Solving tricky SUBD - Blender Hard Surface Modeling TUTORIAL

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  • Опубліковано 27 гру 2024

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  • @JoshGambrell
    @JoshGambrell  2 місяці тому

    ►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator

  • @eitantal726
    @eitantal726 2 місяці тому +5

    Subtle but important point about boolean-ing: Just as you create the shape to boolean with, you have control over the number of vertices. Choose a number such that vertices closely match pre-existing vertices. In this example, it sort of happened by coincidence

  • @sece09
    @sece09 2 місяці тому +3

    I love these weird shapes and the workflow on how to reach them.

  • @BobJones-cd9mt
    @BobJones-cd9mt 2 місяці тому +1

    7:30 when you added prox loop. You could have marked those edges sharp and use bevel modifier set too weighted. Non destructive and changeable. Nice vid btw :).

  • @3DBlendMix
    @3DBlendMix 2 місяці тому +2

    Thanks josh for these amazing interesting tutorials

  • @eitantal726
    @eitantal726 2 місяці тому +1

    When the base mesh looks good, sub-d will look good. When the base mesh looks bad, sub-d will look bad

  • @najhonbanjon
    @najhonbanjon 2 місяці тому

    very nice josh thanks

  • @bil230660
    @bil230660 2 місяці тому +1

    grid fill 🤔,,, didn't know that one,,, good call

  • @eitantal726
    @eitantal726 2 місяці тому

    When it comes to proximity loops (aka control loops), In this example you always have 2 for each cliff. Is that a coincidence, or do you actively avoid having just 1 control loop?

  • @amconsole
    @amconsole Місяць тому

    This is the first tutorial of Yours I'm trying and man is it hard to follow. I have to pause and rewind and playback at snail speed to catch all the button shortcuts You're not mentioning specific to hardops. There's a "Hard surface tips" window that mentions some of them but it's way behind the action. Some of the operations don't even register in the bottom left corner. I didn't see a keypress for merging vertices or dissolving vertices for example.

  • @EmvyBeats
    @EmvyBeats 2 місяці тому

    Now you need to turn it into a sci-fi cat food bowl..

  • @manfrombkk
    @manfrombkk 2 місяці тому

    Could you make the same thing, but this time using Plasticity

    • @spoo-y3c
      @spoo-y3c 2 місяці тому

      Apparently he doesn't use plasticity even when he had done a video about plasticity

    • @ianzander5057
      @ianzander5057 2 місяці тому

      Can you do sub-D in Plasticity?

    • @ianzander5057
      @ianzander5057 2 місяці тому +3

      ​@spoo-y3c i think they were mad at Blender for the 4.0 update. It seemed to have greatly offended them with its removal of auto smooth.

  • @SaschaVrana-mr7ht
    @SaschaVrana-mr7ht Місяць тому

    Hallo cad sketcher!

  • @MaxYari
    @MaxYari 2 місяці тому +5

    It honestly does feel very weird that tedious things like that still need to be solved by humans. Can't wait for it to be completely automated away by AI.

    • @TheReal.Hornet
      @TheReal.Hornet 2 місяці тому +8

      this is art, lol. get your ai bs out of here

    • @ianzander5057
      @ianzander5057 2 місяці тому

      This is Sub-D modeling. If you dont like it dont do it. What do you what? To just push a button and art comes out? it's people like you that end up ruining an art form and industry because you create some bullcrap AI to do it. Because your too lazy and unskilled to do it yourself. If you dont enjoy making the art find something else to do and dont ruin it for everyone else.

    • @MaxYari
      @MaxYari 2 місяці тому +2

      @@TheReal.Hornet what is art, tedious optimisation of the wireframe for the sole reason of avoiding weird rendering issues? This has nothing to do with an actual shape colour or composition, it only is done as technological necessity.
      Would you be same way opposed to it if it was just automated without AI (there are already semi-decent remesh solutions out there, or CAD->mesh converters, all paid afaik though)? Comooon, your anger is a bit misdirected here. AI is not evil, it surely can be applied unethically, but the tech is not evil in itself, please consider that.

    • @eitantal726
      @eitantal726 2 місяці тому +4

      I'm not holding my breath on that. Generative AI can parrot, but not reason. AI is useful in giving you starting points, but so is google image search

    • @MaxYari
      @MaxYari 2 місяці тому +1

      @@eitantal726 reasoning is parroting, just much more large-scale and generalised. The amount of wireframe tasks is not infinite and "proper mesh flow" is a general idea that any human with some 3d experience can understand, but is too vague to precisely encode into a highly-specific algorithm. I might be wrong, but that sound precisely like a task for an AI.

  • @systemG3000
    @systemG3000 2 місяці тому

    polygon modeling hard surface is just masochism when there are such better tools at your disposal. if hard surface is part of your style, you owe it to yourself to stop fussing around with shading issues and instead get a proper tool like MOI or plasticity.

    • @gabrielegagliardi3956
      @gabrielegagliardi3956 2 місяці тому +2

      Do you crate hard surface game assets in plasticity? If you have a better workflow tell me about it.

    • @systemG3000
      @systemG3000 2 місяці тому

      ​@@gabrielegagliardi3956make object in plasticity and export. Lots of tutorials, no need to beg

    • @criticalwokeracisttheory4645
      @criticalwokeracisttheory4645 2 місяці тому

      Wow I guess pro modelers like Herman didn't the memo? What better tools are referring to? What better workflow?

    • @systemG3000
      @systemG3000 2 місяці тому

      @@criticalwokeracisttheory4645 you can use whatever tools you like, but if polygon modeling is causing you to spend hours fixing shading issues, you should check out alternatives like the ones i listed.

    • @criticalwokeracisttheory4645
      @criticalwokeracisttheory4645 2 місяці тому

      @@gabrielegagliardi3956 don’t let this fool troll you.