8 3d Modeling Styles Every 3D Artists Should Know

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  • Опубліковано 21 тра 2024
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    As a 3d artists there are a many 3d modeling styles spread across various 3d modeling applications. The right 3d modeling style you choose will play a huge impact on the speed, quality and final outcome of your 3d model. In this video, we will take a look at 8 of the most popular and useful 3d modeling styles, and help you decide which 3d modeling style is right for you.
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КОМЕНТАРІ • 132

  • @jlmussi
    @jlmussi  Рік тому +9

    Join my FREE Hard-Surface Masterclass:
    www.clkmg.com/jlmussi/master-class-01

  • @HebrewMadeEasy
    @HebrewMadeEasy Рік тому +104

    *Modeling styles:*
    ***Booleans*** (02:07)
    Pros- fast, accurate, powerful in specific situations.
    Cons- unexpected results, bad topology.
    ***Retopology*** (03:34)
    Pros- improved performance, faster workflow, improved topology.
    Cons- time-consuming, loss of detail.
    ***subD modeling*** (05:33)
    Pros- less working geometry, infinite quality.
    Cons- difficulty.
    ***3d sculpting*** (07:56)
    Pros- organic modeling, concepting, skip the technicals.
    Cons- processing power, limited to organic shapes.
    ***NURBS*** (11:16)
    Pros- precise measurements, compatibility, industrial standard.
    ***kitbashing*** (13:28)
    Pros- quick details, access to many parts, faster design.
    Cons- limited control, limited creative options, overreliance on kits.
    ***poly modeling*** (14:57)
    Pros- widely used, widely accessible.
    Cons- time-consuming.
    ***photogrammetry*** (16:33)
    Pros- real-time model creation, complex model creation.
    Cons- time-consuming, accuracy relies on photo quality, can't capture certain surfaces.
    Great video thank you!!

    • @inzaic5666
      @inzaic5666 Рік тому +1

      Thanks man.

    • @StanleyKubick1
      @StanleyKubick1 11 місяців тому

      line separators would've been helpful

    • @channelname8623
      @channelname8623 4 місяці тому

      dont you mean nerves? 😂 that sh had me dyingggg

  • @gorgeousnoxy481
    @gorgeousnoxy481 Рік тому +49

    I come from a number of VRChat hobbyist creators and none of us care about actual principles of 3D modeling, we just want to make avatars that are visually appealing. One method you talked about that I didn't even know existed, but people use a lot in this space is kitbashing. In VRChat creator circles they call this Frakensteining because often what happens with these very inexperienced modelers is they take a bunch of meshes mixing optimized and unoptimized garbage together to create a character with who knows how large of a polygon count, definately not optimized, a couple dozen materials on it, etc. After 3 years of learning and thousands of hours of failure and growing I have a lot more respect for many of the principles you talked about in this video. Most of what I focus on is low poly modeling of clothing and assets, so the poly modeling method is what I use the most. I have attempted to use sculpting to create my own characters, but without having good artistic foundation skills in perspective and proportions as well as inexperience in sculpting most of them have been a mess. However, I have never given up and I keep falling forward every time I make a creation and so my sculpts have gotten a lot better over time and I am able to use my tools far more effective now than I could in the past. I was about to skip your video because honestly these large concepts are boring as hell and are painful for hobbyists like myself to listen to because we do not care to learn core concepts. We just want to make pretty characters. I understand that the best way to improve in art is to study realism and learn disciplined principles like you're referring to, but I have found for myself I will give up if I try to go that route in self study. I need a balance of work study and play in order to keep pushing forward. So sometimes I will watch content like yours or listen to the painful advice of my friends that are professionals in industry critique and destroy things I have made that I think are good until I realize they are not. But sometimes I'll just have days where I get in blender and create whatever the hell I want just for my soul. Thank you for the video. My favorite thing to learn about was kitbashing because it gave me an idea for creating new characters.

    • @jlmussi
      @jlmussi  Рік тому +12

      Thanks for the detailed feedback. Sculpting can take a while to get the hang of. The thing about understanding the technicals, even though they can be tedious at first, is that it enables your 3d art to reach its full potential.

