Thank you so much for taking the time to create this video, I'm happy that you were able to tolerate my nasty model and show me that it is not beyond repair, I can't wait to use this new found knowledge for more of my creations in the future! -AdmiralRaddusTR
Before i watched this, i only knew: Ngon bad pls avoid! not really knowing what it was. This clears Everything up. Thanks!
4 роки тому+5
In the last 10 minutes you could've gone "ok, and now I'm quickly gonna model this from scratch". Watching someone making the initial decisions right, is also a help. If you're not exporting for a game or so, "Edge Crease" is your friend to save on these extra loopcut faces.
Id really love to see this kind of stuff more often. It really helps people to see _their specific_ scene get fixed in the way they need it, and done properly. Its why the blender forums are really nice. This is like that, _but cranked up to 11._ I cannot tell you how many models I made year 1 of learning Blender, that ive remade in recent months, that are _infinitely_ better in so many ways because of what ive learned.
Damn! Could you please do a tutorial covering modeling from blueprints. Not all blueprints line up, when they show multiple angles and very few people talk about this. In fact, in a lot of tutorials I feel as though people choose specifically blue prints that do match up. Car blue prints are especially poor, I've had cars where the badge and lights in the front view do not line up in the side or top view. I would love to see how you would approach this, as I've been trying to model cars on and off for years but give up!
@@gregblendsmakes9348 Thanks again, this is a gif of what I'm struggling with: i.gyazo.com/ecbf5ce238be14f747a450425f6108e5.gif (When I posted this question in the Blender Discord, another user mentioned that they can't model cars for this very reason). Here we can see further the lack of alignment: cdn.discordapp.com/attachments/185590907947581440/710563160087593110/unknown.png And finally here is the full res, reference image. drawingdatabase.com/wp-content/uploads/2014/11/chevrolet-astro-lwb-2005.gif
I seriously second this. I need to know how to take blueprint images and turn them into models. For example, take an image of a knife or sword and sculpt it into a model.
Technically you can do that, but it will have a couple of effects: You will need an extremely high poly mesh to cover the detailed portions of the mesh evenly. But you aren't guaranteed to line the edges up cleanly. So you will often be left with triangulated faces instead of sharp lines on your edges (Similar to if you dropped a low poly cloth simulation onto an object). And you are also left with a large amount of extra geometry on flat surfaces. The benefit of doing it this way is you are optimizing the flat surfaces and only adding geometry when you are adjusting the overall shape.
Would this be a game ready asset or does it have too many triangles? I'm in the process of learning how to make games and I'm wondering how many tris are too many tris :D and its surprisingly confusing as some models that I've seen have like 100k tris and are considered low-poly... But they look sooooo complex! Like wtf?
Archer Ossmann Correct me if I’m wrong because I’m not a blender expert, but he went the manual route because the topology of the entire mesh needed to be fixed.
@Grandmaster Yoda Yeah, that is correct. However, with the right topology in place, it would be better to bevel the end mesh, instead of using subsurf and proximity loops. Less geometry, cleaner and sharper results, more control and nicer output. Through bevel weight, it is easy to get things just where you want them.
@@tomi7743 I think for game assets its better to use extra edge loops but for animation/stills its far easier on the brain and eyes to just have edge creases rather than multiple loops so close together.
Thank you so much for taking the time to create this video, I'm happy that you were able to tolerate my nasty model and show me that it is not beyond repair, I can't wait to use this new found knowledge for more of my creations in the future! -AdmiralRaddusTR
and thank you for providing us with this learning experience!
Before i watched this, i only knew: Ngon bad pls avoid! not really knowing what it was. This clears Everything up. Thanks!
In the last 10 minutes you could've gone "ok, and now I'm quickly gonna model this from scratch". Watching someone making the initial decisions right, is also a help.
