Oh god, lads, cheers for posting this. I'm trying to relearn the skills I had like 15 years ago and I've been struggling to find an inroad that made sense to me as so much has changed in the last decadeanda half. this video is immediately and immensely more helpful than almost everything else I've seen insofar as to my own searches for learning resources as ye are referring to contemporary methods and old school ones and how they relate. I thank the pair of ye , sincerely.
As someone with a disgustingly small desk and no space to put a bigger one, these mid-2000s modelling techniques are still my go to whenever I have ANY clutter on my desk (which I always do because of my audio interface and my pro artist’s monitor, both of which take up unnecessarily huge amounts of desk space)
I like poly modeling because I don’t always gotta break out my tablet and make sure I have desk space for it(I don’t have a dedicated art studio so it becomes like taking out paintbrushes) Poly modeling is great to use the mouse and I prefer mouse for it :D
Always love your videos guys. Box modeling with the sub division modifier is a good method to learn as well but takes more technical skill and far more clean up then this method but it does allow for reasonable flexibility to change major parts of the anatomy. But as i said you need to spend way more time on clean up and will be generally less optimized. However no matter how good you are at poly modeling or box modeling you can never escape the late 90s to early 2000s vibe the models give.
Hi there, I appreciate the 90's reference to modeling...LOL. I was doing all that kind of stuff back then, that includes nightmares in default blue!! LOL.... Thank you for explaining a lot of what you do as you do it. I understand what the goals are, it's just knowing what tools and how to use them to build organically and even topology. After I viewed this, I think I will be able to do this sort of thing better. Thanks, again!
Would love some more portfolio reviews or art peice critiques. You guys have so much valuable artistic knowledge and I find those videos always give me so much info.
I started on 3DS Release 1 for DOS in 1992 so I know exactly what you mean. Before that I used a program on the Amiga for a little bit called Imagine. I think the kids these days are so lucky that they can see a solid mesh without doing a quick render. Ugh. Good times. 😃
There used to be, a tutorial for Joan of Arc on 3D Total. That was the most complete at the time ( about 2001 ). Complete character from scratch on poly modeling
My workflow in this case is this, first I make the 3d model in poly and I do it as much as possible to the real structure, then I export the model to mudbox and there I make the textures and refine with the sculptor mode, I have worked for several productions and he never told me anything about the workflow that I use, in the same way it is a workflow that is still used and it is not from the 2000s at all
for production, you need specific and precise topology. if the topology is bad in certain spots, when the face has been rigged/animated, the topology won't deform properly and the model will look really bad. ZRemesher doesn't give you a lot of control when retopologizing, whereas a program like Blender or Maya allows you to directly place polys and customize the topology to make it perfect for animation and the rest of the character pipeline.
Thanks alot this video helped me alot , iam about to study create realistic charecter in my mind iam not sure dose i need go to use Zbrush or it is possible just use Maya to create realistic character , because i think maya is so powerful we can make anything and use another software like Zbrush need efforts and so much time to master it , my basic answer is yes its possible because head is lips eyes and nose with all that powerful mesh tools we can create realistic head. after this video i dont have any doubt to use just Maya for create realistic human head .
This is a question (about poly modeling) I had years ago but never asked anyone because well... poly modeling looked terrifying to go into. Can poly modeling be done with a mouse? I've seen people poly model stylized characters, and the shapes don't seem complex enough to really need a tablet.
Guys do you have a video on how to find the Poly modeling tool. I see what you're doing but you are not pointing out to us where we find this tool. Thanks (Henning)
Can anyone help me, For my system Poly Modeling is not available I'm using Maya 2025, I did set default preferences after that poly modeling option is gone. Don't know how to add it again
Modeling human face is nightmare. I prefer sculpting, reasons:- 1)I can focus more on space and don't need to worry about topology 2)I can get detail normal map from same mesh.
polymodeling organic models It's just a useless outdated time consuming approach. Sculpting is much faster and gives you better results. Plus, if you work in the industry you will always start from a basemesh. But also for personal projects is better to start from a basemesh
@@xM4NU97 I was about to edit my comment and say the same points you mention. But polymodeling is good for cartoon character creation like buzz from toy story, because you Don't need details.