    • @LazyLoonz
      @LazyLoonz Рік тому +2

      Epic

    • @kaigorodaki
      @kaigorodaki Рік тому +1

      Holy shit tldr

    • @Bulborb1
      @Bulborb1 Рік тому +1

      Nice comment

    • @ASchnacky
      @ASchnacky Рік тому

      Nice

  • @Kira16651
    @Kira16651 Рік тому +23

    I'd probably add 2 more styles to this list.
    Programmatically generating shapes, which can be done with OpenSCAD for example. It's not as widely used as regular CAD modeling, but can be useful at times.
    Generating geometry with nodes, for example with Blenders Geometry nodes. Very hard to get into, but it's mind blowing what can be done with the right set-up.

  • @helenxyz6040
    @helenxyz6040 Рік тому +10

    Thank you JL! I have been learning 3D modeling for several years, and this is the first video I watched which summarizing the advantages and disadvantages of so many modeling methods! Now I have a clearer concept of ​​the Sub-D modeling method and a better understanding of what you are talking about it in the video. I also can imagine how much effort you put behind this video!

    • @jlmussi
      @jlmussi  Рік тому +2

      I always appreciate your feedback Helen! Greatness awaits you in 2023.

  • @lomborg4876
    @lomborg4876 Рік тому +1

    I've just begun to mash different objects together and sculpt/model them into the shape(s) I need, then retopo all of it like it was a regular sculpt. Really enjoy that workflow so far.

  • @KismetBP
    @KismetBP Рік тому +2

    UA-cam Failed me… they didn’t recommend this channel earlier +1 sub. Great video. ❤🤘

  • @najeebenton862
    @najeebenton862 Рік тому +1

    I just like to say thank you for helping me through my journey. I started 3D Art school back in 2020 and now I'm a week and 3 days away from graduation. I just like to say thank you, for helping me on this journey

  • @m-simpson
    @m-simpson Рік тому +32

    Very good overview, I'd add: 5:30 for Retopology the artist also needs knowledge of animation, anatomy, and texturing to get the best results. The deformation of the character model during animation can have problems without knowledge of where to put the cuts, and texturing can also be easier if you're aware of where to hide the UV cuts.

    • @alleskaese
      @alleskaese Рік тому +1

      For automated retopology I would use Zbrush, really fast and you can control ist by polygroups.

  • @afloox
    @afloox Рік тому +12

    I loved this video. :) I was struggling for a long time with creating pinch-free models because there weren't any good tutorials back in 2010. They were like.... "I push this vertex here, I extrude that face here..." But WHY? WHY did you pushed? I was asking this in myself.
    And then JL come and followed along his tutorial with the BMX bike. I understood topology, and I learned the I need 3-4 times denser mesh for a feature I want to create. I did the mandatory fails that every beginner does: began modeling a feature in way too low resolution geometry. He taught not only HOW to push vertexes/edges but WHY. Showed the goal we wanted to reach.
    So thanks to JL I can now model everything I want. Now I am learning the sculpting workflows from Zbrush to Substance Painter. I am a terrible sculptor... :D

    • @jlmussi
      @jlmussi  Рік тому +2

      I appreciate ya!

  • @TobiasSteiner
    @TobiasSteiner Рік тому

    Great overview. Nice work!

  • @aqualust5016
    @aqualust5016 Рік тому +3

    Bro I can’t thank you enough for your videos and the important content within them. In my journey as a student I’ve chalked most of these modeling terms up to “buzz words” because they have been so poorly explained to us. In every video you break down how the stuff works and share the importance of its use. I really can’t praise this enough. 3D asset creation is truly as wild and techical as programming and it takes great teachers to make students into pros. 💯

    • @jlmussi
      @jlmussi  Рік тому +1

      I appreciate the feedback!

  • @Skycers
    @Skycers Рік тому +1

    This video is an absolute gem for beginners. It takes the complex world of 3D modeling and presents it in the most beginner-friendly way you can imagine. No confusing jargon or complicated explanations to overwhelm you. If you're new to 3D modeling, this video is a lifesaver. Major props to JL Mussi for their incredible work in making it so accessible and easy to follow. Trust me, you don't want to miss out on this one!.✅

    • @jlmussi
      @jlmussi  Рік тому +1

      Thanks brother, much appreciated.

