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Finally someone talking about it. I always thought it was much easier to do the rough model and then do a ritopology to improve the topology. Getting mad about the flow of existing polygons seemed absurd to me. Thanks to you, I don't feel the only one anymore.
Also doing retopo improves your modelling skills. So you become more efficient when modeling base meshes or detailed models from a get go. I've learned so much doing this specifically how to terminate edges/polygons in an efficient and clean way.
takes practice just keep trying, keep learning took me almost 5 years to get to a point where I'm actually starting to make stuff kind of consistently. you've got this
It sounds like you may still need a walkthrough of which buttons to click. Which is totally fine, 3D is complex. But this is DEFINITELY for when you have a solid knowledge already I think and then allows you to talk that knowledge and make anything with it
I've tried to use curves to create a blockout after watching this and this may be the most important modeling tutorial I've ever watched for the last few months months. I'm learning 3D modeling for a while and I hit that mind block where you can't process anymore but after this I modeled things I've failed miserably in the past few weeks :D
this was genuinely a phenomenal video, it's given me the courage to branch out from purely hard surface brute force modelling into modelling with this organic flow and curve utilisation
It is such an efficient workflow to use curves as a easy-mode for "sketching" the form (with blueprint or not) and then just focus on blocking and refining. Reminds me a bit of a freedom, that only sculpting gives when creating a base form for modeling with retopology tools. Tbh I have never seen that kind of workflow with snapping polys to curves. It works with Blender and I am more then happy to try it, especially with organic modeling which I find this technique will be a beast. Many thanks for this video!
my main takeaways here were using curves to create easier reference and retopology after creating a basic form. im a beginner so my method was that my reference was only the imported flat images, and then worrying about topology at the same time as establishing the form. ive struggled with topology in the past and this seems way easier. I use blender these days but I think all the same ideas apply. the only part im kinda fuzzy on is how you went about breaking out the paneling from the main model but I assume I can find tutorials for paneling.
I also use the different steps with blockout and continously adding details, but the curve method for modeling is new to me. Very helpful as always great tutorial👌
Wonderful tutorial! You did a great job explaining and actually showing how to apply those steps and giving examples that i feel like some tutorial don't do enough. I have been modeling for sometime now and I don't really have a "workflow" when i model something so i will definitely be trying this modeling approach. Thanks man!
"Hello! I am a skilled 3D printing designer and I would love to collaborate with you on your Etsy shop. I can design and print custom 3D models to meet your specific needs. I believe my skills could help you expand your product line and attract more customers. Please let me know if you are interested in working together!"
that middle mouse x thing is frustrating, but oh man what a great video. Day two and the snapping C middle mouse is inconsistent, or offset. I am using Maya 2024.. very frustrating.. sometimes it feels like I found the perfect tutorial, only to be blocked by very frustrating issue. I wonder if its because I have a middle mouse wheel or something. Sometimes it works, sometimes its offset, sometimes it does nothing. I probably manually slid the vertices 75% of the time.
Im excited to load up softimage 3.0 on my SiliconGraphics Octane loaded with 1gb of ram and the fastest MXE gpu you can get. Git my serial port wacom and 3d mouse ready to go. Time to get totally radical and zooted
What's the advantage of pulling faces out rather than using grid fill etc on the existing curves? I use Blender, and there I'll start with the subserf guide, then shrinkwrap geometry onto that in sections which I copied form the original. This is kind of the same thing isn't it? This is just a little more accurate off the bat.
Small tip for those following this tutorial: if you go to the website, click on any of the race seats and download the brochure in PDF. Once you do that, open the PDF in illustrator (the blueprints should be on page 26/27). You should have access to the vector blueprints. Export the files in PNG, adjust the PPI scale and enjoy large format, high quality blueprints to create those splines. Hope this helps! :)
Thanks, these workflows videos are the best. Beginners like me often struggle with how to start from a sketch or idea and make it in 3D efficiently. It's the thoughts process that seems to be fundamental to me and not really which software we use, or even the best topology. Also it helps with not getting overwhelmed by unimportant details from the get go.
Not easy as it seems, people who does 3d models fast my respect to them , I'm always impressed. I wanna learn but I just can't do it so hard specially characters
Thank you so much for making this!! I've been struggling a bit at school with how to tackle different forms properly and this is such a nice way of explaining it 😭
This is what always conflicted to me. What you're basically doing here is a bunch of tracing, which from the 2D art community, is frowned upon. However, it seems to be completely normal in 3D. I guess I just always restricted myself because I felt like it was cheating to copy existing objects, but it seems like that's the norm for 3D, especially since it still requires a lot of steps and skill to turn it into a proper, usable object.
