The Most IMPORTANT Rule in 3D & Visual Design
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- Опубліковано 18 чер 2022
- In this video, I'd like to discuss why 70/30 is so important, and why we should avoid keeping our designs so even and monotone in Blender.
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As a painter and graphic designer (and one who graduated with a degree in art), every painting needs a focal point and the best place to put one is in the two thirds area. Divide up a painting into thirds both vertically and horizontally and then place the area of interest in one of those places where the lines cross. If you have a long cylinder, then place the focal point at the two-thirds area. Not near the two ends. Or look at the dead center and then move center of interest ether way a bit. The closer you get to the center or ends, the more tension you get. The two-thirds rule is also photography 101. Everything else should have a supporting role. The key to the center of interest is more detail, stronger contrast, stronger hues, etc. Don't put all your details toward the end something or near the edges (like an image). That is not balanced. Steelyard compositions work great (look it up). Don't shove something smack in the middle or near the ends or edges (of a drawing or painting). Lines (or objects in an array acting as a line), can lead the eye to the center of interest. In Abstract Expressionism, you have slow and fast areas. Slow ares are where the eyes slow down, looking at more detail, and fast areas are the opposite. You need both for contrast and they must not be balanced or demand the same attention. An empty sky in a landscape can be a fast area, but it is also an area where the eye seeks rest from the busy areas. Everything in design is about contrast. If everything shouts, nothing is heard. You can view this as quiet and noisy. Busy and not busy. Detail and less detail. And lead the eye.
"If everything shouts, nothing is heard."
If everything is detailed - nothing is detailed :D
@@GAMERRAZUMNOexactly
Big, medium, small is another important design principle.
very helpful. seems to have the same idea of the 60/30/10 color rule in scenes.
Could you pls elaborate a bit more on it?
Negative Space is crazy underated... and i shows if your a pro or a beginner. Same with Graphics Design work
This is such a good advice, thank you very much
This is one of the rules I use when modeling, really does make a difference
Very interesting Tutorial! always a pleasure to watch how you explain whole process of modelling , waiting for more!
This is very enlightening! Thanks
thank you for our guidance it will help me a lot.
Really cool. Thank you
Thanks for sharing 👍
What you say makes sense. But I gotta say, I don't really feel it in that 70/30 model. Obviously it's a very simple model but still, it's a model nonetheless.
And there is a case to be made for 50/50 because, essentially, it's symmetry. And symmetry is very attractive to human beings.
And I just wanna add that symmetry is also present in most stuff that we buy or see, like as an example, ourselves, we are mostly symmetric, buildings are mostly symmetric when seen from outside, products we buy are also symmetric. Its something almost intuitive for u. But I can easily see this tecnique making a good impact on hard surface models for sure. That spaceship was clean af!
No human being is truly symmetrical, ever...thats uncanny territory
@@harrysanders818 That's pretty obvious, otherwise we would be robots. But I'm talking about symmetrical objects.
@@harrysanders818 As I said we are, keyword "MOSTLY" Symmetrical.
@@harrysanders818 there are no "true" edges too. so what, let's not make any edges?
Use the "CRAP rule" too - Contrast Repetition Alignment and Proximity. In this example proximity and asymmetry is highlighted... depending on the intention of the thing you're modelling... the function you might say.... then you would have shapes concentrated in that area that "belong" to its function.
thanks!
Good one!
very useful, thank you
good stuff, thanks a lot !
Hi Josh, i am ur new subscriber :D Nice to meet u
i've never heard of the 70 - 30 rule before i only heard in art and photography of having attention grabbers .. pulling the eyes of the view to there
and omg ur modelling skills are so cool :o i need more of this inspiration tysm!
Product design depends on the future use of the product (or intended usage) not percentages. There’s a lot more to it than just detailing…. shape, form, anatomy, general proportions, etc… all define the end product. Sometimes it may fall into that range, sometimes it may not. The only rule you have to follow is that form follows function as stated by architect Louis H. Sullivan in 1896.
Say you are commissioned to design a minimalist modern cutlery…. what would you do? 😜😜😜
You are absolutely right bro. But there are 2 different approaches, when the function determines the form, and when it is vice versa. Ideally, function and form should be in balance. But, if we are talking just about design, then it seems to me that in this area, first of all, the appearance plays, rather than the functionality. Because not always a functional item can be interesting in terms of design. Function and form are completely different things, it cannot even be compared.
Josh, what percentages and or rules along with this do you use when applying primary, secondary and tertiary shapes? Do you tend to carry the same 70/30 rule into the application of say secondary shapes on top of primary and likewise tertiary shapes when applied to either of these?
Ur layout looks cool
Thanks!
great guide
thanks I think I already have this somewhat naturally!
