I'm really glad to see veteran 3D artists coming into the blender space and teaching through a quad/subdivision workflow. I feel like blender modelling tutorials have been more focused on getting a well-shaded model with tricks like edge marks or messing with normals, instead of with good topology. To be clear, there is nothing wrong with that, but its like trying to run before you know how to walk. you gotta know how to work with subdivision models in order to understand when you can divert from that workflow, and thats where i see a lot of blender beginners go wrong. good job man 🙏
Also, it doesn't help that the main topology channel for Blender went a spiritual journey and literally deleted all his videos after he joined a church
Weird that people are complaining about him using blender. As a 3D artist, you should alsways strive to keep evolving and learn new things. Correct 3D principles are universal across all 3D software.
@@xanzuls You got it backwards mate, blender played catch-up game and copied every app there is. Starting from UI from modo to nodes from Houdini. And still not having working uv tools. Its quarter of a century mate.
8:53 - Instead of clicking each linked copy to paste driver, do next: Copy driver from main mesh->Select all linked copies->RMB on the field to paste driver->RMB again->Copy driver to selected. This will save you a bit of time)
Blender‘a true power is on its addons. I compare it to a Japanese sports car that can be easily moded into a total beast. Sure there are plugins for every other 3D software out there but none of them come even close to the community and ridiculously matured add ons you get in Blender. That is the primary reason why seniors like myself jumped in the Blender boat.
With your curve, at around 23 minutes you subdivide the curve, which is fine, but if you want move that curve vertex at the end to the centre of that object after you have approximated the scaling you can go back to object mode. go into the other object, select that vertex your aiming towards, press Shift S, cursor to selection. then go back to the curve select vertex, shift S again selection to cursor. that will move that vertex to exactly that point and because you did the estimated scaling it will be pretty close either way . but that's how you can match exact spaces quickly. you can also use snapping with shift tab and selecting the vertex in the snapping menu or project to faces to snap it to a face (typically how decals are done, but is useful for moving vertices and geo aswell.).
I am a former Maya user. I've adopted Blender as my 3D package of choice but I set my viewport navigation to be exactly like in Maya, which is also used in many other 3D softwares. I also assigned insert key for toggling the pivot point editing (sidebar>tool>options>affect only>origins, also ctrl+period), sometimes I use the cursor, but it always felt unnatural. Also, I removed the hotkeys from 1,2,3 in objecr mode since it starts hiding objects on the outliner, which is completely nonsense.
Yea the 1 2 3 hiding objects drove me insane at first since diving in and out of object mode is new coming from Maya. Oddly enough, I was used to this concept while using Softimage back in the day.
If it helps to know why, 1 2 3 is from blenders old layer system that was replaced with the collection system. Why they kept those hotkeys is a bit of a mystery though.
I love the part where you reconstructing the curve. I know all the tools you used but the problem is understanding where to use what. For example I didn't understand that moving the ribbon along the normals will eventually put it in the center of the tube. Great tips, thank you!
9:06 You don`t need driver. Just select all by similar data-block (Shift+L, Object data ), then press Alt and drag thickness. OR make separate object controller with custom property. OR mark leading object somehow at least. Just because you can`t remember each tiny part in large project and you will forget which is which very soon. 14:31 The idea is correct, but ATM it is much handier to have radial array modifier, made with Geometry nodes. Make once, use everywhere. 20:06 Again Geometry nodes will deal with it perfectly, so you will have pure curve for control. Especially when you need to turn parts of tube without deformation. 38:41 YES! This is modifiers for!
Nice! Glad you are show these Blender peeps the modeling process. Not say there are not Blender modellers out there that work this way but from all the videos I have seen to get in to Blender from Maya they definitely done't work this way.
Hy! First of all: Thank you for your videos. I´m very new to 3D modeling and I have a hole in pocket, so I have to lern it the hard way. I have a solid Adobe CC background, so I am able to humble throw different tutorials to get what I think I need for my work. But what I couldn't find out was alignment in Blender. Until I found the ADD ON Mesh Align Plus. I have my troubles with it to work. So my big request to you would be: Could you make a deep dive tutoriell about this tool? That would be amassing. I could not find a tutoriell about it yet, where I weren't left behind with questions. Thanks!
I want to know about those that you put on the thumbnail, some advanced way to control, like you showed that belt, i am assuming those two loop at sides can control the belt.
There is a lot of hotkeys assign in the blender by default. And it's painful to see that you don't use them. Alt + N for example. The last tip is actually interesting and maybe I will be using it sometimes. Btw, 40 minutes is a bit too much for 5 tips. Thanks for the video.
