a quick tip : you can use "Set By Face" when you're shading an object that have a decent retopo. and it also tolerates tris so you'll just need to select all the flat and consistent faces and leave the bevel edges alone.
Thanks Josh, I'm a member of blenderbros and after watching your "Beginner's Guide to 3D Modeling" and other videos, I created my first 🎮Roblox game after modeling all the stuff in blender. I continue to follow your courses and I thank you for all your help. 👍👍
In my experience, all the BS "requirements" get overlooked with a proper portfolio communicating that you know what you're doing and can break the rules effectively. Unfortunately, many people cannot, hence the strict guidelines and rules often coming from a higher-up. Once clients begin reaching out to you, this won't be a problem (unless, of course, your specific industry has specific requirements not discussed in this video). Also, if it's VFX quads are basically a must in most cases, but I'm not familiar with that industry.
@@JoshGambrell It was gaming, and they stated that ngon workflow bring problems in terms that models cannot be easily modified (simple changes to design that make various versions) and you cant make fake sub-d on rendering, and it's nice to have game asset that you can also use in some cinematics by bumping resolution. Make a little sense when you look at this at that angle.
yes in games industry like an example If you have a hard surface model and you want to send it to zbrush you need to subdivide the model to smooth it out then sculpt your details... also zbrush is programmed in a way that it works way smoother with subde models.
@@abdallah.3D yes i didnt tought about that one but it makes sense also, and also triangulation seams to be the problem transfering to other softwares, ofcourse we trainulate ourselfes for that reason but it makes object absolutely fixed for anything if you put it to pipeline. Infact im start to thinking that this technique is ok for concepting phase only, it's pretty sad couse i invested alot time in learning it :). And if we decide to leave it into concepting zone, i think zbrush with this latest improvements will also provide quicker result and much more flexibility in fact. ehh tough cookie.
Cool! I use endless loop cuts in my models. But the idea of putting a loopcut(s) near the edge of the NGons (-Vertices)... I haven't thought of that yet! Thanks!👍
I really don't get it... In college ive been told that ngoons NEVER are an option. Only on "special" models. Ive been looking your videos, and when you use booleans there are ngoons a lot of times. So now i'm really confused.
Have you considered slightly beveling the shape after the boolean? It's also theoretically possible to copy normals from a hidden uncut mesh with Data Transfer, but I'm no expert on that.
Amazing video Josh! Thank you for this as always :) - in relation to Quadremesher… do you happen to have an add on tutorial for this specific add on? Best practices with it etc? I have been hunting around your and ryuu’s older videos and I can’t find one for quadremesher - I purchased this add on and have yet to try it out lol
I actually don't, because I don't think I'm using it the proper way either, lol. I tend to just slap it on geo when needed. I should probably take some time to learn it in its entirety then run a tutorial.
To make edges stand out like that in the upper right corner of your viewport you have 4 shading modes, wireframe, solid, material preview and render preview, choose solid. Next to render preview you have little arrow down that gives you shading options and in them you select cavity option. Select cavity, type Both and max out both world space and screen space factors. There you go now all edges of objects and also insets and holes are emphesized with shading and easier to see. The addon he uses for cutting the geometry is Boxcutter.
Thank you, decent advice! But how would I go about putting a bevel on that dense mesh? Quad remember mostly only works with simple shapes, more complex hard surfaces give it a lot of trouble
Offset cut always does the trick, but a bevel will run so long as it doesn't overlap with any surrounding geo. You can just slide the vertices if it does. Bevel shader is also an option if you're rendering only.
Wouldnt this be bad as a game object? This much unneeded topology all over. Unless it is like a gun right in the players face, then wouldnt that just be bad for optimasation?
