I"ve started using Plasticity in such cases. Its filleting functions are awesome. Furthermore, it has great Ngon export options and even a plugin which lets you import the model in Blender while working on it in Plasticity in real time. The combination of both worlds is powerful.
I would have taken a different approach at the start to avoid all the extra steps and clean up. Starting with a cylinder, add an edge loop halfway up. Then select the faces on one side of the lower half and extrude them out. Finish by deleting the edges made on the top and bottom of the extruded section. Done :).
Don't tell Josh... they hate being told how to model correctly.... they love to brag about how cool their HardOps are and spend an hour cleaning up verts....
Spellbound_93 I actually tried something similar. That way also worked. One thing I appreciate about the software is how versatile it is, accommodating multiple approaches depending on need.
@@johnaquino7619 I agree.. i followed along without any boolean or terrible topology and... it's not that hard, and the normal way gives more control. This video is a great example of how not to model this shape.
@@thodajyadahogaya6016 I learn from a lot of different people not only BB. i see the techniques and how to solve problems with typology and stuff. and the last thing WHO THE HELL R U TO SAY WHATS WRONG OR RIGHT.
Instead of boolean at the start, i took the beveled edge on the top, copied and seperated by selection. Scaled it by -1. Then snapped the endings of the halv circles to the same place, move the separated part up a bit and just used knife project. it didnt require any messy boolean clean up and. Its a nice alternate way of doing this shape!
I just tried this tutorial out and it worked good. It was even possible to translate most of these steps into strictly vanilla Blender tools, though it required extra time and effort. I'm guessing this is the point of add-ons, to cut down on that and get more work done. Thanks for the demonstration. I look forward to more. That procedural texture add-on especially intrigued me. 🙂
Watching this while working in Blender on something, that has nothing to do with hard surface modelling. =) But I like those videos, as a hobbyist, they inspire me and keep telling me new little bits about the program.
Unfortunatly there's alot of steps that are unnecessary here. To add to this, there are tools used here that aren't specified in the title and description (such as HardOps Addon, which is a purchasable addon) and people that do not have those are wasting atleast 3 minutes in a video before they realize they reached a step they cannot complete without a purchase. PLS Specify the addons you're using in the description at least.
Ok it was interesting to watch and learn some more new stuff. BUT the topology is a nightmare and I can be very sure if I were to make such kind of asset my boss would fire me on the second. I don't know how this works on other industries but in the gaming industry this is a no go. I would love to see a vid with proper topo. Keep up the good work thanks for the vid!
Typical case of lying here. If you worked in game industry you would know how things go. Seriously nobody gives two fucks about topology as long as there are no shading errors and if object doesn't need to deform.
@@postalbear3695 Yea care to tell that to the lead that "topo does not matter" and "you don't give a 2 cents fuck about it?" Lets see how fast you get some raise in pay and get fired on the same second! Stupid dipshit instead trying to tell the people some truth, you're coming here and telling people that topo does not matter where as a MODELLER topo is everything! And I am not talking here about slight mistakes here and there like leaving a little place as a tri or ngon which cannot be seen or doesn't matter because it's not gonna be animated or so. That topo on that piece is in full shambles! Any senior modeller would tell you to fix it or get the fuck off from the company! Try to apply for a job with that mindset and I want to see that the recruiter tells you that topo does not matter at all!
@@postalbear3695 Tell me that "you never worked in the professional AAA industry without telling me you have never worked in the professional AAA industry" Everyone cares about topology my guy, that's why there is something called poly-budget in the games and scene optimisation in the VFX and animation.
Yeah its not great to follow this advice, It just teaches that bad topology is okay, which sure in some caess it may, but the shading is going to look horrible, and the shapes and curves will never be nice.
I don't like your solutions to bad topology. It is better to do it with a good topology, seeing how complicated it is to correct it, I prefer to do it well... it is less work, don't you think? If I have to trust a bad topology, I prefer to work in Plasticity and export to Blender, the result is fantastic and much easier..
Probably the worst modelling video I've ever seen on YT! Honestly, your approach in the first few steps is the whole reason you have to spend so much time cleaning up... firstly, you don't need to use a cylinder with 64 verts if you're going to use SubD in the end and delete half of them anyway... you just needed 16 verts on your first cylinder, inset faces and bridge faces, a loop cut half way down it and then extrude out... this is really poor!
Because he didn' spend much time to clean the topology. I agree with you. Usually he spend more time to clean but I think in this video the porpouse was to show his approach to bevel using subdivion in hard surface modeling
@@giovannimontagnana6262 I mean no offense to the guy, but I personally would've done a second take on this video before posting it. His methodology is a tad off - I personally would've shown the bad way. Then the good way by building in the supporting loops (proper planning) before subd and having to sit with the messed up topology that quite frankly limited dissolve doesn't solve. All this could've been avoided if he showed the proper methodology of planning ahead. ( but again, I say, I'm no expert, just found this one video very odd)
Don't waste your time with these guys. They give you terrible advice to sell their addons. If you do pay for their stuff they spam you with emails multiple times a day. If you unsubscribe from their emails they will delete your paid account.