I'm gonna try and get through this without yelling at my screen like a lunatic after remembering you talking trash about my precious blender after you came from fricking MAYA. "How could anyone use this" had me in my feels a few months back I won't lie.
Both have pros and cons. Blenders hotkeys make more sense in their correlation to words and commands which make them easier to remember. For example the components being labeled 1, 2, 3 shortcuts for verts, edges and faces. However I do like Mayas layout better, as I think its beginner friendly. I think once you get comfortable with either software you'll mainly rely on hotkeys anyways. I do like Blenders modifier's quiet a bit as well but editing pivots and transforms still feel a bit clunky.
@@jlmussi Do you use the comma and period hotkeys to change the pivot and orientation? I find they really speed up my workflow and I can do about 95% of what I can do with the D key in Maya, especially if I combine them with shift+S to snap the cursor to the median point of a selection. The one thing I can't do easily is aim/orient the pivot on a completely custom rotation, instead I have to rely on using the normal orientation of an active component a lot of the time, which is clunky.
Blender has all possibilities, it just need professional teachers like you to utilize it to full extent. I think people like you actually realise the value of blender.
Add a compressor effect to your mic and adjust the gain. This is painful to listen to with headphones. You talk in this that is very quite at times and then you just pronounce certain syllables for emphasis I'm guessing but it just hurts. Also, are you using a pop filter? I'm getting awful plosives, it's like somebody beatboxing right into my ear
I don't have nothing against blender, but he's switched from Maya to blender, just to get more attention and followers, as we know blender community are the bigger
@rano12321 perfect response!!. It shouldn't mater what tool you use. It has always seemed to me that people who use Maya act like they are Maya are above everyone else. I have worked with both Maya and Blender. Alot of Blender's community looks and feels more amateur or something. While Maya itself feels and looks so old and cumbersome to me. I can get the same results with either. Alot of the time Blender is fewer steps. At least in what I do. Sorry for the long reply lol
Im assuming you use Maya? Or do you just not like the fact that he switch. At first i didnt know how I felt about him switching. He was such a hardcore Maya guy before. It really surprised me when I saw his first learning blender video. Then i realized that he making a living by making videos now. So of course he would go to where the viewers are. It was a smart change for his business.
Hey guys, don't forget to download your free hard surface modeling guide: www.clkmg.com/jlmussi/3d-guide-2408
Awesome!thanks!👌👌👌
u need a calculator for 60/6? xD
❤
I'm really glad to see veteran 3D artists coming into the blender space and teaching through a quad/subdivision workflow. I feel like blender modelling tutorials have been more focused on getting a well-shaded model with tricks like edge marks or messing with normals, instead of with good topology. To be clear, there is nothing wrong with that, but its like trying to run before you know how to walk. you gotta know how to work with subdivision models in order to understand when you can divert from that workflow, and thats where i see a lot of blender beginners go wrong. good job man 🙏
I appreciate the love the brother! Yea can't get away from learning 3d fundamentals if you're serious about mastering 3d modeling.
I wish I could like your comment twice
Also, it doesn't help that the main topology channel for Blender went a spiritual journey and literally deleted all his videos after he joined a church
@@horriblypink What channel was/is this?
@@jarrodhasenjager7061 Arrimus
Weird that people are complaining about him using blender. As a 3D artist, you should alsways strive to keep evolving and learn new things. Correct 3D principles are universal across all 3D software.
Yeah and he does a ton in Maya. He would love FreeCAD I think too
Using and learning Blender after anything else is not evolution. Its a step back.
@@amigarulez interesting then why max and maya copying blender then?
@@xanzuls You got it backwards mate, blender played catch-up game and copied every app there is. Starting from UI from modo to nodes from Houdini. And still not having working uv tools. Its quarter of a century mate.
8:53 - Instead of clicking each linked copy to paste driver, do next: Copy driver from main mesh->Select all linked copies->RMB on the field to paste driver->RMB again->Copy driver to selected. This will save you a bit of time)
Nice! Thanks for the heads-up; I'll have to check that out.
Blender‘a true power is on its addons. I compare it to a Japanese sports car that can be easily moded into a total beast. Sure there are plugins for every other 3D software out there but none of them come even close to the community and ridiculously matured add ons you get in Blender. That is the primary reason why seniors like myself jumped in the Blender boat.
I'll give you a tip. Enable clipping on the mirror modifier to avoid the issue you're having at 15:21 👍.
Nice! Thanks for the heads-up; I'll have to check that out.
