Blender Hard Surface Modeling Tutorial - Part 1
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- Опубліковано 4 чер 2024
- This video is super old, but still useful. If you want to learn new stuff, however, check out our free mini-course: SciFi Terminal Design mini-course (Hard Ops/Boxcutter workflow):
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Part 1 discusses how to create and adjust the basic spherical head.
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Other UA-camrs: murder the default cube
This guy: the cube is the best sphere
At 4:07 , just select the edge loop and press "Ctrl+B" for the same result quickly.
Also we can extrude faces by their normals by pressing"Alt+E".
Just sharing...
Yeah that probably would've been way quicker.
Also we can extrude faces by their normals by pressing"Alt+E". what do u mean by that? by their normals? i dont really understand ( im kinda noob here)
@@CTZN1 He means for example, let's say you have a cube, and you've selected a face on the left side and one on the right side (opposite of each other) if you were to extrude with the normal extrude, it would extrude only one side, and the other side, would extrude inwards and follow the other one. Whereas with (extrude along normals) they will both extrude outwards at the same time. Kind of like Symmetry.
@@IncubusOfDeath Setting the pivot point to individual origins can also achieve that
@@Mitroiul but that's just extra work
Thank you so much. You were the only detailed guide I could find on this and you're an amazing teacher!! Tysm!!
Thank you so much for this serie. This helps me so much to learn hard surface modeling!
No problem Jürgen!
Just discovered your UA-cam. You answered a few questions I've had about Hard Surface modeling . Thank you very much for sharing your Blender expertise.
Cheers
MR HOLLYWOOD
So glad I can be of help! Thanks for the comment and kind words :)
Nice comment
CHEERS
MR.DIME
Nobody:
MR HOLLYWOOD: UA-cam
Jk you're good
instead of pulling the loop cut to the edge and then using 2*g you can just hit E to enable aligning to an edge, and then press f to align it to the edge you want.
I was looking for this modifier to put the object with the correct measurements, Thank you!
Instead of using the cast modifier, you could also go into edit mode and press Shift+Alt+S, which will circularize the mesh to a sphere.
Good job Josh, you teach really well.
Thank you!
Thanks a lot, Josh for making the hard surface modeling piece of cake! :D ... Keep it up
So far, my 2 non-ending lack points are:
1) Nodes & Coloring
2) Face details when sculpting :(
Great tutorials, thanks.
Just finish making donut and coffee.. now I want to this. Btw. Awesome 👍 tutorial
Yet another master tutor on youtube👍👍👌👌👌👌🤘
Thank you!! Hope these videos help you out :)
I learned a lot of good stuff here, thanks .
Thanks Johnny!
Great work and a good way of talking and explaining. I should go on watching your other tutorials too!
There’s lots of cool stuff in here ;)
"alt + shift + s" will make the cubed sphere into a perfect sphere without the need to cast it :)
This only works for me if I apply the subdivision modifier and then use "to sphere" in edit mode.
Never knew alt +E had a function like that. Thanks a lot.
Me neither
Thanks, Josh!
My pleasure!!
Than you for sharing your knowledge.
No problem!
Haha, this is great. I've watched a couple Blender tutorials, but never even downloaded Blender. I don't know why I'm here, either.
When you added the subsurf to the cube, I immediately thought "That's not a sphere, though" and then you addressed that.
When you talked about adding the indented line, I also immediately thought of adding edge loops either side and dissolving the middle. (Someone in the comments pointed out that they might be skewed after dissolving the middle. Don't actually see how, but I'll take their word for it)
Finally, when you wanted to properly crease it, my first thought went to increasing mean crease. I've seen proximity loops, obviously, but I don't really like the concept. If I ever use Blender, I will probably have to make use of them, but something about them rubs me the wrong way. Feels more like a workaround rather than a proper solution.
Yeah I’m not too sure how other 3D packages handle creasing or if it’s even a thing in other ones. But it’s something useful to avoid extra geometry which I like using when possible.
amzing tutorial bro
Great tutorial! :D
It's great you want to share what you have learned, while a lot of what you did in this series is useful there are some practices that shouldn't be shared in a tutorial in my opinion. As you progress in skill you will see what I mean, I hope my comment doesn't offend.
Best of luck to you and your journey with Blender.
