any color yet, I always have in mind that for this particular project the colors maybe are not needed, usually military vehicles have gray colors or something that blends in to the invironment they operate, should I still try to put colors on it? I mean should the theme of the project be more important from what is more pleasing to the eye?
Josh, would you ever consider doing a tutorial on building a worldspace with hard surface modeling? Maybe a sci-fi apartment with a large balcony, big windows, support beams and pillars, and your signature gadgets and gizmos. I find myself modeling a bunch of small objects using your tutorials but can never put together a cohesive scene.
I have been in business design and dev for nearly 20 years. All of these practices apply to all design. The names vary per industry but the rules don't.
Hey Josh. Thanks for the tips. Really love your vids so far. I'm trying a lot of hard modeling atm for games. I just don't seem to find an answer on if its okay do intersect Objects with each other. For example a handle. Can I just put it slightly into the door or is it better that it's connected to the surface while using sometimes a lot more polygon count? Cheers, mate!
Keep the handle separate and save the polycount. I would snap it perfectly against the door (don't wanna seem lazy) but nothing bad will happen if there's intersection.
Love your videos, however none of these are modeling rules, its design and visual rules. Modeling rules are totally different and it is very different in every industry from designing to films to video games or architecture.
is there any reason you can't offset the camera, while leaving the model at the origin? Cuz IMO the best advice if there's no reason to not offset the camera is put the model at the origin and offset the camera, but maybe that's just me.
I've heard all this before, last year, the year before that, and the year before that, from this channel and others, ad nauseam, but I guess there's something to be said about repetition.
Im engineer so i model stuffs as real life, i m just only know they will look realist because they are based on real life stuff. it is like if you do archi viz, just model as they are.
hello Josh, I really like your videos, can I reprint your videos to Chinese website? I will indicate the author and your tubing address and will not use it for commercial purposes. Thank you!
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/?el=jg
0:00 Intro 0:30 70/30 concentrate details in 30%, 1:18 echoing - repetition of something with slight change, 1:55 detail concentration and blank space 2:30 proportion and scale - show object next to something immediately recognizable in scale. 3:33 Blockouts for proportions and form, 3:58 Colors to emphasize finer detail, 4:30 Lighting and Composition counts - learn lighting and composition - 5:22 Framing - keep in mind 1/3 rule and don't center object all the time - remember to leave space
the only thing i think when making hard surface models is just the structure realism. the rest like details and others will come naturally when you got ideas.
it does really help a lot when you're seeing real life references like car suspensions, hydraulic machines, etc.
what it really does to your mindset is letting you understand how things work in normal basis, so you have inspirations you could take to your models in the current or future project.
Wow this video was simple but so great! The 70-30 principle is something that I already knew from graphic design, where we use it to determine for rexample the horizontal size of a logo, or the vertical size of a character on a cover, but I never thought of applying this to the amount of detail in a model! I really feel like this will take me to the next level!
Really nice list of things. These apply not only for hard surface but in design in general.
Years of experience right there, for free. Thank you.
thank you ,josh, i really wait your mails and videos , very good ones
Voilà!
Thanks for putting this out there, Josh.
Great Overview!
Thank you. Plain and simple.
Great content, as always! Echoing is also know as the design principle of unity. In the video you talk about shapes, which are one of the many elements that can be used to create unity in a composition, model, graphic design piece or whatever. One can create unity by forms, colors, repetition, position and others. Looking forward for more videos like that!
All of your videos are interesting and helpful but this one I want to save and reference over and over again, or maybe I'll scribble down a checklist so I don't forget any of these suggestions. Pure gold. Oh! That reminds me - your 30: 70 rule - actually the math of the Golden Ratio. Applies to so many things. Anyway, thanks.
Boom! Golden ratio is everywhere.
Thank you for this video Josh ❤
Very informative. This is really helpful, I had never thought in this way. Thanks alot, keep inspiring creators like me.
Thank you Josh it was very helpful
Fantastic Josh! Thank you for always doing everything you can to remind the community of what's most important. Your words and guidance overall are invaluable. Cheers mate!
ps..your older renders are still awesome man... just saying =)
Dont know about that one haha but thanks!
