I am going to jump in before someone brings up the Blender Bevel Modifier. Yes it is a fantastic tool for your personal smaller projects. In production though adjusting the panels doesn't happen super often and usually if it does its after it has already been checked in to the pipeline and textured to a degree. When they see the final product of the model and texture is when they can really see if the panelling is too prominent. Also some spaceships I have worked on have between 500 - 5000 panels on them, I am sure Blender doesn't have a fun time with that many Bevel modifiers live.
This is really great insight on modeling. I mainly use Bevel with no Chamfers but having it be non-destructive is a huge benefit. Keep posting these bite size tips going!
Hey Andrew, I'm currently doing my last year for 3D art in Capilano, and I too am in Vancouver and wanna work at ILM as a modeller one day, your streams are very informative, and finding this channel I feel really helps me steer in the right direction. Cheers mate.
Nice, appreciate the kind words. Its good to have goals but i wouldn't focus too much on getting to a specific studio. They are all the same in reality with their own pros and cons. I would more aim to just get in to feature film level work.
Topology is not a matter of opinion, it's right or wrong given the desired edge flow, tangent progression and editability of the mesh. On a panel side, the triple edge works because: the outer edges have co-planar quads on either side of them (the panel and the bevel) which stabilizes the tangent progression. The center edge should always be equidistant from the outer edges if you want to get the feel of a circular fillet. The resulting bevel, or fillet, then has a apparent radius of half the distance between the center edge and the outer edges. This is what i'd like to hear.
Greetings from a game art student! Why are you dividing the panel further during the preparation for subd, like at 1:33, The bevel without chamfer already act as a fence and at 1:51 why are you further dividing a flat surface?
it prevents the edges sliding a lot. If you dont add a supporting edge behind the bevel without chamfer then subdivide the edge will slide really far apart
@@sumdude5172 You dont really want long polygons so i usually square them out to a degree, adding a few support edges in the middle. It also prevents the edges and UVs sliding when subdividing. It is something you can test yourself by getting 3 cubes, chamfer 1st, chamfer 2nd with 1 support edge then chamfer 3rd with support edge and inner edges. Subdivide them all and see how the edges slide
do you use soften edges in a pipeline and if so will that same appearance make it all the way to the final render or does softening the edges affect someone else job say UVs or texturing
soften edges is only a visual thing really. At render time it will be subdivided anyway but it gives a nice preview of a bevel while working especially if showing in Maya work to your supervisor
It's nice for animators to see the soft edges in the viewport as it gives an impression of the final look of the bevels without having to preview subdivision while animating. It also gives a nicer result in the viewport playblast animation videos.
yep that is correct. You can add the supporting edges manually if you want but the bevel (chamfer off) is a quick way for adding supporting edges consistently
in your industry, do the modelers ever use 3DS Max or is Maya the all around modeling tool in your department. because I myself switched from maya to max, because max just has better modeling capabilities, at least for me.
@@AndrewHodgson3D okay cool. but are you guys allowed to use the program you're most comfortable in, or do they prefer everyone to use maya? i know you said the pipeline is maya, but can modelers use a program they're more comfortable with?
@@MrMeanor not really. The reason i say the pipeline is in maya so we use maya is because multiple departments are touching your model at once so they are all applying their own information to the asset in the pipe. If you take it out of Maya to another program you risk breaking those connections or just creating more work for others. You pretty much never make an asset then never come back to it after other departments touch it
Yes please do a series on tips and tricks and please use a good thumbnail like how #askzbrush does with bold letters so that people can catch up quick and click on the video
I am going to jump in before someone brings up the Blender Bevel Modifier. Yes it is a fantastic tool for your personal smaller projects. In production though adjusting the panels doesn't happen super often and usually if it does its after it has already been checked in to the pipeline and textured to a degree. When they see the final product of the model and texture is when they can really see if the panelling is too prominent. Also some spaceships I have worked on have between 500 - 5000 panels on them, I am sure Blender doesn't have a fun time with that many Bevel modifiers live.
Coming back 3 years later for a refresher. This is a great video.
