How you SHOULD be modeling in Blender...
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- Опубліковано 25 сер 2024
- Creating visually appealing models and shapes in Blender is actual quite easy. Issue is, most people don't know the right rules to visual design. In this video, I'll teach you them.
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Clearly: Josh Gambrell's hard-surface design is great and really unique. But as someone who works with Blender every day in the industry, I can say: No - this is not how you should model. Solely in Blender exclusive projects. But when working with other programs or a team, it is essential to master subdivision modelling. Boolean operations and similar tools are only small parts in a workflow.
For real, with good subdivision and good topology model you can create low to high quality models quickly, and also good for game assets too.
^
Man. Nowadays, most companies avoid working with Artists who are limited to team compatibility. Thanks to blender for disrupting that old "maya" standard pipeline (Cost cutting is real). And, I don't think Josh is forcing anybody to work by his methods only. You can just be like Batman and keep this method in your inventory.
As someone who uses Blender every day in the industry, I can say: you're basically wrong. It comes down to what the shape is and whats needed to achieve that shape.
The video is not saying that his workflow is "how you should model". The video is about using design principles such as negative space, etc. when you model.
I love how you emphasize chamfers and bevels on a piece like this. It achieves not only the artistic goals you have, but it makes an engineer like me happy because machining processes IRL very rarely leave absolute hard corners unless there is a Very Good Reason [tm] for them (such as a gage block). (In fact, a common directive on mechanical drawings is "Break all sharp edges.")
Hard corners in some metals can be dangerous to handle without gloves. A hard outside corner will only mate against its mirror unless there is absolutely no dust, lubricant, etc. between the parts, so assembly is less tolerant -- not a good thing if the parts need to be field-replaced. A hard corner will also be easily marred by even minor impacts, again a problem for field-installed parts. "The difference between theory and practice is that in theory there is no difference." Your use of bevels and chamfers makes your work more plausible to reality. 👍
Also perfectly sharp corners don't render realistically because they don't reflect light at all, although for edges that are almost perfectly sharp, a shader can be used to emulate a "sharp" edge like the edge of a lego piece
“Listen to the commentary”
That’s actually good advice in general, whether hard surface or sculpting. Getting stuck on the keystrokes and the specifics get lost, but sometimes just watching the video you get the whole idea before you’re struggling and stumbling!
Thanks as always for your help! Probably the best hard surface guy in Blender right now!
Hey bro... Can u tell me how did he do that cut on the mesh with that kinda "selec box" in 1.42 andd 8.32????
@@N1kou oh! That’s actually a paid addon(like 15 dollars) called Boxcutter.
Josh uses a combination of Boxcutter and Hardops which are both paid, but he also has videos where he DOESNT use these paid addons in his workflow.
But yea, sadly it’s paid. It’s totallyyyy worth it if you’re serious, but not needed. You just need one or two extra steps to get similar results
I don't understand anything in this video. Yes, you explain clearly, and I can see the examples and what you mean. But... what is that? What did you just design? It doesn't look like anything, it's just abstract art? I'm just confused
what about clean topology?
1:35 already learning about new stuff like cavity , can’t wait to watch the whole video and learn more stuff
Josh is the Bob Ross of the 3D world!
But with better hair.
Hahaha. Truth
agreed. the subtle clicking of the mouse and the calm commentary puts it all together hahahah
Hey, he did forget to beat the devil out of it.
Your skill in blender is not the only thing that is evolving. The way you explain the reasoning behind your actions is both relaxing and intuitive. Great vid.
This is just fantastic, point-blank-period. There is so much information then you would literally ever find in tons of tutorials combined. Cheers.
Great concept modelling, thank you! 3D is not only about ruthless object referencing and copying. The initial, creative stage is a must for anyone who strives to be a creator and not just a copycat.
Great approach! Getting into your complete beginner guide for modeling in Blender. I've used Blender for 3 years, but actually stuck to do most of my modeling in Rhino and reverse engineer rendering in Blender. Thanks for such key content!
I could watch you model all day long man, keep up the great work and thanks for sharing!!