  • @rexrip1080
    @rexrip1080 Рік тому +2

    I do a lot of level design and hard surface and use a hybrid method of modeling based on a couple methods mentioned. I first use basic shapes (multiple objects) to get the general idea of how everything will look (this start is extremely good for spaceship designs), it is similar to scrap building. Once I am happy with the general shape, I model simple low poly parts. Then I take the one with the largest surface area and in edit mode basically trace the rest of the components. This way the geometry is already clean without much need for additional touchups once the modeling is done. Once I get all the basic shapes, then I use bevels to get the smoother shape where needed (hand beveling). After this is done in the case I am using mirror modifiers, I will also mark all the seams for the unwrap so I do not have to do it on both sides of the model. After this, I will apply the mirror, unwrap the model and using nodes make basic procedural materials. I will bake them onto clean textures, export them to something like photoshop to do a bit of touchups. Then through software that will make my PBR maps. Finally, I will reimport all the maps to a new material, connect everything and then add a bevel modifier to give it a bit of a clean shape. I am working on a potato so sculpting is out of the question. This method is light on performance and the models can reach photo realism with way less geometry. The only resource intensive part is baking the textures to 4K resolutions, 2K and smaller are pretty fast... I am using Blender for modeling.

  • @pete_shand
    @pete_shand Рік тому

    This is a great summary! Thank you!

    • @jlmussi
      @jlmussi  Рік тому

      Glad you enjoyed it Pete!

  • @Keanine
    @Keanine Рік тому +7

    I'm not a 3D modeller by any means, but occasionally I have need of a model and I do my best to make one for myself at least as placeholder. I'm glad to hear that my method of poly editing and using a subdivision modifier in blender is something that is recommended as a good foundational method as it means I've been on the right track for my needs! Interesting video thank you

    • @jlmussi
      @jlmussi  Рік тому +1

      I appreciate the feedback!

  • @johnsierra7653
    @johnsierra7653 Рік тому +1

    Thanks for taking the time to explain these subjects. I was unaware of all these different techniques.

  • @stevennope5139
    @stevennope5139 Рік тому

    amazing video for beginners wanting to understand terminology and concepts thank u!

  • @Glitch-Gremlin
    @Glitch-Gremlin Рік тому +1

    So far ive learned my favorites are Digital Sculpting, Poly Modeling and Booleans.

  • @ranger7460
    @ranger7460 Рік тому

    Thanks , I have learned a lot from you.

  • @Machinify
    @Machinify Рік тому

    kitbash dont hurt your growth as modeler. Pros create insane works of art just the same of sculptors, I personally focus more on materials and environment

    • @xd1845
      @xd1845 Рік тому

      it will hurt growth of a beginner artist, there are ways to use kit-bashing properly,
      but beginners will just copy paste all the models, without focusing on underlying base, and call it a day.
      this workflow will just make beginners lazy and they won't learn anything outside placing few assets in a scene, without any thought and concept.
      pros use it to save time, but if you want to make something to stand out and use it in industry you will have to follow subdiv modelling workflows.

  • @davidboomer6205
    @davidboomer6205 Рік тому +2

    Thank you so much for the video, you're very GOOD at explaining all the different concepts of modeling. I'm a junior game designer and I'm so grateful I found your channel, your masterclass it's top notch 💯💯

    • @jlmussi
      @jlmussi  Рік тому +1

      Thank you, David, I appreciate the feedback!

  • @josephvanwyk2088
    @josephvanwyk2088 Рік тому +2

    5:25 - you forgot to mention, the baking process needed to retain the High level detail. Very very important thing to mention. Because it took me a VERY long time to understand this process, and no one finished that train of thought. Sculpt high level - retopologize - bake high detail bump map on your low topology UV. Crucial note you left out. (Ok - so you mention it at 15:47)

  • @Stuff-3D-creations
    @Stuff-3D-creations Рік тому

    Wow great video!!!

  • @pepekrep3070
    @pepekrep3070 Рік тому

    brilliant video, thank you for the greart overview (i'm a beginner)

  • @Strider1122
    @Strider1122 Рік тому

    Today's generation of 3d Artists are turnin Gets! Enjoy your videos, Good luck man!

  • @Empry28
    @Empry28 Рік тому

    Thank you!

  • @kurtv6281
    @kurtv6281 Рік тому

    Thank you! excellent

  • @komradkyle
    @komradkyle Рік тому

    I just learned Edge Ring Connection. Which is basically planar modeling around the silhouette edges. Similar to retopologizing from flat 2d shapes first then using deformers for shape depth.

