Create Better Blockouts with Ease in Blender

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  • Опубліковано 10 січ 2022
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КОМЕНТАРІ • 61

  • @Smooth_Shading
    @Smooth_Shading 2 роки тому +21

    Great philosophy man. It's good to talk about the mindset. That's probably just as important (if not more) than current skill level. A person's willingness to persevere will eventually result in overcoming challenges. I've always loved your work man. Thanks for putting this stuff out there.

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +4

      cheers mate, always glad to help!

  • @yes3dtube
    @yes3dtube Рік тому

    Thank you for this guidance. Helped alot❤

  • @vanceshannon9141
    @vanceshannon9141 2 роки тому +5

    Only watched 2 minutes and its already on my liked list. Great video man, keep it up!

  • @usame123
    @usame123 22 дні тому

    That was crazy man, thank you so much, it's was really helpful. i like this kind of videos really

  • @nosleepr9871
    @nosleepr9871 2 роки тому +4

    I feel like you answered all of my questions. I was finding it hard to fathom how these complex renders were made, so I tried following along with you, and sure enough, I started to understand that it really is just a bunch of squares and cylinders. Thank you so much! I feel a little more confident now.

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +3

      Yup, just keep practicing shapes and it will get easier with time.

  • @kitengland4978
    @kitengland4978 2 роки тому

    Great video on an important subject. Thanks Ponte.

  • @bt_martin
    @bt_martin 2 роки тому +2

    Very inspiring! Lots of good advice in this video!

  • @componotus8436
    @componotus8436 2 роки тому

    So useful video, thanks

  • @TheTrumanZoo
    @TheTrumanZoo 2 роки тому

    thanks, great video.

  • @aminnima6145
    @aminnima6145 2 роки тому

    Amazing dude ❤️❤️

  • @damarezcurtis
    @damarezcurtis 2 роки тому +3

    when you have no expierience at all, all you need to do is keep on practicing & never give up💯

  • @user-un3vq3fo5e
    @user-un3vq3fo5e 10 місяців тому

    Everything is great. So how should we make 3d from 2d concept? Can you get into the focal length thing?

  • @elwiwi1045
    @elwiwi1045 2 роки тому +2

    man my confidence in my blender skills was at rock bottom before this video thank you again ! Quick question : how do i outpass the need of perfection, like spending more time than necessary on a detail or trying to get the exact same shape as the tutorial i'm watching etc..?

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      well that is a good trait, but eventually you ll know when to stop the qtip when there is resistance.

  • @ShebanFPV
    @ShebanFPV Рік тому

    Wow Man! You are so inspiring! Thank you! How did you align that head extrusion? eyeballing + ctrl? or there is a shortcut (hotkey)?
    Last one, I see you almost always use sharpen, in two words - why?
    Many Thanks!

  • @maiwindows2187
    @maiwindows2187 11 місяців тому

    Master Zion? Would like to check him out as well but cant find him

  • @kewk
    @kewk 2 роки тому +1

    Hey Ryu! I noticed that when you rotated the camera it was in orthographic view and I am wondering what are the benefits of this? As for me, it really messes with my head >__

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      very useful for cutting with boxcutter in view mode, or aligning things

    • @kewk
      @kewk 2 роки тому

      @@PonteRyuurui ah sweet thanks. I'll have to check try it out.

  • @JohnBelley86
    @JohnBelley86 2 роки тому +1

    "It's piss easy guys" that should be on a shirt.

  • @gabel2.091
    @gabel2.091 2 роки тому

    Is Hard Ops and Boxcutter needed to make Models like this or are there slower ways to do this without Blender Addons?

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      why would you want a solution that is slower? some things are impossible or close to impossible, ufuse via machine tools is a good example, so is unfuck

    • @gabel2.091
      @gabel2.091 2 роки тому

      @@PonteRyuurui Ok, thanks. Yea its better to use some tools

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому

      @@gabel2.091 attaboy

  • @dxordon
    @dxordon 2 роки тому

    how did you mirror like that at 11:37 ?

  • @titorungai7961
    @titorungai7961 2 роки тому +3

    This is beyond me, I'm still trying to figure out how you copied those bevels to the other side of the mesh.

    • @Eradifyerao
      @Eradifyerao 2 роки тому +1

      You could use alt + x with the mirror function set to symmetry and it mirrors over the new topology.

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      alt x in edit mode with mesh machine, pie menu based so basically instant

    • @Cyber_Kriss
      @Cyber_Kriss 2 роки тому +1

      The power of MeshMachine ;)

  • @Eradifyerao
    @Eradifyerao 2 роки тому +1

    I am struggling with the retopo so I can unwrap this stuff without massive headaches (and even moving on as a result)

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому

      I am not quite sure what this is in relation to. Unwrapping what, blockouts?

    • @Eradifyerao
      @Eradifyerao 2 роки тому

      @@PonteRyuurui No, creating a retopo using a hardops + boxcutter workflow for complex hard surface projects. Once you have the final project done - how would you retopo it to unwrap realistically for texturing it?

    • @AlexTsekot
      @AlexTsekot 2 роки тому

      @@Eradifyerao I would say its a complicated question. First off what is your target? is it just going to be a render/still? for a game? short movie? Its going to depend on a case by case basis whether you even need to retop something. If its hard surface then how complex are we talking because most hard surface stuff is relatively easy to unwrap without retopoligizing if you only need it for a still image/portfolio render etc.

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому

      @@Eradifyerao why would you need to reptopo it for texturing? Unless by retopo you mean creating a LP for bakes.The only reason you would need quads topo is for organic stuff, then you simply use quad remesher, or VFX, in which case you are better off with subd from the first vert.

    • @Eradifyerao
      @Eradifyerao 2 роки тому

      @@PonteRyuurui Unwrapping final meshws turned out to be a tremendous pain in the butt. I need it unwrapped to bake on texture maps in Substance Painter. Quad remesher seems to work great, but doesn't get the exact edges to keep the detail while remaining LP.

  • @nofabe
    @nofabe 2 роки тому +1

    The issue is I'd perfectly know how to model objects I see but I'm just lacking the creativity, whenever I try to come up with a design I'm just overwhelmed by choice and don't know what to do because there's no "best/optimal path"

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому

      practice what you suck at , mate, thats the key

    • @Jadebones
      @Jadebones 2 роки тому

      If you have a general idea of what you're wanting to make, pull details from reference material.
      Even if you need to pull pieces from multiple references and combine them onto your model.

  • @pikachufan25
    @pikachufan25 2 роки тому

    Dumm questions Comming Right UP!.
    Should i Worry about Topology Numbers? or just focus at Making the thing first then Worry about Cleaning up later...
    (of course withing Reason I'm not gonna make anything Stupid like 10 Million Polys Cube xD).

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      If it is for a portfolio and your pc can handle it then who cares. Tris count has nothing to do with clean shading, though. If shading is messed up or the topo is causing any issues you should clean it up straight away. Things tend pile up. I have scenes with 30mln polies for renders. Obviously making a game asset with so many tris would not work, so pick your battles.

    • @pikachufan25
      @pikachufan25 2 роки тому

      @@PonteRyuurui okay - pick my poison LUL. thanks

  • @ZakirFerhad
    @ZakirFerhad Рік тому

    like I am enlightened