I suspect it's because the assets being created are intended to look like real life objects. Also something like a Ricaro seat is likely the result of a large team of talented designers who are well acquainted with the company's very specific design language. One guy, trying to create a 3D asset in the time frame this guy is talking about can't match months or years of such a design teams work. Plus it's built on decades of previous work. If someone were to create something completely original, it may also not be what the client wants. This work isn't an exact copy either. More like it's inspired by the reference images. 3D modeling is really hard.
14:36: I like to use this same technique when it comes to crazy complex hard surface shapes. It was a godsend when working on a motorbike engine. Just quickly rough out the engine shapes using primitives then retopo.
Oh man this is the video I’ve been needing!! I know all the tools and everything, I can operate maya just fine, but I never know the actual process of making the item 😅 Thank you so much, I haven’t finished the video yet but it’s answered so many of my questions already!!
It's the first things I look for these days, how can I move things in the directions I want, how can I snap this to that. Then I map the shortcuts in my Razor Tartarus, before I forget and because I hate multi key functions.
I usually create a basic shape in Zbrush for my characters, then I use Moi3D to create some Hard Surfaces of details, then I throw it in Maya and also use Quad Draw to build the correct topology...I'm learning to create robots, robot parts, Cyber muscles, some Sci-Fi shapes, details and e.t.c.I really liked your method..fast and high-quality.Thx you for your tutorials 🙏
Thank you for this detailed video! Is it possible to create a guide curve version of a model if I only have a front and a side photo? In this case, I'm trying to outline a leather boot, but it's hard for me to deal with the curves.
When making the curves for your model, some things in this example are not visible in the refrence images, like the angular seat details. Many of these things are almost impossible to actually get good refrence on without seeing an xray image or something, how did you do it? Thats the biggest struggle i have when moddeling objects
At that point, looking for reference online or in person will be the next best thing. Sometimes, I walk out to my car and see how things are manufactured in person when I need to fill in the gaps :)
It's a clearer way to view the model and create freeform reference. When using geometry, things get a bit messy. I go back and forth between geometry and curves.
OnMars3D: creating a 3D modeling Tutorial for Maya. Everyone else: watching fighterjets perform an airshow. Everyone on yt: "who cares for fighter jets anyway if you can model a friggin sports car seat"
I have one more dumb question, but when I export the chair for use in substance painter, it wont save this smooth view will it, did you talk about preserving the look without adding more polygons? Thanks for the amazing tutorial!
This workflow makes a lot of sense to me, not sure why I’ve never really seen it or thought of it. This is certainly gonna help when I’m going to try and model some cars😎
Been wondering , I am studying about modeling currently in school , what's the difference between maya 2022 and 2023 ? Is it better for us to stick with Maya 2022 for now ?
Yeah Maya 2022.3 version is quite stable to be honest than the 2023. There arent much differences in the versions. Pretty much you can model it without issues.
Agreed, Maya 2022.3 is fairly stable now, earlier versions would crash every 30 minutes but 2022.3 fixed these issues. I always wait for later patches before fully switching over to a new version.
Finally I can find a channel which really teach beginners how to do step by step. Not like others channel alway x2 speed and click freaking fast, who can understand it ? I hope you will have a course series on learning platforms like Skillshare, Udemy or kind like that. Love you so much ❤
Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/
And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
Finally someone talking about it. I always thought it was much easier to do the rough model and then do a ritopology to improve the topology. Getting mad about the flow of existing polygons seemed absurd to me. Thanks to you, I don't feel the only one anymore.
You're not alone :)
@@OnMars3D same with me here - thanks for sharing your knowledge. I'm gonna try that one out tomorrow :D
have you used curves before to define a model like this?
Also doing retopo improves your modelling skills. So you become more efficient when modeling base meshes or detailed models from a get go. I've learned so much doing this specifically how to terminate edges/polygons in an efficient and clean way.
@@povilaslondonSpot on!🎯 You know what they: practice makes perfect.
still cant do it im an idiot
takes practice just keep trying, keep learning took me almost 5 years to get to a point where I'm actually starting to make stuff kind of consistently. you've got this
It sounds like you may still need a walkthrough of which buttons to click.
Which is totally fine, 3D is complex. But this is DEFINITELY for when you have a solid knowledge already I think and then allows you to talk that knowledge and make anything with it
LOL
Same
Same ☹️
I've tried to use curves to create a blockout after watching this and this may be the most important modeling tutorial I've ever watched for the last few months months. I'm learning 3D modeling for a while and I hit that mind block where you can't process anymore but after this I modeled things I've failed miserably in the past few weeks :D
this was genuinely a phenomenal video, it's given me the courage to branch out from purely hard surface brute force modelling into modelling with this organic flow and curve utilisation
Glad to hear that the video helped!