  • @sqwert654
    @sqwert654 Рік тому +1

    I have found that a Pistol modelled in Fusion360 can be exported as a low detail obj. Then if you duplicate that project and add all the chamfers and details the reference has , that high poly mesh can be used in Substance Painter to bake details onto the low poly mesh. The result is a pistol with a very low vert count with high accuracy, it is triangulated though , so can be a pain to UV, but I use 3dCoat and stick to hard edges mostly. This is a very fast workflow that does not involve any retopo.

  • @stanimirgeorgiev.87
    @stanimirgeorgiev.87 Рік тому

    I love 3D. I love sculpting and modeling the old classic way. For this, in addition to Maya, I also use ZBrush. I'm thinking of trying Blender soon. I like to retopology models. It makes me more intimate with the characters I create, allowing me to get to know them better. So yea, 3D rules!

  • @traditur_
    @traditur_ Рік тому

    My workflow currently consists of Sub-D and Digital Sculpting, with Retopology sometimes being substituted. I'm currently practicing hard surface modeling to further improve my skills and abilities.

  • @G4LCTC
    @G4LCTC Рік тому

    He left out the most lucrative one and also my personal favorite, Instagram modeling.

  • @3dlearner462
    @3dlearner462 Рік тому

    Man I Just Love your Long Videos Keep Creating Thank you so Much Lots of love I Have just one Request to You That Please Make a Video of 3d Modeling Workflows for Different Industries Like How to Model for Games How to Model for Vfx Movies How to Model for Animated Films ? Concept of Low Poly & Highpoly Also Concept of Traingle & N-gons What to use ? When we Needs to Model Highpoly & When Low Poly ? Make a Video if Possible ?

  • @herokingsman7587
    @herokingsman7587 Рік тому

    Great sir

  • @Katana2040
    @Katana2040 Рік тому +1

    Great video. Personally, I’ve always favored SubD modeling, due to its efficiency.

  • @mackedimac
    @mackedimac Рік тому +1

    VR modeling (for instance Substance Modeler) is a different way to do 3D modeling. However, it can be considered as a mix between poly-modeling and sculpting. Thank you for that video!

    • @tophersipes4372
      @tophersipes4372 Рік тому

      I think it depends on the VR software used. Adobe Substance 3D Modeler, (the successor to Medium) and Masterpiece Studio, are technically voxel sculpting tools that do not support poly modeling or poly sculpting but one can export high poly meshes to use in other software. Sculpting voxels in is a very different experience than sculpting polys like in ShapeLab VR (or ZBrush on desktop or Nomad Sculpt on tablet) as the size and number of available polys will determine the level of detail possible compared to how voxels populate at specific densities along a 3D grid. I understand 3D Coat on desktop has a voxel sculpting mode too.
      On the other hand, Gravity Sketch definitely supports poly modeling, subdivision modeling and aspects of both poly sculpting and nurbs surfaces. With good topology flow, it’s great for making game ready models too and even supports live, remote collaboration. I’m much faster at SubD modeling in GS than any desktop software.
      All of the above VR 3D softwares make navigating and resizing the scene incredibly intuitive compared to desktop software. Also, the satisfactory joy that comes from being able to model gesturally with one’s hands and arms in actual 3D space is unparalleled as well. Substance Modeler and Gravity Sketch are my favorite VR tools depending on which workflow best suits what I’m creating.

  • @fullyleaded
    @fullyleaded 10 місяців тому

    Another fantastic video. thank you for sharing. How does polygon modelling differ from Subdivision modelling?

  • @chriswaller8780
    @chriswaller8780 Рік тому

    I wasn't aware that what I was doing was "poly-modeling". It definitely was time consuming. But I was happy with my results afterwards.

  • @ipi223
    @ipi223 Рік тому

    Hello Modeling.... Beast!
    a great video again!
    the level always go up man!
    appreciate for sure..
    8 ways , i think you pretty make circle around the room of modeling with that!
    really instructive and or refreshing
    ..personnaly ..i always forget nurbs (just for that, tankk you! much more)
    i think the key is: you're workflow vs job to be done
    adapt, adjust i guess
    my 2 cents
    keep on!
    have a good one!

    • @jlmussi
      @jlmussi  Рік тому

      I always appreciate your feedback and good vibes!

  • @alivedinosaur
    @alivedinosaur Рік тому

    New sub, thank you

  • @yachtoes1597
    @yachtoes1597 Рік тому

    Hello, does subd modelling work for creating game assets (hard surface)?In terms of baking the subdivided mesh onto the low poly mesh?