*edit*
I see you did keep at it and have gotten really good in your current videos 👍
Cheers Turner, but what would help me even more is if you stated where your discrepancies were and what areas you disagreed with so we can both share our ideas and improve as artists :)
GOOD TUTORIAL
Some of the comments suggests to use Ctrl+B (Bevel tool) to create the indented bevel instead of loop cuts, extrusion and Mean Crease as explained here. While this is much easier and faster it is going to break a Boolean cut that you are going to have to make in the next video. Rather just stick to the exact steps here otherwise you won't be able to progress past the next video.
I'm definitely saving this playlist!
I think for future tutorials though, you should label them as "beginner/intermediate/advanced," so newcomers know what to try first. :)
thanks man
Thank U!
Thank you for the tutorials! I am new to Blender and the learning curve is a bit hard here but I like the application! I do mostly hard surface modeling in Rhino, and want to learn it in Blender (I bought meshmashine and hardops addons but didn't learn it yet, starting off with basis). I have a question. Indeed if you insert a loop into the curved geometry it ruins the shape. But I am wondering if it is possible to insert it with curvature adjustment? As in 3D max I insert swift loop holding down shift and it adjust to the shape - so no shape changing. Here in Blender I don't see such a tool - I was hopping for a smooth option while inserting will do the trick but it spherizes all around, including flat surfaces which is not desired at all. Is there a way in blender to do that?
Thanks Alex! Unfortunately I’m not too sure of what exactly your tool does, but when you transition vertices there’s an option called “smooth” which adapts to the curvature. This might be what you’re looking for.
@@JoshGambrell smooth changes the shape in all directions, while I need only in one. That's the problem
Did you try Mesh -> Transform -> To Sphere after selecting the created loop?
Hy. Thanks for tutorial. But i confuse. What shift+e mean and do?
Hey Josh...do you have any tutorials with a focus on low poly hard surface modelling ?
I'm working on a game called SPESS and the style is low poly.
I assume if I use all of these subdivision modifiers and export as fbx they will be applied and I will end up with thousands of polygons.
Or should I just use these techniques and keep it blocky looking ?
Thanks for your work.
Well for curved surfaces, you must find a balance between overall smoothness and poly count. Lower poly count = blockier sphere. You must find a value you’re satisfied with on both sides. I don’t have any low poly stuff yet, but I would like to do game asset stuff here soon
@@JoshGambrell What's the purpose of the models you create ?
@@anthonygirdler606 Cool looking renders and/or concept renders. Take a look at Andrew Hodgson's modeling guidelines to get a deeper understanding of different modeling workflows for different focuses.
To make a sphere select all vertexes on the cube and push alt+shift+S
6:50 helpful tip (Seam thing to make the thing sharp) dont mind me
Thank you for teaching me what topology means😂😂😂
6:50 what happens at that time when u press Shift +E ?
i've been using that edge loop cut in ages.. didnt realize it mess up the topology. o.O
Well it really only affects your topology if you want to keep it spherical. If you keep the loops super close to the spherical ones you really can’t tell too much of a difference but I just prefer to avoid adding them overall.
What does shift + e mean around 6:49?
Wow way better then 3dsmax
After completing the boolean operation, I can no longer select the objects. I can pan and zoom and add more objects but I cannot select them. So I started over again and run into the same problem. Any thoughts on what I may be doing wrong?
Refer to my response on your other comment in part 2 :)
bro i want to ask how can i remove the screen problem in 2.8 i mean when i click on the cube and move it it's not moving but the orange ball (center) just keep copying and moving and the cube is just stand still
Hi Tol,
I'm a little bit confused as to what is happening. Have you tried pressing the grab command ('G') to see if it works?
@@JoshGambrell yeah I tried but the cube never moves but it's center (the orange circle) moves but leaving copies of it behind it's like a snake made from center (the orange circle)
@@tol-1534 Could you send me some screenshots or a short screen recording? If you've selected the object it shouldn't remain in the same position so long as you're actually moving it.
You don't need to press ESC before S while scaling an extrusion. Just go straight from E to S. (:
1 - Why not simply using a RoundCube primitive?.
2 - Why not simply selecting all the vertices and press Shift+Alt+S ("To Sphere")?
Both ways will work just fine. There's no reason I'm doing this way over your suggested way. Both are completely fine. It would just be a waste of time to suggest every way to achieve the same result so I just go with something straightforward :)
@@JoshGambrell Sometimes, a quicker workflow doesn't hurt.