@@nikolatesla5308 maybe, I don't make stylized characters but if I had to I think I would start in zbrush anyway and then just retopo. If you start with polymodeling I'm sure you will need later to adjust the proportions and the general look of the character anyway, because it needs to look right from all the angles, which is much easier and faster to do by sculpting
In contrast with the old tutorial (ua-cam.com/video/EvzQYzczUH8/v-deo.html) this is a bit better You guys are now making sense and not making the thing like a silly infomercial before situation. I really did not get why you guys made that video that way, it seemed way too acted or realistic.
@@kruz3d573 in simple words, I mean majority of their customers are students and giving free tutorial to students is stupid idea. Professional or high skill artist will simply Google things he needed. He will not buy tutorials just to get some answers but if you are professional modeller and you are Interested in texturing only then you will buy tutorials. My main point is majority of flip normal customer are students.
@@nikolatesla5308 Do you realize that there are literally a 15-10 minutes part of one those paid courses which has an information that you will probably will never be able to find in google or online? There are certain, very specific and speedy workflows which those professionals/teachers who've worked in the industry with experience share and use. 1 or 2 tips from those paid courses could determine your chances of getting hired. Of course you can google basic/obvious sh*t. But what I mean is, the real learning experience comes when you actually start working in a successful studio. And they all have specific and efficient workflow that meets their deadline. These paid courses are valuable information for everyone including experienced/advanced CG Artists and Students! CGMA (CG Master Academy) have insanely expensive courses that costs $999 and has weekly term. And they pretty much teach the full industry's pipeline workflow. So yeah, paid courses including FlippedNormals are still valuable.
Maya is still the tool that is use in production on actual work, there are decades of custom tools and pipelines build around it. If the idea is to be useful to the most amount of ppl you go to the most used tool in production environments; You must go Maya/Max. Either way, poly modelling is a generic technique, it translates to any tool.
@@thrassthrak9091 You can use it for 30 days for free, after that you can pay the $280 a year for the indie. If you can afford netflix and an ISP you can get Max, or maybe not, I'm here to judge, millions use it without paying either way. $280 a year, it's quite a low bar for a +25 years old software that almost everybody in the industry knows or use. Even if you are not a full time 3dsmax user, having the skill is a big plus in the industry. In the other hand, Blender is free, but it's not yet a standard in the pipelines of many studios. The good thing is that there are options.
Oh god, lads, cheers for posting this.
I'm trying to relearn the skills I had like 15 years ago and I've been struggling to find an inroad that made sense to me as so much has changed in the last decadeanda half.
this video is immediately and immensely more helpful than almost everything else I've seen insofar as to my own searches for learning resources as ye are referring to contemporary methods and old school ones and how they relate.
I thank the pair of ye , sincerely.
I honestly love how fluid you are with modeling. Respect. And thanks for showing it on Maya. Always appreciated.
I appreciate that!
this makes me nostalgic for when i first learned blender and tried to brute force poly modelling a face 16 times before giving up
I know the feeling
I do everything in poly modelling. I like it, it's like playing a puzzle.
coziest tutorial I've watched for 3d modeling
It’s nice seeing some people still using the nasal labial fold loop.
What you mean still. Isn't that a standard ?
You guys have become my go-to for the best information on 3D software
As someone with a disgustingly small desk and no space to put a bigger one, these mid-2000s modelling techniques are still my go to whenever I have ANY clutter on my desk (which I always do because of my audio interface and my pro artist’s monitor, both of which take up unnecessarily huge amounts of desk space)
Wow felt nostalgic from this when I first started learning 3D. Poly modeling was the way to go lmao
I like poly modeling because I don’t always gotta break out my tablet and make sure I have desk space for it(I don’t have a dedicated art studio so it becomes like taking out paintbrushes)
Poly modeling is great to use the mouse and I prefer mouse for it :D
I really needed this, this will correct my workflow, I was stuck doing things really wrong, was really brunt out. Thank you.
Happy to help :)
Always love your videos guys. Box modeling with the sub division modifier is a good method to learn as well but takes more technical skill and far more clean up then this method but it does allow for reasonable flexibility to change major parts of the anatomy. But as i said you need to spend way more time on clean up and will be generally less optimized. However no matter how good you are at poly modeling or box modeling you can never escape the late 90s to early 2000s vibe the models give.