Thanks Josh! your vids are really useful!.
Thank you for these rules. I would add one little thing: when you work with scale if you have to add a human model to show scale it's already a problem. It'd be better to use familiar elements in the design to show it. Ladders, windows, pilot chairs and etc. If it's a weapon, it will be handles or triggers. IMHO
Thanks, Josh!
Really diggin the production and editing in these videos, awesome vid!
Boom! Thanks Daniel.
Great topic. Thank you.
Really good insightful tips. thank you.
Interesting, got this recommendation while I was working for a client, great advice, I often do most of the things said in this video but probably not as much as I should. Otherwise I would add more things, mixing two styles (eg geometric and organic), max 3 different materials, thinking how your model would work so it could be realistic (be aware of mechanics, moving parts, etc), and probably a few more. Also for the geeks outhere, make sure you only use G1 surfaces for bevels, everything else is better to go at least G2, making sure zebra analysis work on the organic surfaces and if not matte paint usually is your friend xD.
Yeah plenty more but then the video would never end
Hi fantastic videos, remarcable explanations.❤❤
Experimentation is also still an option, unless you are dedicated to a strict theme of everything looking the same then not every machine should look identical. The rules here seem strict but they are actually very loose.
Excellent, thank you!
Thanks !
I agree with all of those, but I have a question, I did a (Sci fi) military vehicle which I didn't put any color yet, I always have in mind that for this particular project the colors maybe are not needed, usually military vehicles have gray colors or something that blends in to the invironment they operate, should I still try to put colors on it? I mean should the theme of the project be more important from what is more pleasing to the eye?
Dudes, does anybody have problems with using HOps and cutter in 3.4.1, specifically with bools?
What program was the guy using at 1:15?
100% awesome video ❤️.
Josh, would you ever consider doing a tutorial on building a worldspace with hard surface modeling? Maybe a sci-fi apartment with a large balcony, big windows, support beams and pillars, and your signature gadgets and gizmos. I find myself modeling a bunch of small objects using your tutorials but can never put together a cohesive scene.
Honestly, probably not. Not really my thing.
@@JoshGambrell Any content creators you would recommend for this?
plsss make a tutorial for the model in the thumbnail.... it looks very cool
Damn. Well done
Thanks
These r. Used for production?
I have been in business design and dev for nearly 20 years. All of these practices apply to all design. The names vary per industry but the rules don't.
thanks man
Hey Josh. Thanks for the tips. Really love your vids so far. I'm trying a lot of hard modeling atm for games.
I just don't seem to find an answer on if its okay do intersect Objects with each other. For example a handle. Can I just put it slightly into the door or is it better that it's connected to the surface while using sometimes a lot more polygon count?
Cheers, mate!
Keep the handle separate and save the polycount. I would snap it perfectly against the door (don't wanna seem lazy) but nothing bad will happen if there's intersection.
Love your videos, however none of these are modeling rules, its design and visual rules. Modeling rules are totally different and it is very different in every industry from designing to films to video games or architecture.
Thanks Antonio. Ya, definitely depends on what industry you’re in and what you’re trying to accomplish.
is there any reason you can't offset the camera, while leaving the model at the origin?
Cuz IMO the best advice if there's no reason to not offset the camera is put the model at the origin and offset the camera, but maybe that's just me.
Sure that works as well, depends what you’re trying to accomplish
Great video. I'd swear you are getting younger over time! Lol
I've heard all this before, last year, the year before that, and the year before that, from this channel and others, ad nauseam, but I guess there's something to be said about repetition.
You can find the rules their just worded differently.
Im engineer so i model stuffs as real life, i m just only know they will look realist because they are based on real life stuff. it is like if you do archi viz, just model as they are.
hello Josh, I really like your videos, can I reprint your videos to Chinese website? I will indicate the author and your tubing address and will not use it for commercial purposes. Thank you!
the 70-30 rule is unknown in the realm of zbrush users :D
Dad Josh grew a beer belly
Lol no, im like 14% bodyfat, probably the camera angle
The camera adds 10 pounds 🤣. Seriously I can't see a beer belly.
Not gonna lie, clicked because it would be about vertices and edge loops n shit.
More like "guidelines for design" really.