Beginner here, for months I've been combing through UA-cam for tutorials that show complete workflows and best practices for meshes and modeling of industrial assets / machinery (hard surfaces). I'm astounded at the level of content you're delivering free of charge while others out there are charging hundreds for. Thank you.
First, thank you for your tutorials. Lots of good information. Usually though, 95% of modeling that I do is of real world objects that already exist. I don't have the luxury of being able to design things myself. I have to build things the way they are, with real world measurements (that I'm often not sure of). I would like to see you do some modeling of real, existing objects to see how you would go about doing that.
One very important reason to use all-quads is for film assets, where you can run multiple levels of subdivision to get more and more resolution on your curves as camera moves closer.
55555555 r 55🎉sysyt yyssys yßsyy at ssyryysyy st usyśsysyysysytyryyyyyysy uyyyyr tsyr yyr 68y😮vc mrs5zy0d8😅😮😅😅😅😅😮😮😮😅😮😅😮😅😮😮😅😅😮😮😮😮😅😮😅😅😮😅😮😮😮😮😮😮😅😮😅😮😅😮😮😅😮😮😅😮😮😮😅😮😮😮😅😅😅😮😮😅😮😮😮😅😅😮😮😮😅😢😮😅😮😮😮😅😮😮😅😅😮😮😮😮😮😮😮😮😮😢😮😅😮😮😮😮😮😮😮😮😮😅😮😮😮😮😮😮😅😮😮😮😮😮😢😢😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😮😮😮😮😮😮😮😢😮😮😮😅😮😮😮😮😅😮😮😮😮😮😅😢😮😮😮😮😮😮😮😮😅😮😮😮😮😮😮😮😮😮😅😮😮😢😮😮😮😮😅😮😮😅😮😮😮😮😮😮😢😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😅😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😮😮@@JoshGambrell
You are my favorite Teacher/Master Modeler on Blender! Thank you for everything you do! I'm still working thru your HOPS/Boxcutter lessons but I added this one to the list! : )
After going through the free course, I found myself constantly clicking the likebutton as I was on UA-cam. It is always a pleasure to watch you guys teach. Thanks for uploading. :)
I burn my hand when I cook so yeah we got our own problems and I try putting 4 hrs every day and I'm now in school so I do sacrifice social interactions for it but I love this, yeah!
Listening in just now and it's a good hear. I appreciate some of the 'simple' things you say such as considering more segments for larger bevels to avoid it looking blocky. Keep up the great work. Have to strongly disagree though where you start trying to get motivational. In a corrupt world, one of the biggest issues is that working your ass off doesn't mean by means that you'll do well. It feels a bit like you've looked at what you've achieved and how, and thought, 'Well it worked for me so it will work for everyone else'. That said, a lot of people aren't willing to put in the effort too. It's both.
One thing I have noticed from you Josh, and even Ryu is that You guys almost NEVER use any sort of human 3D Mesh for the correct scale of the models you're modeling and dimensions. I think you both are well aware that having the correct texel density heavily depends upon the scale of the 3D Object. And blender's scene unit by default goes with meters which means this door is probably way too big for an average human height thus, the texel density won't be correct for the scale of an actual "DOOR" made for humans to enter in. Try to use an average height human 3D mesh for correcting the scales of your models guys. It will save you a ton of time and sanity when trying to optimize the texel density and texture resolution just a high suggestion.
I noticed that my next door neighbor Fred likes to go out at night and pace back and forth in only his underwear 🩲 and then right before he goes back in he faces in a northerly direction bends over pulls underwear down spreads both cheeks and lets out a long fart 💨 He doesn’t know I know And most disturbing I don’t know 🤷♀️ Why I like watching him
In fact you would usually create a blockout inside the engine and work out scale right there. You would then export it to Blender and use it as reference.
Motivational speech around 2:30 time-frame really triggered me. I have to work more to get better? Where's my mom 😭 lol jk jk amazing vid Josh, so many juicey bits! 🤙🏼
I still dont understand, how you export mesh with 1segment bevel an uv's are okay. if I apply bevel, all uvs are going crazy and whole uv process before that is pointless - what I'm missing here? You didnt "uncheked" default fbx preset settings "Apply Modifiers" during exporting hp/lp meshes -please help me understand that 1 segment bevel technique
Is it possible to import marmoset maps and texturize in blender? i bought the add-on materialworks(wonderful, congratulations) and i would like to texturize the low poly (bake) with that! thanks
I was just following the game assets tutorial where you did the 4 parts on making the door. I was gonna start part 3 and when I searched the video I see that it's unavailable. Are you gonna repost it in the future?
oh I was gonna type a comment about clustering details but you said it :P (I drop comments while I watch videos rather than at the end, mostly for myself lol but you guys can read them too xD)
Do you ever find that the creative juices are flowing more freely at certain times of the day? I have a full time job, but I'm a morning person and part of my morning routine is to spend a couple hours in Blender before work and 5+ hours on Saturdays and Sundays. By the time mid afternoon roles around though, I feel like I'm just going through the motions. Have you ever struggled with that?