It is such an efficient workflow to use curves as a easy-mode for "sketching" the form (with blueprint or not) and then just focus on blocking and refining. Reminds me a bit of a freedom, that only sculpting gives when creating a base form for modeling with retopology tools. Tbh I have never seen that kind of workflow with snapping polys to curves. It works with Blender and I am more then happy to try it, especially with organic modeling which I find this technique will be a beast. Many thanks for this video!
What curves are you using for this (bezier or nurbs)?
@@filipg.8852 I prefer Bezier curves. Iif you can`t snap to, subdivide it a few times and you`re good to go.
This channel is pure gold!
Thank you, glad you enjoyed it!
my main takeaways here were using curves to create easier reference and retopology after creating a basic form. im a beginner so my method was that my reference was only the imported flat images, and then worrying about topology at the same time as establishing the form. ive struggled with topology in the past and this seems way easier. I use blender these days but I think all the same ideas apply. the only part im kinda fuzzy on is how you went about breaking out the paneling from the main model but I assume I can find tutorials for paneling.
But what if you want to pretend it's not 1985 anymore and you don't want to drag around individual mesh vertexes?
I also use the different steps with blockout and continously adding details, but the curve method for modeling is new to me. Very helpful as always great tutorial👌
Yeah, it's always nice to mix and match different methods, glad it helped!
Theres an airshow outside and youre making a tutorial?! Go outside my man!
i have one doubt if we use curve guide doesnt it look like we are cheating ourself or not
What do you mean cheating? Curve guides are just a form of reference, like using an image, blueprint, or even a 3D scan.
Awesome Video... Now you can 3d print the best scale model seat for a hot wheel car in the world! 🤯
Time stamps would be great! :D
This tutorial is very helpfull for understanding work flow
how to use relax?? 35:09
Wonderful tutorial! You did a great job explaining and actually showing how to apply those steps and giving examples that i feel like some tutorial don't do enough. I have been modeling for sometime now and I don't really have a "workflow" when i model something so i will definitely be trying this modeling approach. Thanks man!
Happy to help and thanks for the feedback!
create a full video on creating Curve guides Maybe Time-lapse also fine its very important step
Being self taught watching this made me think that I know nothing about fusion 360 hahha.
"Hello! I am a skilled 3D printing designer and I would love to collaborate with you on your Etsy shop. I can design and print custom 3D models to meet your specific needs.
I believe my skills could help you expand your product line and attract more customers. Please let me know if you are interested in working together!"
that middle mouse x thing is frustrating, but oh man what a great video. Day two and the snapping C middle mouse is inconsistent, or offset. I am using Maya 2024.. very frustrating.. sometimes it feels like I found the perfect tutorial, only to be blocked by very frustrating issue. I wonder if its because I have a middle mouse wheel or something. Sometimes it works, sometimes its offset, sometimes it does nothing. I probably manually slid the vertices 75% of the time.
Im excited to load up softimage 3.0 on my SiliconGraphics Octane loaded with 1gb of ram and the fastest MXE gpu you can get. Git my serial port wacom and 3d mouse ready to go. Time to get totally radical and zooted
Sir, Can you please explain how to make curve reference?? I can't undrastand
What's the advantage of pulling faces out rather than using grid fill etc on the existing curves? I use Blender, and there I'll start with the subserf guide, then shrinkwrap geometry onto that in sections which I copied form the original. This is kind of the same thing isn't it? This is just a little more accurate off the bat.
Small tip for those following this tutorial: if you go to the website, click on any of the race seats and download the brochure in PDF. Once you do that, open the PDF in illustrator (the blueprints should be on page 26/27).
You should have access to the vector blueprints. Export the files in PNG, adjust the PPI scale and enjoy large format, high quality blueprints to create those splines. Hope this helps! :)
This is great, gonna test this out, appreciate the tip!
Oh look, a proper donut tutorial :)
man I had no idea about the quad draw tool, went and looked it up in the documentation during this video. Really neat tool.
maya???? 🤮🤮🤮
why would i pay for something which has free analogs like blender?
Please create this workflow tutorial for Blender Mars, it would be a game changer.
You are single handedly getting me though school. No shade to my teachers but I just understand the way you explain things!
Always happy to help!
Holy this was the tutorial I was looking for when I started, but never found! Great work, from a blender lover
Glad you liked it!