  • @jr517199189
    @jr517199189 Рік тому

    Great Video - just curious @19:32 your view port in Maya had a thick outline around the mesh, how did you do that it? looks so cool!

  • @Frank_Art
    @Frank_Art 10 місяців тому

    I normally sculpt and then do retopo(all in blender), any advice? Im noob 😋

  • @djdarkstar187
    @djdarkstar187 Рік тому +1

    Of all of these options and there was no mention of parametric modeling. You mentioned "nerves" modeling, which I'm sure you're referring to NURBS modeling, which is actually something entirely different than parametric modeling. Parametric modeling is the industry standard for products that are going to be manufactured. Programs such as Solidworks uses this workflow.

  • @damocles5047
    @damocles5047 Рік тому

    2:24 how do you select the face like cylindir?

  • @kunaldabhade
    @kunaldabhade Рік тому

    Thank you sir sharing experience and knowledge , sir can we apply texture on sub-d models?

    • @jlmussi
      @jlmussi  Рік тому +1

      Yes, but you have to select the correct SubD settings for UVs for your textures not to distort when in SubD mode.

    • @kunaldabhade
      @kunaldabhade Рік тому

      Sir thank you 😊

  • @bassemb
    @bassemb 7 місяців тому +1

    SubD modeling and poly modeling are two different things? I thought subdivision was just a modifier that can be applied onto a poly mesh that's made with poly modeling.

  • @Mika-vw4bt
    @Mika-vw4bt 10 місяців тому

    hi, what is the name of the 3d model with the wrench at 8:45 ? thx :)

  • @deadsetanime7102
    @deadsetanime7102 Рік тому +1

    I don't see retopology as a modeling method. It's a secondary process that takes place post modeling. Retopo isn't creating but editing something simplifying an already existing model and usually is a post process of digital sculpting. That rules retopology out for me as method of modeling.
    I think that Bsplines, or Nurbs are very good for doing organics. Lots of guys were creating amazing models with Rhino 3D back in the early to mid 2000s.
    I have never heard the term kit bashing in modeling but hey, it doesn't mean that it wasn't used. I've just never heard of since I started in 3D in the late 90s.
    Polygon modeling is a universal term which also encompasses SubD, Rail/Subpatch, and Primative modeling. That being said, unless you are using Nurbs, Voxels or Pixols, all modeling is polygonal because It's all polygons. We use to stress knowing how to manipulate polygons but polygon modeling is a redundant phrase.
    Photogrammetry is more scanning than it is modeling. Yes, there is some clean-up to be done so modeling isn't completely ruled out but I don't really see it completely as modeling.
    I don't know. Maybe there are just a lot of new terms out there that I just don't know about but traditionally, modeling meant Nurbs/Bsplines, Rail/Spline/Subpatch, Meta, SubD, Primative, Sculpting and Displacement. Boolean was just a tool or process of manipulating polygons like extrude, lathe, smooth shift or spin quads. It was not a method of modeling in itself.

  • @BlenderInferno
    @BlenderInferno 5 місяців тому

    Hi JL awesome video as always, if you don't mind I was wandering what a high fidelity 3d model is, if you have a chance to answer I'd really appreciate it :)

  • @pizza7256
    @pizza7256 Рік тому +3

    I don't understand the difference between sub-d modeling and poly modelling, isn't sub-d modeling just doing poly modeling but with holding edges and press 3?🤔 And u said sub-d is also useful for games do you mean useful for baking to low poly/poly modeling or we actually use sub-d/high poly to put in games? 🤔

    • @NinjaMK
      @NinjaMK Рік тому +3

      I think that's the main difference, yeah, with sub-d modeling you need to have holding edges and you have to pay attention to how the topology will react when smoothed, while with just poly modeling you are never going to smooth the model and instead you're either using it as is, or you're using it as a base for a high poly sculpt. And yes, you should use the smoothed model to bake the details to the low poly version, you will not use it smoothed for games.
      That is how I understand it, but keep in mind that I started learning 3D around 4 months ago so I might be a bit off :)

    • @jlmussi
      @jlmussi  Рік тому +2

      @@NinjaMK You got it!

    • @jlmussi
      @jlmussi  Рік тому +2

      Both poly modeling and sub D are essentially a polygon based workflow. The SubD model can be a high poly source from which to extract texture details and applied to a low poly asset, but so can a high poly sculpt from Zbrush. So the Sub D model can be a dual purpouse mesh. It can be used in a VFX pipeline or as the high poly to extract your textures from. Hope that helps.