great that you show the process.. but backing. painting....? is blender so bad is that area? maybe is there a alternativ programm to blender that have all parts in it to creat good fast game models...?
speaking of cavity, is there....hmm say I wanted to have that same effect in unreal engine, or substance painter or whatever, do you know a way to "bake" it into the model so it displays that way even outside of blender? Just wondering your thoughts if you have tried yet. Since the epic games launcher made it easy to also download unreal engine and mess around with that - ive taken interest in it lol (Genius marketing those guys :P)
Hi i very like your courses, but also i cant shake the feeling that your models are egzactly the same as Ryu, and all your models seems very repetative. I don't mean this as insult i'm just wondering if this kinda workflow especially with Hops and Cutter is not actually limiting somehow, couse you know i did couple of your courses, started working some time ago in HOPS and hell whatever i do my models turns egzactly the same as yours guys. Also you always forcing in your courses this workflow witch is ok, but you basically just repeting same hops stuff in different configuration. Reality is 90% of the time when you work, you have somekinda guidlines, reference, concept to meet. I wish you could tackle such subject, because it's important topic. It's kinda paranoid that i can make this cool Hops models, but when it comes to work actual job, i need to turn it off because i cant meet requirements obligating me to fallow specyfic concept or reference. Cheers
Main reason I'm watching these videos is because nothing I make looks anything like this lol. More tools in your toolbelt - don't need to always use them though :)
Beginner here, for months I've been combing through UA-cam for tutorials that show complete workflows and best practices for meshes and modeling of industrial assets / machinery (hard surfaces). I'm astounded at the level of content you're delivering free of charge while others out there are charging hundreds for. Thank you.
I learned a lot of things from this Video , just came here to say you "THaaaaNKS"
First, thank you for your tutorials. Lots of good information.
Usually though, 95% of modeling that I do is of real world objects that already exist. I don't have the luxury of being able to design things myself. I have to build things the way they are, with real world measurements (that I'm often not sure of). I would like to see you do some modeling of real, existing objects to see how you would go about doing that.
One very important reason to use all-quads is for film assets, where you can run multiple levels of subdivision to get more and more resolution on your curves as camera moves closer.
Absolutely!
And visual effects, destruction, deformed metal etc
55555555 r 55🎉sysyt yyssys yßsyy at ssyryysyy st usyśsysyysysytyryyyyyysy uyyyyr tsyr yyr 68y😮vc mrs5zy0d8😅😮😅😅😅😅😮😮😮😅😮😅😮😅😮😮😅😅😮😮😮😮😅😮😅😅😮😅😮😮😮😮😮😮😅😮😅😮😅😮😮😅😮😮😅😮😮😮😅😮😮😮😅😅😅😮😮😅😮😮😮😅😅😮😮😮😅😢😮😅😮😮😮😅😮😮😅😅😮😮😮😮😮😮😮😮😮😢😮😅😮😮😮😮😮😮😮😮😮😅😮😮😮😮😮😮😅😮😮😮😮😮😢😢😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😮😮😮😮😮😮😮😢😮😮😮😅😮😮😮😮😅😮😮😮😮😮😅😢😮😮😮😮😮😮😮😮😅😮😮😮😮😮😮😮😮😮😅😮😮😢😮😮😮😮😅😮😮😅😮😮😮😮😮😮😢😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😅😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😮😢😮😮😮@@JoshGambrell
😮😅😅😢😮😮😮😢😮😮😢😢😢😮😅
😮😢😢😮😅😢😢😢😮😅😮😮😢😮😮😅😢😢😅😅😅😮
You are my favorite Teacher/Master Modeler on Blender! Thank you for everything you do! I'm still working thru your HOPS/Boxcutter lessons but I added this one to the list! : )
I don't know if people realize what a gold mine this video is.
After going through the free course, I found myself constantly clicking the likebutton as I was on UA-cam. It is always a pleasure to watch you guys teach. Thanks for uploading. :)
I burn my hand when I cook so yeah we got our own problems and I try putting 4 hrs every day and I'm now in school so I do sacrifice social interactions for it but I love this, yeah!
Listening in just now and it's a good hear. I appreciate some of the 'simple' things you say such as considering more segments for larger bevels to avoid it looking blocky. Keep up the great work.
Have to strongly disagree though where you start trying to get motivational. In a corrupt world, one of the biggest issues is that working your ass off doesn't mean by means that you'll do well. It feels a bit like you've looked at what you've achieved and how, and thought, 'Well it worked for me so it will work for everyone else'. That said, a lot of people aren't willing to put in the effort too. It's both.
1:50:17
마모셋 노말 베이크
1:56:08
블렌더 버텍스 페인트 (섭페 컬러 픽 용)
One thing I have noticed from you Josh, and even Ryu is that You guys almost NEVER use any sort of human 3D Mesh for the correct scale of the models you're modeling and dimensions. I think you both are well aware that having the correct texel density heavily depends upon the scale of the 3D Object. And blender's scene unit by default goes with meters which means this door is probably way too big for an average human height thus, the texel density won't be correct for the scale of an actual "DOOR" made for humans to enter in. Try to use an average height human 3D mesh for correcting the scales of your models guys. It will save you a ton of time and sanity when trying to optimize the texel density and texture resolution just a high suggestion.