With your curve, at around 23 minutes you subdivide the curve, which is fine, but if you want move that curve vertex at the end to the centre of that object after you have approximated the scaling you can go back to object mode. go into the other object, select that vertex your aiming towards, press Shift S, cursor to selection. then go back to the curve select vertex, shift S again selection to cursor. that will move that vertex to exactly that point and because you did the estimated scaling it will be pretty close either way . but that's how you can match exact spaces quickly.
you can also use snapping with shift tab and selecting the vertex in the snapping menu or project to faces to snap it to a face (typically how decals are done, but is useful for moving vertices and geo aswell.).
I am a former Maya user. I've adopted Blender as my 3D package of choice but I set my viewport navigation to be exactly like in Maya, which is also used in many other 3D softwares. I also assigned insert key for toggling the pivot point editing (sidebar>tool>options>affect only>origins, also ctrl+period), sometimes I use the cursor, but it always felt unnatural. Also, I removed the hotkeys from 1,2,3 in objecr mode since it starts hiding objects on the outliner, which is completely nonsense.
Yea the 1 2 3 hiding objects drove me insane at first since diving in and out of object mode is new coming from Maya. Oddly enough, I was used to this concept while using Softimage back in the day.
@@nisachar00 go to preferences->keymap and type "collection" in the search field, you'll find it in the "Object" section)
If it helps to know why, 1 2 3 is from blenders old layer system that was replaced with the collection system. Why they kept those hotkeys is a bit of a mystery though.
I love the part where you reconstructing the curve. I know all the tools you used but the problem is understanding where to use what. For example I didn't understand that moving the ribbon along the normals will eventually put it in the center of the tube. Great tips, thank you!
Thanks for the kind words. Much appreciated!
This guy's so chill ✋🧘♂️😄
When merging your array you don't need the weld modifier, there's a checkbox to merge within the array modifier itself!
I appreciate the tip...This will come in handy!
3:50 pro tip: alt + g will reset the position to 0. (works with rotation and scale keys too)
A lot of Maya guru's are switching to Blender, or adding it to the arsenal, Blender is getting bigger!
Because blender is popular and gets them more views, also they can sell more courses for blender beginners.
@@douka3993also because has better Modeling tools
@@douka3993 and objectively better for poly modeling than maya, even people using maya since beta would agree on that.
@@douka3993Yeah, also that it’s completely free
@@douka3993 well said
9:06 You don`t need driver. Just select all by similar data-block (Shift+L, Object data ), then press Alt and drag thickness.
OR make separate object controller with custom property. OR mark leading object somehow at least. Just because you can`t remember each tiny part in large project and you will forget which is which very soon.
14:31 The idea is correct, but ATM it is much handier to have radial array modifier, made with Geometry nodes. Make once, use everywhere.
20:06 Again Geometry nodes will deal with it perfectly, so you will have pure curve for control. Especially when you need to turn parts of tube without deformation.
38:41 YES! This is modifiers for!
Awesome tips man man. For the belts you can also array and constrain instances along a curve following the contours of the belt
You're welcome! Thanks for stopping by the comments section.
Nice! Glad you are show these Blender peeps the modeling process. Not say there are not Blender modellers out there that work this way but from all the videos I have seen to get in to Blender from Maya they definitely done't work this way.
I appreciate the love! 🙏
turn on cavity in the viewport thats a game changer feature for the view
Love that feature!
#5 Once modifiers or multiple objects come into play I would use Collection Instances
That last tip was a mind blower
I appreciate ya stopping by the comments section!
5:20 from Outliner you can grab objects on every surface in Viewport and they will be copied and PERFECTLY placed on surface.
This is way over my head, for now, I'll be back :)
I appreciate ya stopping by the comments section!
Hi JL Mussi!!! Hope you are good
Thanks for the tip!
thanks for your teaching, it's very useful skills !🤩
I appreciate ya stopping by the comments section!
20:00 I have a node group that would convert those tubes to a curve running through the center.
Such a nice video! Thank you! :3
Bro, Again this is very Neat!
Thanks for the feedback!
Yo can also hit alt G to snap object to center of grid space. no need to use 3d cursor to place object in center of space
Good one sir
before starting my school for 7 month i guess i will need follow extra video before get into lol
#1 there is at least 2 addons that give primitives with parameters. you can also make them from geometry nodes and save them as assets
I appreciate the tip...This will come in handy!
Hy! First of all: Thank you for your videos.
I´m very new to 3D modeling and I have a hole in pocket, so I have to lern it the hard way. I have a solid Adobe CC background, so I am able to humble throw different tutorials to get what I think I need for my work. But what I couldn't find out was alignment in Blender. Until I found the ADD ON Mesh Align Plus. I have my troubles with it to work.
So my big request to you would be: Could you make a deep dive tutoriell about this tool? That would be amassing. I could not find a tutoriell about it yet, where I weren't left behind with questions.
Thanks!