Hi there,
I appreciate the 90's reference to modeling...LOL. I was doing all that kind of stuff back then, that includes nightmares in default blue!! LOL.... Thank you for explaining a lot of what you do as you do it. I understand what the goals are, it's just knowing what tools and how to use them to build organically and even topology. After I viewed this, I think I will be able to do this sort of thing better. Thanks, again!
Would love some more portfolio reviews or art peice critiques. You guys have so much valuable artistic knowledge and I find those videos always give me so much info.
I started on 3DS Release 1 for DOS in 1992 so I know exactly what you mean. Before that I used a program on the Amiga for a little bit called Imagine. I think the kids these days are so lucky that they can see a solid mesh without doing a quick render. Ugh. Good times. 😃
There used to be, a tutorial for Joan of Arc on 3D Total. That was the most complete at the time ( about 2001 ).
Complete character from scratch on poly modeling
Poly modeling is so fun !
It really is!
Yep just broken my cherry this week and it's so cool
Man, poly modeling takes me back to when all I had was Blender
lmao
That's...not that far back haha.
@@IGarrettI i guess not, but im also young so 11 years is for me haha.
@@monkeyboy140 fair point !
The fact this is still relevant in 2021 is somewhat daunting to say the least...
We'll just wait for the machines, they'll get there
“Every character back then was poly modeled.”
Don’t forget nurbs. *Remembers seeing old official Shrek model*
Ahh good old nurbs........
@@FlippedNormals I still use Nurbs in Rhino to make hard surfaces, then import them to Max or Blender ( now that I'm moving towards Blender )
Wow guys, I sooo missed you :D Welcome back! :)
Thanks! :D
Dude took 8 min of small talk instead of just jumping to the tutorial gezz
Finally i will be able to model polygon, yes
Great to learn poly modeling it helped a lot. Would like to learn hard surface modeling
This would be awesome to see with an eye tracker
Thank you for sharing knowledge ❤❤❤❤❤
Great guide , thank you !
My workflow in this case is this, first I make the 3d model in poly and I do it as much as possible to the real structure, then I export the model to mudbox and there I make the textures and refine with the sculptor mode, I have worked for several productions and he never told me anything about the workflow that I use, in the same way it is a workflow that is still used and it is not from the 2000s at all
You Guys Are awesome
thank you
You're welcome
Thanks 🙏👍👌❤️
But can u specify an actual reason why should we not use zremesher and use maya for retop insted?
for production, you need specific and precise topology. if the topology is bad in certain spots, when the face has been rigged/animated, the topology won't deform properly and the model will look really bad. ZRemesher doesn't give you a lot of control when retopologizing, whereas a program like Blender or Maya allows you to directly place polys and customize the topology to make it perfect for animation and the rest of the character pipeline.
@@likely2explode thanks a lot. 👍
Thanks alot this video helped me alot , iam about to study create realistic charecter in my mind iam not sure dose i need go to use Zbrush or it is possible just use Maya to create realistic character , because i think maya is so powerful we can make anything and use another software like Zbrush need efforts and so much time to master it , my basic answer is yes its possible because head is lips eyes and nose with all that powerful mesh tools we can create realistic head. after this video i dont have any doubt to use just Maya for create realistic human head .
Do you guys plan to talk about Adobe funding Blender? Great video as always!
please put a trtorial on hard surface stuffs
sir can u please share second part of this video
This is a question (about poly modeling) I had years ago but never asked anyone because well... poly modeling looked terrifying to go into. Can poly modeling be done with a mouse? I've seen people poly model stylized characters, and the shapes don't seem complex enough to really need a tablet.
Only with a mouse. You would have to be insane to try to poly model with a tablet.
@@neilmarshall5087 andrew hodgson do, to avoid erist pain.
I don't see it anymore on the website, was it taking down?
How can u get only the edges when u are using create polygon tool? Because I get polygons and the normals are reversed.