I am aware. Just scale it down to true height, CTRL+A, re-unwrap, 5 second job. Probably should've done that in this tutorial but here we are.
I noticed that my next door neighbor Fred likes to go out at night and pace back and forth in only his underwear 🩲 and then right before he goes back in he faces in a northerly direction bends over pulls underwear down spreads both cheeks and lets out a long fart 💨
He doesn’t know I know
And most disturbing I don’t know 🤷♀️
Why I like watching him
Oh yeah and this is a good tutorial
@@3dguy839 lol
In fact you would usually create a blockout inside the engine and work out scale right there. You would then export it to Blender and use it as reference.
A huge amount of useful knowledge i got from this video. Thank you Josh.
This is just what I needed right now, thanks!
There's a shortcut for renaming and suffix OMG!! for years I was just do manual renames oh my freaking god!!! dammm (crying inside)....thank you
Motivational speech around 2:30 time-frame really triggered me. I have to work more to get better? Where's my mom 😭 lol jk jk amazing vid Josh, so many juicey bits! 🤙🏼
Thanks for all the effort
I still dont understand, how you export mesh with 1segment bevel an uv's are okay. if I apply bevel, all uvs are going crazy and whole uv process before that is pointless - what I'm missing here? You didnt "uncheked" default fbx preset settings "Apply Modifiers" during exporting hp/lp meshes -please help me understand that 1 segment bevel technique
Is it possible to import marmoset maps and texturize in blender? i bought the add-on materialworks(wonderful, congratulations) and i would like to texturize the low poly (bake) with that! thanks
I was just following the game assets tutorial where you did the 4 parts on making the door. I was gonna start part 3 and when I searched the video I see that it's unavailable. Are you gonna repost it in the future?
Thank you :)
Hey, when boolean object visible on render what’s that might be?
What is this mat shade is i cant find in my blender
oh I was gonna type a comment about clustering details but you said it :P (I drop comments while I watch videos rather than at the end, mostly for myself lol but you guys can read them too xD)
Do you ever find that the creative juices are flowing more freely at certain times of the day?
I have a full time job, but I'm a morning person and part of my morning routine is to spend a couple hours in Blender before work and 5+ hours on Saturdays and Sundays.
By the time mid afternoon roles around though, I feel like I'm just going through the motions. Have you ever struggled with that?
How at 1:43:33 you can see live triangulation process I can not see it
The bob ross of blender, thank you for the important info!
Far from that, lol. I don't know like 80% of Blender, I only know the stuff for HS ;)
@@JoshGambrell Well you make blender porn, so you are ...........................................................
Thanks a lot for this tutorial, What kind of tool are you using by pressing Alt+X at minute 02:20 ? Very Helpful!
It's mirror modifier. I think it's a feature of hardops addon
Where the link to the font you used? Could you please give it to us?
You fucking Blender master, thats what I needed! xD I never Backed smth except a cookie
great that you show the process..
but backing. painting....?
is blender so bad is that area?
maybe is there a alternativ programm to blender that have all parts in it to creat good fast game models...?
actualy you dont have to name it _high. You can write just _hi. and export as fbx low poly and hipoly together and marmoset split it automaticly
i have a huge doubt, regarding ngons, is it really that big of a deal if not everything is quads????
how do you solve those ngongs breaking the normals??
speaking of cavity, is there....hmm say I wanted to have that same effect in unreal engine, or substance painter or whatever, do you know a way to "bake" it into the model so it displays that way even outside of blender? Just wondering your thoughts if you have tried yet. Since the epic games launcher made it easy to also download unreal engine and mess around with that - ive taken interest in it lol (Genius marketing those guys :P)
its sometimes referred to with different names but same general principle, in painter it's the curvature map
👍👍👍
Trying to rewire my mind to use Blender from Max is very difficult lol
Woah :o
31:36.... 35:13....35:48
Hi i very like your courses, but also i cant shake the feeling that your models are egzactly the same as Ryu, and all your models seems very repetative. I don't mean this as insult i'm just wondering if this kinda workflow especially with Hops and Cutter is not actually limiting somehow, couse you know i did couple of your courses, started working some time ago in HOPS and hell whatever i do my models turns egzactly the same as yours guys. Also you always forcing in your courses this workflow witch is ok, but you basically just repeting same hops stuff in different configuration. Reality is 90% of the time when you work, you have somekinda guidlines, reference, concept to meet. I wish you could tackle such subject, because it's important topic. It's kinda paranoid that i can make this cool Hops models, but when it comes to work actual job, i need to turn it off because i cant meet requirements obligating me to fallow specyfic concept or reference. Cheers
Main reason I'm watching these videos is because nothing I make looks anything like this lol. More tools in your toolbelt - don't need to always use them though :)
i beg u to explain xD.....
bad'