Nope, triangulate beforehand. Whether it's quads or ngons, all geo gets auto-triangulated at the software level (in Marmoset, Substance, Unreal, etc). But each software has their own triangulation algorithms which can cause issues, which is why you should always properly triangulate beforehand in Blender. Proper triangulation & shading > proper topology, unless you specifically need it. Our game asset course covers this in-depth: www.blenderbros.com/the-blender-bros-hard-surface-game-asset-course-2-0
Thank you for the tutorial! I learned a lot. Two questions that I hope you could answer: Is there some type of mode in Blender that easily identifies shading issues (for those with an untrained eye *cough* *cough*)? I'm thinking of a mode like the one that easily identifies the inside and outside of a mesh with blue and red (forgot the name for it). I'm new to 3D-modelling, do you guys have a tutorial for what a well modelled mesh is supposed to be? I didn't know that these shading issues are something to be dealt with, what more is a professional as yourself on the outlook for when modelling (in addtion to shading problems)? Thank you in advance!
Unfortunately there is no mode in Blender to see bad shading like that. The mode about inside and outside of a mesh is face orientation. To best see shading issues there are certain matcaps that make it pop out more. But you still need to have an eye for it As for a tutorial you can checkout their jump-start course on their website(it's free)
Good questions, if the shading is bad enough, trust me, you’ll notice it. The more peculiar shading that I might notice but you might not just comes with practice, and isn’t really something to lose sleep over. It’s just a quality thing for the more minor shading problems. As for topology, it depends on what you’re going for. I use boolean and ngon modeling all the time for what I do, zero problems.
@@kemtimussign5383 I see. I'll start by putting in a lot of hours and then see where I'm at. Yes, I'm doing the hard surface tutorial with Ryuu from their website and it's been very good so far. Thank you for the information!
@@JoshGambrell I understand. I'll just keep going! I've already noticed some in my own meshes, also reading your e-book has helped me a lot. Although your plug for the topology handbook has made me want to read it so bad, too bad it's unavailable. Will it be available for a price later on?
I'm not trying to be a smart ass but for people new to blender, play around with data transfer modifier. It's perfect for removing shading errors without needing to go to a higher res shape. Also car paint matcap will reveal all bad shading that the one he's using won't.
You think you don't need quads because you don't model anything more complicated than combinations of cubes and cylinders. All these copes you advocate for fixing your terrible shading take longer and look worse than just modeling with proper topology.
Must be hundreds of tutorials about how to mitigate shading errors due to n-gons and bad topo. Maybe time for the shader devs to smooth out these errors like they have figured out some time ago to smoothly shade things like the extremely faceted cylinder itself in this example? Or at least add a "quad remesher" to the modifier stack. I'm imagining the millions of human-hours wasted on retopologizing . . .
There’s many solutions: 1) isolation (shown here) 2) normal transfer 3) remeshing 4) photoshopping if concept art This is normal behavior with poly-based modeling software. Alternatively, if the minor errors are a nuisance, you could go CAD.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/?el=jg
a quick tip :
you can use "Set By Face" when you're shading an object that have a decent retopo.
and it also tolerates tris so you'll just need to select all the flat and consistent faces and leave the bevel edges alone.
Thanks Josh, I'm a member of blenderbros and after watching your "Beginner's Guide to 3D Modeling" and other videos, I created my first 🎮Roblox game after modeling all the stuff in blender. I continue to follow your courses and I thank you for all your help. 👍👍
Can't believe I've never thought about this. Thank you Josh!
Once again boiling a complex topic down into it's simplest form. Nice job!
Cheers, Pete!
Great tutorial Josh. Concise and informative, just what my brain requires! Glad you enjoyed Oxford ;-)
Good to see you here, Nick :)
We dont need, but sadly "they" need for some reson, i had 2 jobs interview this week and both gave me tasks, mandatory sub-d/quad modelling assets ;/
Do the jobs involve Hollywood movies where every object could potentially need to be damaged in an explosion?
In my experience, all the BS "requirements" get overlooked with a proper portfolio communicating that you know what you're doing and can break the rules effectively. Unfortunately, many people cannot, hence the strict guidelines and rules often coming from a higher-up. Once clients begin reaching out to you, this won't be a problem (unless, of course, your specific industry has specific requirements not discussed in this video). Also, if it's VFX quads are basically a must in most cases, but I'm not familiar with that industry.