Guys do you have a video on how to find the Poly modeling tool. I see what you're doing but you are not pointing out to us where we find this tool. Thanks (Henning)
Can anyone help me, For my system Poly Modeling is not available I'm using Maya 2025, I did set default preferences after that poly modeling option is gone. Don't know how to add it again
poly modelling for a head:
step 1: take your perfectly sculpted head as a reference and wonder why you are watching this
what tool is used for this.. i mean like a cube or a planer
can anyone tell me guys
can anyone please share the reference 3d image that was used in the video?
Modeling human face is nightmare.
I prefer sculpting, reasons:-
1)I can focus more on space and don't need to worry about topology
2)I can get detail normal map from same mesh.
polymodeling organic models It's just a useless outdated time consuming approach. Sculpting is much faster and gives you better results. Plus, if you work in the industry you will always start from a basemesh. But also for personal projects is better to start from a basemesh
@@xM4NU97 I was about to edit my comment and say the same points you mention.
But polymodeling is good for cartoon character creation like buzz from toy story, because you Don't need details.
@@nikolatesla5308 maybe, I don't make stylized characters but if I had to I think I would start in zbrush anyway and then just retopo. If you start with polymodeling I'm sure you will need later to adjust the proportions and the general look of the character anyway, because it needs to look right from all the angles, which is much easier and faster to do by sculpting
@@xM4NU97 yup, it totally depends on how good you are with sculpting.
@@nikolatesla5308 right, in the end everyone chooses the method that works best for them
FOUR!!!!
genial
Does anyone know any software in which I can write on the screen will using zbrush or some other software
Its mainly for screenshots but you can also use it to write on another program
❤️
This is a bit clickbaity because I thought we're gona get this result 0:37 but end up with this one 33:39
It's less about the result, more about the workflow and techniques.
i'm broke so poly modeling is the only way for me XD
In contrast with the old tutorial (ua-cam.com/video/EvzQYzczUH8/v-deo.html) this is a bit better
You guys are now making sense and not making the thing like a silly infomercial before situation. I really did not get why you guys made that video that way, it seemed way too acted or realistic.
Is there a way to get yours tutorials free for students
Blender user??
Students are their primary customer.
Professional don't need flip normal tutorials.
@@nikolatesla5308 Wtf are you talking about?
@@kruz3d573 in simple words, I mean majority of their customers are students and giving free tutorial to students is stupid idea.
Professional or high skill artist will simply Google things he needed. He will not buy tutorials just to get some answers but if you are professional modeller and you are Interested in texturing only then you will buy tutorials.
My main point is majority of flip normal customer are students.
This comment thread is so funny lmao
@@nikolatesla5308 Do you realize that there are literally a 15-10 minutes part of one those paid courses which has an information that you will probably will never be able to find in google or online? There are certain, very specific and speedy workflows which those professionals/teachers who've worked in the industry with experience share and use. 1 or 2 tips from those paid courses could determine your chances of getting hired. Of course you can google basic/obvious sh*t. But what I mean is, the real learning experience comes when you actually start working in a successful studio. And they all have specific and efficient workflow that meets their deadline. These paid courses are valuable information for everyone including experienced/advanced CG Artists and Students!
CGMA (CG Master Academy) have insanely expensive courses that costs $999 and has weekly term. And they pretty much teach the full industry's pipeline workflow.
So yeah, paid courses including FlippedNormals are still valuable.
why Maya for this video and not Blender
@Zed i just asked why .like does it has some quality of life features built in? why they used it for this video .like advanced loop tools?
Maya is still the tool that is use in production on actual work, there are decades of custom tools and pipelines build around it. If the idea is to be useful to the most amount of ppl you go to the most used tool in production environments; You must go Maya/Max.
Either way, poly modelling is a generic technique, it translates to any tool.
@@ReneAlex love max ,but that i cannot buy it is crazy
@@thrassthrak9091 You can use it for 30 days for free, after that you can pay the $280 a year for the indie. If you can afford netflix and an ISP you can get Max, or maybe not, I'm here to judge, millions use it without paying either way.
$280 a year, it's quite a low bar for a +25 years old software that almost everybody in the industry knows or use.
Even if you are not a full time 3dsmax user, having the skill is a big plus in the industry.
In the other hand, Blender is free, but it's not yet a standard in the pipelines of many studios. The good thing is that there are options.
@@ReneAlex thx for thr info 🙂
Like 1
it's like blender but you pay 1000 dollars for it every day