Great to see more Blender tutorials from you, Thanks.
Thanks for the support!
@@jlmussi Dont do it. Blender is for amateurs.
Very nice thumbnail image!
I'm curious as why using a drive and not just use copy object data and manage it like that, cool video btw
Timecodes might be very useful, thank you!
I want to know about those that you put on the thumbnail, some advanced way to control, like you showed that belt, i am assuming those two loop at sides can control the belt.
The cylinder was pretty good.
There is a lot of hotkeys assign in the blender by default. And it's painful to see that you don't use them. Alt + N for example.
The last tip is actually interesting and maybe I will be using it sometimes.
Btw, 40 minutes is a bit too much for 5 tips.
Thanks for the video.
I'm gonna try and get through this without yelling at my screen like a lunatic after remembering you talking trash about my precious blender after you came from fricking MAYA. "How could anyone use this" had me in my feels a few months back I won't lie.
A ton of great tips. But that loose piece of the belt is on the wrong side of the belt buckle and I am now in pain.
Lol
Sorry for the pain I have cause by my wrecklessness. LOL
very handy thank pal
I'm glad you found it handy! Your support means a lot to me.
how do you like the feeling of modeling and UX in general of Blender compared to maya/max?
Both have pros and cons. Blenders hotkeys make more sense in their correlation to words and commands which make them easier to remember. For example the components being labeled 1, 2, 3 shortcuts for verts, edges and faces. However I do like Mayas layout better, as I think its beginner friendly. I think once you get comfortable with either software you'll mainly rely on hotkeys anyways. I do like Blenders modifier's quiet a bit as well but editing pivots and transforms still feel a bit clunky.
@@jlmussi Do you use the comma and period hotkeys to change the pivot and orientation? I find they really speed up my workflow and I can do about 95% of what I can do with the D key in Maya, especially if I combine them with shift+S to snap the cursor to the median point of a selection. The one thing I can't do easily is aim/orient the pivot on a completely custom rotation, instead I have to rely on using the normal orientation of an active component a lot of the time, which is clunky.
@@MrCowyedeater check out the friendly pivot add-on if you haven't already. 🙂
Will you try some of the 3d mesh ai tools and rate them?
I see that you switched to Blender Well Done Well Done
#4 radial array geometry node asset
And after that video I've subscribed
@altwhisper6920, I appreciate you supporting the channel!
your topology cured my ocd lol. But jokes aside do you have or recommend a 3d modeling course?
For some reason blender hasn't updated their old primitives to geo node primitives which has parameters that u can modify in modifier tab
As a Maya user I need to spend more time in Blender.
Blender has all possibilities, it just need professional teachers like you to utilize it to full extent. I think people like you actually realise the value of blender.
What value?
Good make it in blender
How is it possible that most probably most popular 3d software is so unintuitive?
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Your ambient light doesnt feat you anymore, if you know what I mean... :(
did you actually need Calculator for dividing 60 by 6? :)
wait... what was that about Houdini at 0:57? 😯
I wrote a software review about Houdini for PC Mag.
Add a compressor effect to your mic and adjust the gain. This is painful to listen to with headphones. You talk in this that is very quite at times and then you just pronounce certain syllables for emphasis I'm guessing but it just hurts. Also, are you using a pop filter? I'm getting awful plosives, it's like somebody beatboxing right into my ear
Blud brought a calculator to divide 60 by 6? 💀
Everything you ever wanted to know and MORE about education in the US.
I don't have nothing against blender, but he's switched from Maya to blender, just to get more attention and followers, as we know blender community are the bigger
if you already sell cheese dogs and chili dogs, why not sell chili cheese dogs?
Tools come and go, poly modeling is the same regardless of the software. Ask yourself are you a maya artist or a 3d artist?
@@myztazynizta exactly, I don't blame him, as a contact creator, he should be, but his not do it as 3d artist
@rano12321 perfect response!!. It shouldn't mater what tool you use. It has always seemed to me that people who use Maya act like they are Maya are above everyone else. I have worked with both Maya and Blender. Alot of Blender's community looks and feels more amateur or something. While Maya itself feels and looks so old and cumbersome to me. I can get the same results with either. Alot of the time Blender is fewer steps. At least in what I do. Sorry for the long reply lol
Im assuming you use Maya? Or do you just not like the fact that he switch. At first i didnt know how I felt about him switching. He was such a hardcore Maya guy before. It really surprised me when I saw his first learning blender video. Then i realized that he making a living by making videos now. So of course he would go to where the viewers are. It was a smart change for his business.
Stop giving examples and just tell us what the f to do . Ughhhh
Almost fell asleep while watching this, these tips didn't need a 40 min video man At least I found one of those tips useful!