This video unfortunately isn't helpful. Some more fundamental practice in modeling is strongly needed here before teaching and presenting this as a tutorial. The final topology is a mess, and this shape could've been done with subD with a cleaner result. Better planning and actual design/intention is needed in general for the model too. And as others have mentioned, for a shape that is intended to be engineered/mechanical this would've been way faster to author in CAD with perfect shading when tessellated. Perhaps its the intention to present the challenge of trying to do it just in Blender, but again this is poor execution. Please take this as kind feedback. Bringing people interested in 3D to the application is a good thing, but as a general rule just because someone can run Blender doesn't mean they should teach it. Quality content is appreciated.
for something that takes 5 minutes in cad this is clunky also not dimensionally accurate when someone puts a hole or radius something they say that looks ok, looks ok would not be acceptable
I know people like to brag about how the software they are using is superior to Blender - but honestly, I could have done this much quicker in Blender as well. I don't know why he started with a good base for what he waa going to do and then messed it all up only to build it again worse and having to clean up a lot of stuff. If this is intentional to show how not to build such an object in Blender it would have been good to also show a better approach.
I"ve started using Plasticity in such cases. Its filleting functions are awesome. Furthermore, it has great Ngon export options and even a plugin which lets you import the model in Blender while working on it in Plasticity in real time. The combination of both worlds is powerful.
Hi ! What's the name of plug in? Time ago i' d try to learn plasticity and result was MINDBLOWING! Amazing...!! Plasticity plus BLENDER....KABOOM! ❤
@@PetrvsMaximvsChannel it was built into Plasticity's v1.3 release
Hi Josh a lot of very negative comments but I saw a difficult spot to make a bevel and it came out good, so keep them coming. thanks Josh
I would have taken a different approach at the start to avoid all the extra steps and clean up. Starting with a cylinder, add an edge loop halfway up. Then select the faces on one side of the lower half and extrude them out. Finish by deleting the edges made on the top and bottom of the extruded section. Done :).
Don't tell Josh... they hate being told how to model correctly.... they love to brag about how cool their HardOps are and spend an hour cleaning up verts....
@@I_am_Spartacus To an extent I can understand doing it deliberately for the purposes of demonstrating new tools for those who don't know.
@@Spellbound_93
I was thinking that too.
There's a bunch of ways to do the same thing.
The technique in this video is one of them. 🙂
Spellbound_93
I actually tried something similar.
That way also worked.
One thing I appreciate about the software
is how versatile it is,
accommodating multiple approaches depending on need.
@@johnaquino7619 I agree.. i followed along without any boolean or terrible topology and... it's not that hard, and the normal way gives more control. This video is a great example of how not to model this shape.
Day by day i learn a lot with your tutorial's guys (Ryuu & Josh).
Thanks 4 sharing the knowledge with us.
you mean day by day you are learning how to not model like these videos right? their way of doing subDiv modelling is the worst on the planet
@@thodajyadahogaya6016 I learn from a lot of different people not only BB. i see the techniques and how to solve problems with typology and stuff. and the last thing WHO THE HELL R U TO SAY WHATS WRONG OR RIGHT.
You spent half an hour to achieve this? No way.
Instead of boolean at the start, i took the beveled edge on the top, copied and seperated by selection. Scaled it by -1. Then snapped the endings of the halv circles to the same place, move the separated part up a bit and just used knife project. it didnt require any messy boolean clean up and. Its a nice alternate way of doing this shape!
I just tried this tutorial out
and it worked good.
It was even possible to translate most of these steps into strictly vanilla Blender tools,
though it required extra time and effort.
I'm guessing this is the point of add-ons,
to cut down on that and get more work done.
Thanks for the demonstration.
I look forward to more.
That procedural texture add-on especially intrigued me. 🙂
Ran back to this video for cool trick number 351 at 19:35 (3rd time I've done this). Such a good one!!
Watching this while working in Blender on something, that has nothing to do with hard surface modelling. =) But I like those videos, as a hobbyist, they inspire me and keep telling me new little bits about the program.
Excellent.
very cool and perfect shading thank you josh
Unfortunatly there's alot of steps that are unnecessary here. To add to this, there are tools used here that aren't specified in the title and description (such as HardOps Addon, which is a purchasable addon) and people that do not have those are wasting atleast 3 minutes in a video before they realize they reached a step they cannot complete without a purchase.
PLS Specify the addons you're using in the description at least.
Hi Sir newbie here, I just want to ask how you make your edges highlighted as blue color on the edit mode? it looks so cool 😊✌️
Ok it was interesting to watch and learn some more new stuff. BUT the topology is a nightmare and I can be very sure if I were to make such kind of asset my boss would fire me on the second. I don't know how this works on other industries but in the gaming industry this is a no go. I would love to see a vid with proper topo. Keep up the good work thanks for the vid!
Typical case of lying here. If you worked in game industry you would know how things go. Seriously nobody gives two fucks about topology as long as there are no shading errors and if object doesn't need to deform.
@@postalbear3695 Yea care to tell that to the lead that "topo does not matter" and "you don't give a 2 cents fuck about it?" Lets see how fast you get some raise in pay and get fired on the same second!