How you should be modeling in blender: watch me go 100x speed and use tools that people that only have vanilla blender cant do at all, sorry but thats what i felt...i have been following you for a pretty long time, its rare that i see a video of yours that helps...as someone that struggles with modeling and have no way of getting those paid addons this is a nightmare
As a hobbyist this sort of intuitive hard modeling approach is simple and highly effective. However I have to agree with some of the comments that it doesn't feel right the way to go how if you wanted a career in it.
Thanks for the matcap setup at the beginning and courses offered on here and blenderbros, now I am on the right track!
I swear, when I see shapes with cavity enabled, I feel this urge to just bite into them, they look so good
I don't understand how to do that @ 3:15 and also you didn't say anything about apply "rotate and scale" before you bevel anything. You are quietly pressing buttons in the background and I have to exit the video and find another video of what you just did to move on with this video. Damn this tutorial.
To the point and clear instructions! Nice form.
The render background is very interesting too!
Would love to know how it's done.
Nice one. Language I often use for this is 'detail hierarchy.' love getting down into the Nitty gritty of everything you're talking about!
Wow I’m glad I was recommended this vid, subscribed man
thank you
Wow I didn't realize many techniques I learned naturally actually had terms for them. Guess that's the benefit of a college education, really structures your learning path. It was so chaotic for me to learn this.
Interesting work, but the whole time Im thinking what are you even making. I normally have an idea of what I need and start from there.
excellent as always, thank you Josh
Could you do a Blender to Unreal production ready tutorials please?
any chance of you putting key presses on show
Looks cool, but I'd like to see how you would UV unwrap this model.
I wouldn’t because these are mainly shape studies. But unwrapping this is super easy. Watch some of my other unwrapping tuts for our Unwrapping workflow.
Great video ! I really should get back into Blender
Is it hardops that allows you to use so much Boolean without breaking the model/blender? I'm on a beefy rig and any use of booleans breaks performance, also doesn't look right.
Very nice shapes to practice, many pistols have these shapes.
Dude... Your viewport samples are set to double your render samples. Why should i watch anymore?
So hypnotising!
Do blender bros work as modelers for any projects in vfx or games industry or are they teachers exclusively? I recently engaged with some senior modelers and was told that boolean modeling workflow produces undesirable meshes for 95% of the pipelines, I've heard the "if geo does not need to be deformed then topology does not matter" argument and I genuinely believed that was the case, but if the employers request something done a certain way, one cannot really debate, I guess I'm worried that i'll waste my time learning to model using booleans, can anyone confirm working with boolean workflow in any kind of industry? thanks in advance.
check out "mx2"s videos on youtube, he takes it even further and fixes the topology after using the boolean workflow. in my view the boolean workflow is much more suitable for quickly getting the shapes you want and being creative. and when you are done with shaping the mesh, you can start working on the topo-optimization in a very methodical way, like a puzzle to be solved.
Topology matters in large scale production. Objects with inefficient vertex count can amplify a scene's sluggishness (or worse, more prone to crash), and multiply storage load if it's part of an animated object that must be cached. Modeler's ability to control silhouette with efficient vertex count is highly sought after especially in animation and game industry. Retopologizing boolean result is always an option, though may take more time overall. Don't believe everything you read/watch online including this comment, you'll experience the pain of following bad advice firsthand.
As with any other workflow, you should use the workflow that will produce the best results within the budget constraints. For games, it can be much faster to start with good topology than to try to optimize a model with poor topology.
They may be working but don't get fooled that it's a good idea to disregard traditional modeling. I recently started working in game industry as a 3D modeller and it's very important to know sub-d modeling (I model vehicles and sub-d is like 95% of my modeling). What they don't tell you is how important it is to have a workflow that is compatible with other software. Also booleans and the whole non-destructive workflow thing may sound tempting but in the real scenarios they mostly aren't needed and/or less flexible
Depends on what you do, I guess...