Thanks, these workflows videos are the best. Beginners like me often struggle with how to start from a sketch or idea and make it in 3D efficiently. It's the thoughts process that seems to be fundamental to me and not really which software we use, or even the best topology. Also it helps with not getting overwhelmed by unimportant details from the get go.
Happy to help!
Is there any tutorial like this for blender, i feel that i cant progress and make better models and find myself stuck when i try to model items.
Not easy as it seems, people who does 3d models fast my respect to them , I'm always impressed. I wanna learn but I just can't do it so hard specially characters
Characters and cars are difficult but i'm learning from my mistakes
Thank you so much for making this!! I've been struggling a bit at school with how to tackle different forms properly and this is such a nice way of explaining it 😭
This is what always conflicted to me. What you're basically doing here is a bunch of tracing, which from the 2D art community, is frowned upon. However, it seems to be completely normal in 3D.
I guess I just always restricted myself because I felt like it was cheating to copy existing objects, but it seems like that's the norm for 3D, especially since it still requires a lot of steps and skill to turn it into a proper, usable object.
I suspect it's because the assets being created are intended to look like real life objects. Also something like a Ricaro seat is likely the result of a large team of talented designers who are well acquainted with the company's very specific design language.
One guy, trying to create a 3D asset in the time frame this guy is talking about can't match months or years of such a design teams work. Plus it's built on decades of previous work.
If someone were to create something completely original, it may also not be what the client wants.
This work isn't an exact copy either. More like it's inspired by the reference images.
3D modeling is really hard.
Oh! Is that what the background noise was, I thought you was hungry.
14:36: I like to use this same technique when it comes to crazy complex hard surface shapes. It was a godsend when working on a motorbike engine. Just quickly rough out the engine shapes using primitives then retopo.
Exactly, it helps a ton for more complex shapes!
1) Have as many references from as many angles as possible
2) left off @ 12:30
Oh man this is the video I’ve been needing!! I know all the tools and everything, I can operate maya just fine, but I never know the actual process of making the item 😅 Thank you so much, I haven’t finished the video yet but it’s answered so many of my questions already!!
Glad I could help!
very satisfying and informative, I love this 🤍
The CTRL + MMB to move along normals is a new one to me and I've used maya for over 10 years, always something new to learn!
Yeah, I'm still learning small tips and tricks after using Maya for a while, like you said, always something new.
It's the first things I look for these days, how can I move things in the directions I want, how can I snap this to that. Then I map the shortcuts in my Razor Tartarus, before I forget and because I hate multi key functions.
This was so helpful and I learned a bunch of new things! Thank you.
I usually create a basic shape in Zbrush for my characters, then I use Moi3D to create some Hard Surfaces of details, then I throw it in Maya and also use Quad Draw to build the correct topology...I'm learning to create robots, robot parts, Cyber muscles, some Sci-Fi shapes, details and e.t.c.I really liked your method..fast and high-quality.Thx you for your tutorials 🙏
Thanks for opening my eyes to Moi3D - im doing alot of hard surface right now and now going down a rabbit hole!
Thank you for this detailed video! Is it possible to create a guide curve version of a model if I only have a front and a side photo? In this case, I'm trying to outline a leather boot, but it's hard for me to deal with the curves.
Yeah, this workflow can work for any type of model. The curves are just a reference, like a 3D blueprint
When making the curves for your model, some things in this example are not visible in the refrence images, like the angular seat details. Many of these things are almost impossible to actually get good refrence on without seeing an xray image or something, how did you do it? Thats the biggest struggle i have when moddeling objects
At that point, looking for reference online or in person will be the next best thing. Sometimes, I walk out to my car and see how things are manufactured in person when I need to fill in the gaps :)
I'm not really mastered Maya yet but I think I can use these methods on Blender for my current project. Thanks!
Glad to hear it!
great tutorial, except we have to buy the program
Amazing tutorial!! My question is what is advantage of curves other than vertices??
It's a clearer way to view the model and create freeform reference. When using geometry, things get a bit messy. I go back and forth between geometry and curves.
Isn't Maya expensive to get?
OnMars3D: creating a 3D modeling Tutorial for Maya.
Everyone else: watching fighterjets perform an airshow.
Everyone on yt: "who cares for fighter jets anyway if you can model a friggin sports car seat"
me, a full year into failing to model a complicated chair using parametric design and nonlinear simulations for my master thesis: "ANYTHING?!?!"
This is like sculpting but for hard surface models. I ought to incorporate this into my workflow!
12:57 so you do teach! No wonder you're this good at explaining. Hats off to you, sir.
Yeah, I've been teaching for a while, over 10 years now, thank you!