  • @PeterRichardsandYoureNot
    @PeterRichardsandYoureNot Рік тому

    Kitbashing did not start with action figures. It started in the movie industry when movies needed a faster way to flesh out things like ships for a sci-fi movie. Ie: in Star Wars we end up with the x-wing based on the vfx team and designers grabbing a bunch of old airplane models and tearing parts out of the different sets and putting them together so that we eventually ended up with the final design. It’s a great short cut as opposed to building your own custom parts… this happens long before action figures and merchandising movies was a thing. Star Wars was actually one of the first movies to include massive merchandise contracts retained by Lucas. A genius move at the time.

  • @3D-VFX
    @3D-VFX Рік тому +1

    this is the easy stuff, which about procedural modeling?

  • @DesignCreators
    @DesignCreators Рік тому

    Hi, Please let me know is my laptops specs enough for blender. i7 11800h with RTX 3070

  • @lostinthoughts8995
    @lostinthoughts8995 Рік тому

    Node based modelling is not included ?

  • @chijiokeokereke2042
    @chijiokeokereke2042 Рік тому

    Subd modelling is everything

  • @stanimirgeorgiev.87
    @stanimirgeorgiev.87 Рік тому

    Actually I have a question: connected geometry vs separated geometry? Which one is better?
    I'm specifically asking about the booleans operations part. Because I don't like booleans, because booleans results geometry is sometimes very hard to clean. Because you also mentioned models with connected parts are more suitable for games. So far I've only made a few models for games and I don't have that much experience with models made specifically for games. I make models mostly for animations and illustrations. But the components of these models I made for games were not necessarily connected. I don't know that a game solid mesh is a rule. Rather, I understand that it is a matter of choice. But I use your tutorial to fill in information gaps that I have. More knowledge is always better.
    So I would appreciate an answer. Thanks. Good tutorial.

    • @jlmussi
      @jlmussi  Рік тому

      I highly recommend you watch this video; it answers most of your questions. ua-cam.com/video/zV3mhvWpppM/v-deo.html

    • @stanimirgeorgiev.87
      @stanimirgeorgiev.87 Рік тому

      @@jlmussi 10x man. I appreciate. I'll take a look.💪

  • @Kim-uf8bb
    @Kim-uf8bb Рік тому

    Welcome back

  • @aydin1847
    @aydin1847 Рік тому +1

    I would have added procedural modelling with software like Houdini.

  • @warholinteractive1526
    @warholinteractive1526 Рік тому

    Polygon 3D modeling? What rock did this guy crawl out from?

  • @randomshittutorials
    @randomshittutorials Рік тому

    So it appears I need to learn SubD modeling and I am interested in polymodeling.

  • @rajendrameena150
    @rajendrameena150 Рік тому +7

    If nurbs are not real time then how rhino and twinmotion work together.

    • @HoudiniGameArtist
      @HoudiniGameArtist Рік тому

      There are ways to convert nurb surfaces to polygons.

    • @Subscribe_Mr
      @Subscribe_Mr Рік тому

      Please make it active.. Then it'll works together

  • @3XIT1977
    @3XIT1977 5 місяців тому

    Please let me know which one of this list is just for the gaming industry ?

  • @cyraxvisuals6203
    @cyraxvisuals6203 Рік тому

    procedural modelling?

  • @MelioUmbraBelmont
    @MelioUmbraBelmont Рік тому

    As a dark souls meme, I can't tank that thumbnail, GIANTS GIANTS GIANTS BECOME UNSTOPABLE

  • @storylifekids
    @storylifekids Рік тому

    Hi I don't have this plugin in 3ds max 2023

  • @scotthammond6589
    @scotthammond6589 Рік тому

    Kit bashing came from scale model kit bashing in the 70s-80s for models used in in the film industry.

  • @LordLuigi_Rigs
    @LordLuigi_Rigs Рік тому

  • @kinutsunne795
    @kinutsunne795 Рік тому

    subd modeling in blender should be a pain for hardsurface. The fast subd preview is so lame and I miss basic and important things in blender such as edge slide for rotation and scale and not only for translate :(

  • @StrongLoneWolfPack
    @StrongLoneWolfPack Рік тому

    God damnit here we go again

  • @vivenvesnov9169
    @vivenvesnov9169 Рік тому

    Did you mean Nurbs?