Stupid dipshit instead trying to tell the people some truth, you're coming here and telling people that topo does not matter where as a MODELLER topo is everything!
And I am not talking here about slight mistakes here and there like leaving a little place as a tri or ngon which cannot be seen or doesn't matter because it's not gonna be animated or so.
That topo on that piece is in full shambles! Any senior modeller would tell you to fix it or get the fuck off from the company!
Try to apply for a job with that mindset and I want to see that the recruiter tells you that topo does not matter at all!
@@postalbear3695 Tell me that "you never worked in the professional AAA industry without telling me you have never worked in the professional AAA industry" Everyone cares about topology my guy, that's why there is something called poly-budget in the games and scene optimisation in the VFX and animation.
thank you for uploading a 60fps quality vid
To clean the lower face faster, select the bigger face, go to menu Select -> Similar -> Coplanar. And then hit F. Done.
8:40 Hops is add-on? I never can find blender 4.2....
Yeah its not great to follow this advice, It just teaches that bad topology is okay, which sure in some caess it may, but the shading is going to look horrible, and the shapes and curves will never be nice.
I don't like your solutions to bad topology.
It is better to do it with a good topology, seeing how complicated it is to correct it, I prefer to do it well... it is less work, don't you think?
If I have to trust a bad topology, I prefer to work in Plasticity and export to Blender, the result is fantastic and much easier..
Probably the worst modelling video I've ever seen on YT! Honestly, your approach in the first few steps is the whole reason you have to spend so much time cleaning up... firstly, you don't need to use a cylinder with 64 verts if you're going to use SubD in the end and delete half of them anyway... you just needed 16 verts on your first cylinder, inset faces and bridge faces, a loop cut half way down it and then extrude out... this is really poor!
@@I_am_Spartacus your comments have helped out at least one person starting out, thank you so much
Can someone suggest me a smart phone modeling to right topology
Does anyone still use blender 2.7 key mapping? I just can’t comfortably use the new controls.
rust on aluminum?
Depends on the conditions, but aluminum can corrode and exhibit rust like features. The color can vary due to the environment.
@@bennyoaks131
Correct.
It seems like aluminum can resist rust,
but it can oxidize over time.
I will always remember this with that word... ua-cam.com/video/-J5QecD4dsg/v-deo.html
I'm no expert at all, but this looks very very messy (tbh) no offense.
I agree haha, that's why I bought Plasticity, tho I have Hardops/Boxcutter (which I also need to learn more)
Because he didn' spend much time to clean the topology. I agree with you. Usually he spend more time to clean but I think in this video the porpouse was to show his approach to bevel using subdivion in hard surface modeling
@@giovannimontagnana6262 I mean no offense to the guy, but I personally would've done a second take on this video before posting it. His methodology is a tad off -
I personally would've shown the bad way. Then the good way by building in the supporting loops (proper planning) before subd and having to sit with the messed up topology that quite frankly limited dissolve doesn't solve. All this could've been avoided if he showed the proper methodology of planning ahead. ( but again, I say, I'm no expert, just found this one video very odd)
Josh you gotta hit that gym bro. Putting on those pounds. Anyway, great vid as always
And you need to stop judging people like seriously, who are you to comment on peoples bodies are you his personal trainer? Disgusting comment.
Don't waste your time with these guys. They give you terrible advice to sell their addons. If you do pay for their stuff they spam you with emails multiple times a day. If you unsubscribe from their emails they will delete your paid account.
This video unfortunately isn't helpful. Some more fundamental practice in modeling is strongly needed here before teaching and presenting this as a tutorial. The final topology is a mess, and this shape could've been done with subD with a cleaner result. Better planning and actual design/intention is needed in general for the model too. And as others have mentioned, for a shape that is intended to be engineered/mechanical this would've been way faster to author in CAD with perfect shading when tessellated. Perhaps its the intention to present the challenge of trying to do it just in Blender, but again this is poor execution. Please take this as kind feedback. Bringing people interested in 3D to the application is a good thing, but as a general rule just because someone can run Blender doesn't mean they should teach it. Quality content is appreciated.
Suggest a video that teaches the correct topology, I am a beginner and I will be grateful to you
The whole purpose of this channel seems to be to teach that topology isn’t important 🤷
for something that takes 5 minutes in cad this is clunky also not dimensionally accurate when someone puts a hole or radius something they say that looks ok, looks ok would not be acceptable
Chris plush ain’t gonna like it
me and many would learning from you but we can't because of Hardops/Boxcutter adones, stop using it
i can make this model in fusion 360 in 2 minute , haha LOL, blender just for sculpting, hard surface in Blender so stupid and waste time
I don't know how is on the other software you mention but, what will be different on that soft that make you say that?
I know people like to brag about how the software they are using is superior to Blender - but honestly, I could have done this much quicker in Blender as well. I don't know why he started with a good base for what he waa going to do and then messed it all up only to build it again worse and having to clean up a lot of stuff. If this is intentional to show how not to build such an object in Blender it would have been good to also show a better approach.