@@JoshGambrell It was gaming, and they stated that ngon workflow bring problems in terms that models cannot be easily modified (simple changes to design that make various versions) and you cant make fake sub-d on rendering, and it's nice to have game asset that you can also use in some cinematics by bumping resolution. Make a little sense when you look at this at that angle.
yes in games industry like an example If you have a hard surface model and you want to send it to zbrush you need to subdivide the model to smooth it out then sculpt your details...
also zbrush is programmed in a way that it works way smoother with subde models.
@@abdallah.3D yes i didnt tought about that one but it makes sense also, and also triangulation seams to be the problem transfering to other softwares, ofcourse we trainulate ourselfes for that reason but it makes object absolutely fixed for anything if you put it to pipeline. Infact im start to thinking that this technique is ok for concepting phase only, it's pretty sad couse i invested alot time in learning it :). And if we decide to leave it into concepting zone, i think zbrush with this latest improvements will also provide quicker result and much more flexibility in fact. ehh tough cookie.
Cool! I use endless loop cuts in my models. But the idea of putting a loopcut(s) near the edge of the NGons (-Vertices)... I haven't thought of that yet! Thanks!👍
You bet!
Thank you for the tutorial 👍
I really don't get it... In college ive been told that ngoons NEVER are an option. Only on "special" models. Ive been looking your videos, and when you use booleans there are ngoons a lot of times. So now i'm really confused.
Nasty ass shading...lol sorry but that's what came to my mind when I read the title 🤣
In « no-addons » Blender I usually use the remesh tool which generally does a pretty good job without modifying the shape too much
It works, but it's iffy.
Hi Josh, Thank you for the tutorial. Does it mean more model dense, much better shading we will get?
Great video! Thanks!
Thanks Josh Nice Work...whatever happened to Masterzeon???
Have you considered slightly beveling the shape after the boolean? It's also theoretically possible to copy normals from a hidden uncut mesh with Data Transfer, but I'm no expert on that.
You look cool in your logo💪
Amazing video Josh! Thank you for this as always :) - in relation to Quadremesher… do you happen to have an add on tutorial for this specific add on? Best practices with it etc? I have been hunting around your and ryuu’s older videos and I can’t find one for quadremesher - I purchased this add on and have yet to try it out lol
I actually don't, because I don't think I'm using it the proper way either, lol. I tend to just slap it on geo when needed. I should probably take some time to learn it in its entirety then run a tutorial.
@@JoshGambrell use me as the noob toob on that tutorial! Hahah thanks Josh!
2 questions why are the edges of the model white ? and question 2 what is that tool / addon you used to cut through model?
To make edges stand out like that in the upper right corner of your viewport you have 4 shading modes, wireframe, solid, material preview and render preview, choose solid. Next to render preview you have little arrow down that gives you shading options and in them you select cavity option. Select cavity, type Both and max out both world space and screen space factors. There you go now all edges of objects and also insets and holes are emphesized with shading and easier to see. The addon he uses for cutting the geometry is Boxcutter.
What is the benefit of quad remesher over blender's default remesh tool?
It’s significantly better and more accurate.
Thank you, decent advice!
But how would I go about putting a bevel on that dense mesh?
Quad remember mostly only works with simple shapes, more complex hard surfaces give it a lot of trouble
Offset cut always does the trick, but a bevel will run so long as it doesn't overlap with any surrounding geo. You can just slide the vertices if it does. Bevel shader is also an option if you're rendering only.
What’s the name of the tools you use for the nondestructive Boolean stuff you’ve got going on?
Hard Ops, Boxcutter, Mesh Machine, always linked in desc
Wouldnt this be bad as a game object? This much unneeded topology all over. Unless it is like a gun right in the players face, then wouldnt that just be bad for optimasation?