This is really great insight on modeling. I mainly use Bevel with no Chamfers but having it be non-destructive is a huge benefit. Keep posting these bite size tips going!
Came from your Twitch streams, so many cool tutorials on your channel here! Ty!
Hey Andrew, I'm currently doing my last year for 3D art in Capilano, and I too am in Vancouver and wanna work at ILM as a modeller one day, your streams are very informative, and finding this channel I feel really helps me steer in the right direction. Cheers mate.
Nice, appreciate the kind words. Its good to have goals but i wouldn't focus too much on getting to a specific studio. They are all the same in reality with their own pros and cons. I would more aim to just get in to feature film level work.
@@AndrewHodgson3D As a Junior, I imagine it wouldn't matter where one would work, but yea feature-film is definitely the main goal.
I hope u make more short videos like these they are really helping. Thanks for sharing ur knowledge Andrew
Brilliant! Never thought to turn chamfer off, but damn is it useful. Thank you! Btw loving these trick videos.
These quick tips are super helpful, Andrew. Thanks.
Loving these quick tip videos, super helpful!
This channel is a great resource.
That was very informative, thank you for sharing! I love such neat tips and tricks videos!
Topology is not a matter of opinion, it's right or wrong given the desired edge flow, tangent progression and editability of the mesh. On a panel side, the triple edge works because: the outer edges have co-planar quads on either side of them (the panel and the bevel) which stabilizes the tangent progression. The center edge should always be equidistant from the outer edges if you want to get the feel of a circular fillet. The resulting bevel, or fillet, then has a apparent radius of half the distance between the center edge and the outer edges. This is what i'd like to hear.
what
Thank you for the video! =)
Very nice. THANKS
Greetings from a game art student! Why are you dividing the panel further during the preparation for subd, like at 1:33, The bevel without chamfer already act as a fence and at 1:51 why are you further dividing a flat surface?
it prevents the edges sliding a lot. If you dont add a supporting edge behind the bevel without chamfer then subdivide the edge will slide really far apart
@@AndrewHodgson3D Oh thanks for the quick reply, but what about at 1:51, you further divide a flat surface?
@@sumdude5172 You dont really want long polygons so i usually square them out to a degree, adding a few support edges in the middle. It also prevents the edges and UVs sliding when subdividing. It is something you can test yourself by getting 3 cubes, chamfer 1st, chamfer 2nd with 1 support edge then chamfer 3rd with support edge and inner edges. Subdivide them all and see how the edges slide
make more of these please 🥺
do you use soften edges in a pipeline and if so will that same appearance make it all the way to the final render or does softening the edges affect someone else job say UVs or texturing
soften edges is only a visual thing really. At render time it will be subdivided anyway but it gives a nice preview of a bevel while working especially if showing in Maya work to your supervisor
It's nice for animators to see the soft edges in the viewport as it gives an impression of the final look of the bevels without having to preview subdivision while animating. It also gives a nicer result in the viewport playblast animation videos.
just to make sure I've got it: you do a Bevel (chamfer off) on the edge, followed by a Soften Edge on the same edge?
yep that is correct. You can add the supporting edges manually if you want but the bevel (chamfer off) is a quick way for adding supporting edges consistently
in your industry, do the modelers ever use 3DS Max or is Maya the all around modeling tool in your department. because I myself switched from maya to max, because max just has better modeling capabilities, at least for me.
In film it’s mostly maya because the pipeline runs through maya. Environment sometimes use max because they can work outside the pipeline
@@AndrewHodgson3D okay cool. but are you guys allowed to use the program you're most comfortable in, or do they prefer everyone to use maya? i know you said the pipeline is maya, but can modelers use a program they're more comfortable with?
@@MrMeanor not really. The reason i say the pipeline is in maya so we use maya is because multiple departments are touching your model at once so they are all applying their own information to the asset in the pipe. If you take it out of Maya to another program you risk breaking those connections or just creating more work for others. You pretty much never make an asset then never come back to it after other departments touch it
@@AndrewHodgson3D oh okay, I see now, very informative. thank you, andrew :)
Yes please do a series on tips and tricks and please use a good thumbnail like how #askzbrush does with bold letters so that people can catch up quick and click on the video