If you're not exporting for a game or so, "Edge Crease" is your friend to save on these extra loopcut faces.
that would have been a good idea! thanks
Id really love to see this kind of stuff more often. It really helps people to see _their specific_ scene get fixed in the way they need it, and done properly. Its why the blender forums are really nice. This is like that, _but cranked up to 11._
I cannot tell you how many models I made year 1 of learning Blender, that ive remade in recent months, that are _infinitely_ better in so many ways because of what ive learned.
Using merge-by-distance would help getting rid of the duplicate vertices quickly
That's very kind of you Greg
I found your videos through the blender 1.0 series and they're great! I hope to see more of your stuff: b
dont stop making videos!
Do more videos like this now that you got an audience, less blender 1.0, you got lucky keep it up
Nope, let him scratch his blender 1 itch. I'm not even a blender guy, and he got me hooked :)
I would say, looking at me, that he got more views by digging in it;)
I will definitely do some more modern stuff coming up. Just for now enjoying the Blender 1.0 craze :)
A really dodgy method of retopologising is to take all of the faces, poke them and then convert tris to quads.
One Vertex. Multiple Vertices.
F latin
use creases or bevel modifier man. All those edge loops are unnecessary
@Mike Stoklasa Topology really bad, retopology was needed. But the subsurf was unnecessary.
Select 2 or more vertices and press "j".
Damn! Could you please do a tutorial covering modeling from blueprints. Not all blueprints line up, when they show multiple angles and very few people talk about this. In fact, in a lot of tutorials I feel as though people choose specifically blue prints that do match up. Car blue prints are especially poor, I've had cars where the badge and lights in the front view do not line up in the side or top view. I would love to see how you would approach this, as I've been trying to model cars on and off for years but give up!
Thanks I'll make a note of this, and possibly cover it in the future! BTW can you link me to an example of bad blueprints?
@@gregblendsmakes9348 Sure, ill comment tomorrow a blueprint I had problems with.
@@gregblendsmakes9348 Thanks again, this is a gif of what I'm struggling with: i.gyazo.com/ecbf5ce238be14f747a450425f6108e5.gif (When I posted this question in the Blender Discord, another user mentioned that they can't model cars for this very reason).
Here we can see further the lack of alignment: cdn.discordapp.com/attachments/185590907947581440/710563160087593110/unknown.png
And finally here is the full res, reference image. drawingdatabase.com/wp-content/uploads/2014/11/chevrolet-astro-lwb-2005.gif
I seriously second this. I need to know how to take blueprint images and turn them into models. For example, take an image of a knife or sword and sculpt it into a model.
Wouldn't retopologising with a shrinkwrap modifier as you'd do with a sculpt also be viable?
P.S. vertex - vertices :D
Technically you can do that, but it will have a couple of effects:
You will need an extremely high poly mesh to cover the detailed portions of the mesh evenly. But you aren't guaranteed to line the edges up cleanly. So you will often be left with triangulated faces instead of sharp lines on your edges (Similar to if you dropped a low poly cloth simulation onto an object).
And you are also left with a large amount of extra geometry on flat surfaces. The benefit of doing it this way is you are optimizing the flat surfaces and only adding geometry when you are adjusting the overall shape.
Would this be a game ready asset or does it have too many triangles? I'm in the process of learning how to make games and I'm wondering how many tris are too many tris :D and its surprisingly confusing as some models that I've seen have like 100k tris and are considered low-poly... But they look sooooo complex! Like wtf?
why you not use bevel modifier
Archer Ossmann Correct me if I’m wrong because I’m not a blender expert, but he went the manual route because the topology of the entire mesh needed to be fixed.
Grandmaster Yoda you are probably right. I am no expert either
@Grandmaster Yoda Yeah, that is correct. However, with the right topology in place, it would be better to bevel the end mesh, instead of using subsurf and proximity loops. Less geometry, cleaner and sharper results, more control and nicer output. Through bevel weight, it is easy to get things just where you want them.
Is there a difference between using edge loops and using creases and and bevels??
I mean, which one is preferable?
@@tomi7743 I think for game assets its better to use extra edge loops but for animation/stills its far easier on the brain and eyes to just have edge creases rather than multiple loops so close together.