Create Better Blockouts with Ease in Blender
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- Опубліковано 10 січ 2022
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MY FAVORITE BLENDER ADDONS:
⚙️HARDOPS and BOXCUTTER
gumroad.com/a/95646835
www.blendermarket.com/creator...
🔨 Decal/Mesh Machine/Machin3 Tools:
www.blendermarket.com/creator...
⛮ KITOPS 2/ Design Magic / Eevee + Cycles Materials System
gumroad.com/a/779940979
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🔌Cablerator
gumroad.com/a/877982835
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💾Power Save / Power Link / Power Backup
gumroad.com/a/1073542259
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🧘♂️ Zen UV / ZenBBQ
gumroad.com/a/10482803
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🐝UV Packmaster 3
gumroad.com/a/1027609715
blendermarket.com/creators/gl...
☝️Mech Squad Collection and more
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️🔥Skribe - Screencast key program
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**Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
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**Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.
🧩My personal links (stores / websites / portfolios)
➤linktr.ee/ryuurui
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.
cheers mate, always glad to help!
Thank you for this guidance. Helped alot❤
Only watched 2 minutes and its already on my liked list. Great video man, keep it up!
cheers, Vance
That was crazy man, thank you so much, it's was really helpful. i like this kind of videos really
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.
Yup, just keep practicing shapes and it will get easier with time.
Great video on an important subject. Thanks Ponte.
No worries!
Very inspiring! Lots of good advice in this video!
cheers, Martin!
So useful video, thanks
Glad it was helpful!
thanks, great video.
Glad you liked it!
Amazing dude ❤️❤️
Thanks 🔥
when you have no expierience at all, all you need to do is keep on practicing & never give up💯
damn straight
Everything is great. So how should we make 3d from 2d concept? Can you get into the focal length thing?
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..?
well that is a good trait, but eventually you ll know when to stop the qtip when there is resistance.
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!
i d need a timestamp
@@PonteRyuurui 10:58
@@ShebanFPV eyeballed
Master Zion? Would like to check him out as well but cant find him
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 >__
very useful for cutting with boxcutter in view mode, or aligning things
@@PonteRyuurui ah sweet thanks. I'll have to check try it out.
"It's piss easy guys" that should be on a shirt.
boom!
Is Hard Ops and Boxcutter needed to make Models like this or are there slower ways to do this without Blender Addons?
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
@@PonteRyuurui Ok, thanks. Yea its better to use some tools
@@gabel2.091 attaboy
how did you mirror like that at 11:37 ?
mesh machine alt x
This is beyond me, I'm still trying to figure out how you copied those bevels to the other side of the mesh.
You could use alt + x with the mirror function set to symmetry and it mirrors over the new topology.
alt x in edit mode with mesh machine, pie menu based so basically instant
The power of MeshMachine ;)
I am struggling with the retopo so I can unwrap this stuff without massive headaches (and even moving on as a result)
I am not quite sure what this is in relation to. Unwrapping what, blockouts?
@@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?
@@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.
@@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.
@@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.
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"
practice what you suck at , mate, thats the key
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.
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).
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.
@@PonteRyuurui okay - pick my poison LUL. thanks
like I am enlightened