  • @yash1152
    @yash1152 10 місяців тому

    video starts at: 2:07

  • @TheGlitcher
    @TheGlitcher Рік тому +1

    Kit bashing 99% of creators on vrchat that only know unity and blender that sell 3 models a month and tell their friends and family friends and family that they are a 3d artist xD.

  • @sudipsiwakoti9398
    @sudipsiwakoti9398 10 місяців тому

    Blender lover hit like ❤❤❤

  • @shimmery1210
    @shimmery1210 11 місяців тому

    I don't think sub-d is the best starting method for new modelers, sculpting+retopo is. They need to get the form right before worrying about the topology or polycount.

  • @arocomisgamusclademork1603
    @arocomisgamusclademork1603 5 місяців тому

    Poly modelling and digital sclupt are best choice for 3d media animation sastifty than rest those methods aren't worth effort interest

  • @dalienware668
    @dalienware668 11 місяців тому

    I dont see a difference between Sub-D and Poly modeling.

  • @godofdream9112
    @godofdream9112 Рік тому

    00:16 in 2025 , it would be AI do the job.

  • @yonlaycabrera4431
    @yonlaycabrera4431 Рік тому +2

    Yes, you missed several methods and workflows:
    1. Simulation (Marvelous Designer / Houdini / Cinema4d / Blender)
    Suitable for clothing, organic shapes, fluid-based forms...
    2. Procedural generation (Houdini / Blender GN / Speed Tree / Gaia / Unity / Unreal engine)
    Terrains, Trees, Rocks, buildings, game assets... all that is made procedurally
    3. Parametric modeling (Rhino with Grasshopper / Fusion 360 / Houdini / Sverchok in Blender and Blender GN)
    This is very similar to procedural generation, but it is more used in architecture and product design
    4. Algorithmic models (Houdini / TouchDesigner / Bifrost in Maya)
    This is used for all the intriguing VFX elements present in films and movies and real-time presentations
    5. Mathematical forms and fractal shapes (Houdini / MB3D/ Mandelbulber)
    All the fractal, Supershapes, Strange attractors and similar stuff is made this way.
    7. AI Generation (Stable Diffusion and similar)
    Like it or not it is already here
    And many others that don't even have a name, like the creations of characters with Metahuman, Ziva, Character Creator and Daz and some dedicated parts of the modelling like grooming ( Houdini / Xgen and Jeti in Maya). It is a huge field, no matter you are starting or experienced.

    • @denizypinarci
      @denizypinarci Рік тому

      Procedural modelling

    • @yonlaycabrera4431
      @yonlaycabrera4431 Рік тому

      @@denizypinarci I think both are fine. If I understand it correctly, Procedural generation also includes the generative creation of stages for games and all that stuff.

  • @EricBarthDev
    @EricBarthDev Рік тому

    lol "Nurbs" not "Nerves"

  • @warholinteractive1526
    @warholinteractive1526 Рік тому

    Photogrammetry is Proprietary Game Dev Technique from Kris Cemail taught to him by Infinite Realites, and his workflow uses specialized equipment and a specific set of software to DO IT PROPERLY. Which is HIS INTELLECTUAL PROPERTY

  • @Falzeee
    @Falzeee Рік тому +1

    Wrong. ZBrush has all the orthographic views you'd like and is PERFECT for hard surface modelling. This guy is old school and behind the times. Ignore!

  • @cycla
    @cycla Рік тому

    Great video but you talk way too slow, even at the max 2x speed it’s still not fast enough for me

  • @mattpace1026
    @mattpace1026 7 місяців тому

    Someone needs to tell this tool the difference between style and technique, because he clearly doesn't know it.

  • @siciddlescoodle7116
    @siciddlescoodle7116 Рік тому +1

    this exudes crypto bro energy

  • @teamEP789
    @teamEP789 Рік тому

    Where can i get a cringe outfit like yours?

  • @bishalscreation
    @bishalscreation Рік тому

    What software 🤬🤬🤬

  • @Stupping
    @Stupping 11 місяців тому

    youre 35 max, that barely is "decades plus" be humble

  • @StanleyKubick1
    @StanleyKubick1 11 місяців тому

    why are you yelling?

  • @TheSatzy6699
    @TheSatzy6699 Рік тому

    Great content

  • @ranger7460
    @ranger7460 Рік тому

    Thanks, I have learned a lot from you.

    • @jlmussi
      @jlmussi  Рік тому

      Thanks for watching!