@@flourfree2K I agree. It would have been quicker but I honestly didn't think of the shortcut off the top of my head ;)
@@JoshGambrell aaaaaaaaaah ahaha je joy of making a tutorial with 100 other ways to work
Done
Make sure you apply the subdivision surface modifier before you apply the cast modifier.
He says that in the video...but I missed it.
Apply modifiers in order. Subsurf should be applied first.
So the best sphere is a cube. All my learning is a lie. You rock bro.
Cheers, Addy!
Damnit, I thought I understood what to do but my sphere still looks like it has a buttcrack when I enable smooth shading after adding edge crease.
Check for interior faces on the inside.
@@JoshGambrell Thanks for super fast reply. After rewatching several times and looking at the screen cast keys I realized I only did the loop cuts without the edge slide. Edges are now looking sharp :)
I don't understand what you are meaning after you add the loop cut. It sounds like you are saying "press double tab g" but that does not seem to do anything.
"Double tap" G. That enables the Edge Slide command. You can see the keys I am pressing in the bottom left for reference.
@@JoshGambrell Oh, G twice. I get it. Thanks
if this was the guys channel now back then i would have subbed, he sounds genuine and trying to educate, now with hes new content i get andrew tate man vibes buy this program or that, no thanks.
Plz turnoff subtitle because we can't see properly with subtitle
That’s on your end. We don’t enable them by default.
Thanks you daddy
alt + left mouse does not work .....
When turning a cube into a sphere i found that its not a perfect sphere, add the cast modifier to it then select sphere and a value of 1 and it will be perfect, or go into edit mode, select all then sphereize
haha never mind, you did it lol
Its been changed to To Sphere in the mesh tab then transform in 2.8 i just noticed
@@mickyr171 To Sphere would have been a quicker operation! Didn't even think of it lol.
@@JoshGambrell don't forget too you can use vertex groups with casting, I find if you cast then use subsurf you still get wonky shading on the corners of the original cube so for things like that I usually use cast but set vertex groups to maintain the sphere and keep the cast at the bottom of the stack so it's always last to be added, keeps the shading nice and clean;)
@@JoshGambrell hope that makes sense lol
Literally my microphone
Solo un psicópata no elimina el cubo por defecto.
ATTENTION PEOPLE
The subdivision surface modifier DOES NOT turn cubes into spheres!!!
To fix this, either :
- Enable the "add mesh: extra objects" addon;
Press shift+a;
Click "round cube".
Or
- Apply the subdivision surface modifier;
Go to edit mode;
Select all;
Press shift+alt+s and set the value to 1.000
or go to Mesh > Transform > To Sphere.
PLEASE, Blender users, do not spread the myth that subdivision surface makes spheres...
it makes balls, for sure, but not as round as the inferior UV spheres...
Edit:
Damn I’m dumb
He says it 10secs later
Lol I was just about to tell you to watch just 10 more seconds... at least you know to not jump to conclusion as quickly :P
Wooden Rain
Thought I’m glad he explained the cast modifier method, I don’t feel really comfortable with it
you can also just select everything in edit mode and search for transform to sphere in the search bar
•••• IZZY ••••
Shortcut : shift+alt+s
He shows a good way to add a sphere here, but his method is overcomplicated. For an easier method, subdivide the faces in edit mode instead of using a modifier.
Hey there, you’re absolutely correct, but that’s why I used the Cast modifier to correct the issue (not sure if you got that far into the video yet).
@@JoshGambrell Wooden Rain Thanks for the response! I did see that, it's just my personal preference to do it the other way, because I find it quicker. I haven't tried to see if this would work but one advantage of your method is that you wouldn't always have to apply the subdivision modifier which would let you have higher detail without creating more real geometry. That could be especially useful when using displacement maps on objects. Unfortunately, however, I don't think you can apply the cast modifier on top of adaptive subdivision which would be a really great way to create spheres that render quickly.
Yep, that’s true. But since I needed an actual sphere either way it’s ok to apply it to make it true geometry :)
thats no moon
And I believed that the default sphere was the perfect creation like Jesus, but I was wrong...he was just a crazy bum.
you look like david dobrik
Lol you sound a lot like blenderguru
Haha, Blender Guru without the Aussie accent? :P
Binod
say spherical topology one more time i dare you
7 min video to show a extrude> crease..