Also, I had a rude awakening that at work I had to learn a different software. But if you do use Blender at work and it's heavily loaded with addons, it could also cause incompatibility issues
Your experience could be different, but that's mine... I started using Maya for modeling because it's most customizable and complete out of the box IMO (although I use 3ds Max at work, just hate it) and only really model in sub-d, sometimes I do "cheat" with ZBrush though or Blender remesh like what Josh is showing in this video (although there is a better way, you can find it in the 80lv article about Hunt Showdown weapons, there's a google doc with different workflows)
What you don’t realize is that tutorials like this are focused exclusively on visual design practice and concept art. You’re speaking in broad senses. It’s like if someone said “Yeah you should use English for your language.” That means extremely little and is very vague. Instead, the statement should he “yeah, if you’re visiting the US you should use English.” It depends where you’re trying to go with your workflow. Once you understand how topology actually works and what it is accomplishing you’ll know how to optimize for your specific pipeline.
I don’t know how I can model something without knowing what I’m making. 🤔
It would be nice to see to see an overlay of the keyboard&mouse input on screen hehe😊
You mentioned at the start that you shouldn't look at the big picture, and just play around. Now that I have this cool shape, how does this turn into a car now?
great but if i use this technique then how can i export it and use it in another software because the topology is not right and how will i do unwrap and import it into substance. i dont think i can do that with bad topology.
Video should be titled as How you SHOULD "NOT" be modeling in Blender or any other 3D software.
hey man, great video. I'm noticing with my matcap setup that I'm getting some weird diagonal lines with the shading, that changes as I zoom in and out. I noticed changing the valley, and tweaking the extra setting for distance in the cogwheel affects it. do you have recommended settings to increase the shading quality/consistency? (ie samples, distance, attenuation)
Amazing, work how with computer games models ?
Nice video but you should rename it "how to model using add ons", because that's not how people will understand what a good topology is. Add ons like these are great for inexperienced people who don't plan to work in the 3D industry and for the professionals who already know how to make some perfect meshes from scratch. But in the middle of this, I would not advise people to rely so much on those add ons.
I honestly thought it was gonna be a manta ray haha
Request make a cable gland cmp please.
Hey Josh, I just got Hard ops and when i sharpen everything and trying to clean up some vertices/edges. it keeps creating infinite amount of them. have you ever ran into that issue?
Man I've been working with Geometry Nodes for way too long... I should "work the box" more often just to stay in practice and stay out of Blender jail for not using best practices as they are shared... thanks for the metacommentary* on modeling tut. I have to rewatch this again.
______________________________
*Given metacommenting has been so obfuscated: I mean in my use case, commenting on the _thought process_ you are using by explaining why you chose what you chose to use to model something in most steps here. That is way more important than 99% of the modeling tuts that show you what they did, _but not the decision process behind why they did it,_ assuming the student will somehow puzzle out the why from the how. Good luck with that (!)
"It's all part of the gam-"
NUH UH!
excellent
videos likes these always bother me, as someone who has had first hand experience with learning blender from youtube 5+ years ago, videos like "THE #1 TUTORIAL ON HOW TO USE BLENDER" & "YOU NEED TO USE THIS METHOD TO BECOME PRO" had a severe and negative impact on my growth potential as a young modeler. You are teaching new and unknowing people to the 3d industry that this one method of producing models is the only way to do it. *NO*. Absolutely not, what this is, is a tiny cog in a huge system of methods and skills needed to master 3d modeling, this is *NOT* a "do this or you'll fail" method, and you need to be VERY CLEAR about this if you are to make a video like this, esp when titling it something as ridiculous as "How you SHOULD be modeling in Blender...". You're telling new modelers to have a closed mind and limit their learning, clickbait does not belong in the learning community, be ashamed.
Hey Josh! love your tutorials, right now i'm doing the hard surface academy, wanted to ask you, if you will ever do a tutorial on something like an xbox controller, since i find it super hard ahah to do, thanks!
Hey bro, does the subscription has any expiry date?
@@kay5134 No, you have a lot of courses, and you can do it whenever you want
@@WallyT ohh, got it bro, thanks 👍
Those MATCAP and Cavity settings you touch upon early, is there a way to tell Blender to make these our default settings? Or do these changes need to be made each new .blend file?
Use File > Defaults > Save startup file and Blender will use your current scene and settings as a basis for all new files.