Goldmine of information this channel is. Thanks. The information presented here is not available anywhere.
Just a small suggestion - your face is blocking the screen. Either have your face in the beginning and in the end of the video (while giving Intro and Outro) or keep moving it over the screen where it is not blocking information on 3D viewport.
Thanks
I just wounder how did you get your pointer to look like an arrow instead of a Cross?
how did u do the scaling cut thingy on the cylinders tho :o
Could you maybe enable the blender Screencast keys thingy that shows what shortcuts you are using? 🤔
he didn't do anything too fancy...Ctrl-R: add loops; Ctrl-B: bevel; Q (HardOps): Sharpen
Hi all! What a plugin for selecting vertices, edges and faces. Tell me please?
this vid was very helpful thx for making it 😁😁😁😁😁😁😁😁😁😁😁😁😁😁😁😁
Do you mean Golden Ratio? It's 1.618 or about 62/38
Yea... guy thinks he invented golden ratio :)
is there a free version of hardops or boxcutter I can get?
You can find both, I definitely saw a post on reddit on this topic.
Just saw your channel from a friend
Hello Josh, does Hard ops and box cutter add-on not need renewal payments?
It doesn't.
@@jonasateo glad than, since i was plan to use it. but if it need to renewal every month, i though i should back to use manual boolean and carve
Can you please tell me what is the plugin or setting for 3:41 ?
hardops addon
@@delikanlikarga160 No, before hardops) When you press TAB, it opens like in maya) At 4:39 - 4:40 very quickly)
Well, that was enlightening. I'm a little OCD (my wife says "a lot" :)), so for me, mirror and symmetrize are my go-to moves for almost everything. I look at empty space and feel like I'm missing something. Apparently not, within reason. Thanks Josh. Great post.👌
The trick isn't to think of it as something is "missing" but to view it as point and counterpoint. You're weighting that empty space against all that filled space. You're creating the mirror and symmetry, through that weighted counterpoint. That's why you use the larger portion for minimalism and the smaller portion for intensity. And the larger portion doesn't have to be completely bare. Simple, subtle patterns and textures can be used for effect against complexity of shape to give that "plain" portion it's own punch while still keeping the whole interesting. Take a fixed blade knife for instance, generally, 1/3 to 1/4 is typically the handle. A nicely shaped and textured handle will greatly compliment a nicely polished but plain blade far better than a highly stylized blade. All of the excess design just makes it look too "busy". It just looks over-worked. You can make a highly stylized blade but keep the handle plain, and it's the same thing. You have a counterpoint against all of the activity going on in the design elements. But his percentages aren't fixed numbers either. Depending on what it is you're designing, it could be 60/40 or 80/20. Your symmetry is in where to find the balance point for that point and counterpoint.
@@nerored6235 The knife was a great comparison. Thank you.👍
Ah yes, the good old railroad artist track. Works.
Tutorial on "How to model interesting looking lightsaber" 😂
Real pros use 69 31
Negative space or figure ground all are aspects to designs number 1 rule - contrast.
One of the rare times where a clickbait title seems to actually be real.
It's like Kolmogorov complexity
...and I thought it was: don't work for Disney.
yep its one of the most important one.
Nice shakeweight brah
Finally getting to see your beautiful face again!
As a designer, the first cylinder has the center of interest too close to the end. The second is obviously smack dab in the middle. Simply use the two-thirds rule. This is much easier to visualize and you will end up with better designs. Do not concentrate details near edges or ends of objects.
I liked the tip but BRO WHATS WITH THE UNNECESSARY SUBDIVISIONS?! you move that 1 pixel your whole computer lags 🤣
The Most IMPORTANT rule - do not push on a link there is written The Most IMPORTANT rule :)
Please drop the name of your chair LOL
think the idea behind is great but the example is missleading, especially for a beginner..
No. It's not 70:30, but closer to 62:38. Golden ratio.... from 300BC. In time you might even "discover" basic of frame composition derived from it, used for "just" last few hundred years :)
Good one, however, it's much much older than 300 BC :)
Ehh I don't really see a difference between the two shapes.
i feel like this is a horrible example because
1) one really doesnt look better/worse than the other
2) anyone who needs to hear this advice is only going to take away “oh ok dont mirror things” instead of the point you were actually trying ti get across
[click] Baited :)
I'd love to subscribe but as a newbie you lack instructional detail I need. I hear super-fast keyboard clacking, super fast shortcuts that I can't follow, and "move this here." You're obviously talented, but newbies, if that's your intended audience, can't follow.
Maybe that's why you are not getting as many subscribers as you would like? I subscribed, then 4 minutes in, unsubscribed. Too hard to follow, and not enough detailed "how to"
I'll eventually get there…but not your channel right now.
Boring Video: Good Information, but too much streched