This chair's shape looks like Munch's painting "The Scream" 🤣🤣
Filament from Mars sand
Making 3D model from rendered references from another 3D model… OK 😅
If it's man made, nearly everything will have rendered references.
Curve method is very much new to me. But is it really helpful for every situation? Like I can image it sometimes being unpractical wirh simpler models
I have software blender looking for good tutorial from basic to advanced related to automotive
Will upload soon!
I would like to watch video with Parts(1-2-3-4) it can be give us more detail
This workflow Looks really awesome. Can you provide any suggestions about how to get on with this in blender.
I've been struggling to find an soft soft tutorial. I haven't watched yours yet but if the actual company is telling you nice job, then I'm
I have one more dumb question, but when I export the chair for use in substance painter, it wont save this smooth view will it, did you talk about preserving the look without adding more polygons?
Thanks for the amazing tutorial!
If you're talking about 'Smooth Preview', you would need to run a Mesh>Smooth in order for it to look like Smooth Preview in Maya.
@@OnMars3D yeah just add so many more polygons when I do that
Do you have a tutorial of modeling from curvs nurbs to surface ? I mean a tutorial without primitive polygon
But does this method work for complex characters?
Yup, works for any model, think of the curves as a 3D blueprint
His rough blockout mesh looks cleaner than all of my finished meshes 💀
Could you please post a full length video of how you made these.
I cover another car seat using the same workflow here:
ua-cam.com/video/uqb9lh6gE6U/v-deo.htmlsi=11W3CIjgJHfNSd3V
Why do you look like Gigachad this much ? xD
We share similar facial features :)
What would the 3DS Max equivalent to using curve guides be?
Functionally, that would be spline in 3ds max
That's correct!
I am an aspiring CG artist.
Thank you for uploading such a great tutorial!
I immediately subscribed you.
I will keep watching.
This workflow makes a lot of sense to me, not sure why I’ve never really seen it or thought of it. This is certainly gonna help when I’m going to try and model some cars😎
Glad to hear it!
thank you good people, for this very expensive knowledge
Thankyou sir 💖
Thank you for explaining your process, really excited to see what I can do with these methods!
Happy to help!
16:10 Im modelling mostly hard surface so i dont need to worry about retopology. And if i gotta do retopo i export it to 3DCoat for retopology.
😀👍
Bro, you make It easy, but isn't It for me 😂😂😂
great so much super simplified and clear
Thanks so much
Former Maya user.
Blender innovates more in a quarter than Maya in 5 years...
Been wondering , I am studying about modeling currently in school , what's the difference between maya 2022 and 2023 ? Is it better for us to stick with Maya 2022 for now ?
Yeah Maya 2022.3 version is quite stable to be honest than the 2023. There arent much differences in the versions. Pretty much you can model it without issues.
Agreed, Maya 2022.3 is fairly stable now, earlier versions would crash every 30 minutes but 2022.3 fixed these issues. I always wait for later patches before fully switching over to a new version.
@@OnMars3D oh ok , thanks for all yours information :D
Is this process possible in Blender? Does anyone have a link to a video showing how to do it there?
i really want to make good soft to rap over but i suck in creativeness
8:30
38:20 very chilled beat, love it
nice one! just in the first minutes you already talked about curve shaping and more things should be used in all processes. well done!
Man,it`s really cool tutorial.I think it`s one of the most useful tutors
Appreciate it, thank you!
This is really a very solid technique but I think it works only if you have blueprints of the product. What if you don't have blueprints?
Workflow still applied, I just covered in my latest video that doesn't have blueprints: ua-cam.com/video/uqb9lh6gE6U/v-deo.html
cool
This is litearlly one of the best tutorials ever. Big up sir TYSM
Thank you for this, much needed tutorial for a beginner like me .
cool
Dude sounds like Dexion from Skyrim.
please may you make this tutorial for Blender and substance painter too? one of my friends really need it ♥ ty
this is really useful and helps confidence of beginners thank you !
Very useful approach to modeling. It’s strange that no one talks about it until now.Thank you bro!
Happy to help!
I love your videos! You explain it nice and clear.
Finally I can find a channel which really teach beginners how to do step by step. Not like others channel alway x2 speed and click freaking fast, who can understand it ?
I hope you will have a course series on learning platforms like Skillshare, Udemy or kind like that.
Love you so much ❤
Thanks, more to come!
nice video, only detail those red curves are really hard to see
Very useful video.thanks for sharing your methods.can you tell me where to download the reference pictures?
I put them together from website, I started here: www.recaro-automotive.com/us/dynamic/recaro-sportster-gt