For existing scenes though, you will probably need to set it up by hand. Or try to open new scene with parameters already set and open existing one through Open File dialog. In the dialog uncheck Load UI checkbox and it probably will update viewport settings, although I'm not 100% sure.
killer flow Josh! “asymmetry calms the model” a la hardO working out & yoga calms the body/mind. nice production 🔥 🚀
dont know what this doohicky here is but very good explanation my g
The shade auto smooth is not a new feature for 3.3 but it has been made easier to access in 3.3 with the right click menu.
Sorry for my question, but what is about quads? There are a few n-gons in the model. Is it okay to use this method for game assets or for entertainment?
I guess that is "ok" for games since the engine's gonna make triangles anyway... entertainment i imagine that ur speaking of movies and that kinda stuff and if it's then i think it's wrong since animate it will be tough
Hey, game dev graduate here. The n-gons in this case are fine but not good practice, as this is a solid model that will likely not be animated, having n-gons doesn't matter since the engine will turn it to triangles anyway. *BUT* its important to note that this model is highly unoptimized which makes it unfit for both games and entertainment. As for if you should use this, probably not, but you can, as long as you are fine with working on the UV's for 12 hours.
3:28 what the hhh you just did there
Dude 🙏
in most cases, when the model is talking to you, you might think about go and see an doctor :) but is an awsome totorial thou
I need help please i want to purchase a laptop cpu rzyen 7-6800h nvidia rtx 3050ti 4gb 16gb ram 4800hz is it good for blender
Should be fine, get higher vram if possible
👍👍👍
HE THANKS FOR VIDEO .josh gambrell IS DEBEST
I could make this model in Solid Edge with different methods and much slower.
Tha gemz!
Nope, I almost never get started without a goal in mind.
This is the opposite of design. This is whimsical form making. What is this object's purpose? Form follows function.
arethe addons free?
Only on Sundays after dinner
so this is for art only
great video
please don't model like this booleans and bevels are the things you'll regret the most
Why?
@@kruz3d573 they create ngons and if you do it on more complex shapes it will ruin the topology it’s better to just get into the habit of making most things built in the mesh
I didn't like this one.
Every chamfer and bevel he did has a random amount of segments, like too many. And probably left behind a ton of ngons. You'd have to put a lot of time to clean that up.
In c4d I've learned to put the minimum amount of edges and quad polygons and use the modifier to divide/smooth everything. 3 edges could give you a very good smooth and sharp bevel depending on how close they are.
Maybe the hard surface modeling jumpstart is what I'm looking for. Still not sure if I should get into Blender.
The remeshing part wouldn't that be hell when uv unwrapping and texturing?
Yea the remesh is solely for visual appeal. Don’t remesh if you’re unwrapping, lol, that’s a quick way to a therapist
I can tell you have been in engineering.
This had the potential to be a good tutorial, except the "My way or the highway" mentality, which isn't even accurate. There is no one way to model anything. There are no rules to visual design. If there were, nothing new or trend breaking would ever come into existence.
Thanks Travis. I will respectfully disagree. I don’t think you listened to many of the points in the tutorial, otherwise you’d realize what I’m preaching for visual appeal.
Odd take... it's not what I took from this. Also there are very well established principles for visual design, and there is a huge body of literature describing that if you care to look. Yes there's innovations around that over time, but to say there aren't well established core rules is really not accurate.
My good what a waste of time. The most mediocre ramble of generic notes.
And yea, obviously practice makes perfect, that’s true for 100% of people.
Modelling but not develop a mashine
Just stumbled onto your channel. I'm very interested in your content as I have come to really like Blender for its creative possibilities and your specialty is one that I am particularly interested in. I will, however, (and please forgive me) offer up some tough love. If you implement this suggestion, your content will truly improve in quality. It's an easy "do" as well, as you can do it in post processing. Get rid of your verbal tick "basically". I haven't counted the instances it pops up, but I can tell you, it's enough to be a distraction. Once again, I apologize for busting you on this, I don't mean offence and I do realize how much work these are. Thanks for your efforts.
i'm so sad the dislike button doesn't do anything anymore
@@gwendolynkrezel7210 I'm sorry I offended you. My intent was to offer help.
First one here
dammit! xD
3:13 what tool to you use to do that ? aka shortcut @joshgambrell
How do I do that drag select indent? from 1min48?