Can prolly bake a normal from one then apply to the other, maybe
I guess it depend.... if its a Nanite mesh for UE5 then it won't really matter that much...
Nope, triangulate beforehand. Whether it's quads or ngons, all geo gets auto-triangulated at the software level (in Marmoset, Substance, Unreal, etc). But each software has their own triangulation algorithms which can cause issues, which is why you should always properly triangulate beforehand in Blender. Proper triangulation & shading > proper topology, unless you specifically need it. Our game asset course covers this in-depth: www.blenderbros.com/the-blender-bros-hard-surface-game-asset-course-2-0
thanks sir
Time to change up my sets when I hit the gym I guess
guys just match the cutters segment on the mesh .. then connect verticies and use SubD.. why bother with Ngons when all quads is easier..
Thank you for the tutorial! I learned a lot. Two questions that I hope you could answer:
Is there some type of mode in Blender that easily identifies shading issues (for those with an untrained eye *cough* *cough*)? I'm thinking of a mode like the one that easily identifies the inside and outside of a mesh with blue and red (forgot the name for it).
I'm new to 3D-modelling, do you guys have a tutorial for what a well modelled mesh is supposed to be? I didn't know that these shading issues are something to be dealt with, what more is a professional as yourself on the outlook for when modelling (in addtion to shading problems)?
Thank you in advance!
Unfortunately there is no mode in Blender to see bad shading like that. The mode about inside and outside of a mesh is face orientation. To best see shading issues there are certain matcaps that make it pop out more. But you still need to have an eye for it
As for a tutorial you can checkout their jump-start course on their website(it's free)
Good questions, if the shading is bad enough, trust me, you’ll notice it. The more peculiar shading that I might notice but you might not just comes with practice, and isn’t really something to lose sleep over. It’s just a quality thing for the more minor shading problems. As for topology, it depends on what you’re going for. I use boolean and ngon modeling all the time for what I do, zero problems.
@@kemtimussign5383 I see. I'll start by putting in a lot of hours and then see where I'm at. Yes, I'm doing the hard surface tutorial with Ryuu from their website and it's been very good so far. Thank you for the information!
@@JoshGambrell I understand. I'll just keep going! I've already noticed some in my own meshes, also reading your e-book has helped me a lot. Although your plug for the topology handbook has made me want to read it so bad, too bad it's unavailable. Will it be available for a price later on?
it's tricky to fix when you need to do it on a useful geometry and the polycount matters
I'm not trying to be a smart ass but for people new to blender, play around with data transfer modifier. It's perfect for removing shading errors without needing to go to a higher res shape. Also car paint matcap will reveal all bad shading that the one he's using won't.
I usually triangulate the faces with the distorted shading
You're a boss
bring back the webcam dude
It’s comin back soon
keep up
You think you don't need quads because you don't model anything more complicated than combinations of cubes and cylinders. All these copes you advocate for fixing your terrible shading take longer and look worse than just modeling with proper topology.
Must be hundreds of tutorials about how to mitigate shading errors due to n-gons and bad topo. Maybe time for the shader devs to smooth out these errors like they have figured out some time ago to smoothly shade things like the extremely faceted cylinder itself in this example? Or at least add a "quad remesher" to the modifier stack. I'm imagining the millions of human-hours wasted on retopologizing . . .
There’s many solutions:
1) isolation (shown here)
2) normal transfer
3) remeshing
4) photoshopping if concept art
This is normal behavior with poly-based modeling software. Alternatively, if the minor errors are a nuisance, you could go CAD.
I guess, if it would be that easy they had fixed this long time ago! Keep in mind this is a Free Software.
sorry, I know it's out of line, but could you ease on the transitions? they are really disorienting.
I’ll ask if my editor has some better transitions, thanks for the feedback.
@@JoshGambrell thanks!
Tricky Tricky that's why they pay you the big bucks
Hello
ok ok ok
im fucking vomiting 🤢🤮(I hate bad shading and topology EWWWWWW)