Very helpful, thank you🤝 Please make an example video for last tip
@OnMars3DКүн бұрын
Check out my Patreon/KZbin Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel www.patreon.com/OnMars3D
@glennxsergeКүн бұрын
Ah, the bevel trick... Thank you. I was losing my mind trying to figure out why it wasn't beveling evenly.
@thisguysculpts51292 күн бұрын
Hey I've learnt so much from your channel for Maya and wanted to share a tip of my own :D. For Tip 6 where you move the pivot like in maya where we hold "D" and then snap to vertices with "V", I've actually made a video on how to do that similarly in blender on my channel regarding this which not only snaps the pivot to the vertex and if needed also aligns the pivot orientation.
@UML6492 күн бұрын
In fact, you don't need perfect Sub-D for this kind of hard surface modeling unless you need deformation effects. For game engines, such resources usually have too many unnecessary vertex data.
@mrtvisual37562 күн бұрын
Awesome. its very helpfull
@josephrussell14192 күн бұрын
Regarding tip 9, if you are in Vertex Selection Mode with your one vertex selected, you can CTRL+RMB to extrude to the mouse position. Similarly with edges in Edge Selection Mode, etc. :)
@norm_olsen2 күн бұрын
My favorite way to snap a mesh origin to a selection (without the need of using the 3d cursor) is to first enable the included 3D Viewport Pie Menus add-on (search for pie in the add-on section in preferences). Then, with your mesh selected, go into edit mode and make a selection. Finally, press Ctrl + Alt + X (this brings up the Origin menu) and choose the top radial option (Origin to selected). So much faster than other methods! The additional benefit of enabling the pie menus add-on is that it transforms things like Ctrl + S (which traditionally just saves). But with this enabled, this shortcut offers a lot of options from New, Open, Save, Save as, Incremental Save, Import, Export, etc.. ! It really is the cat's pajamas!
@OnMars3D2 күн бұрын
Thanks for the tip, this is a nice one!
@norm_olsenКүн бұрын
@@OnMars3D You're welcome :)
@Aztek44442 күн бұрын
Shift + Click on an option in the outliner to propagate that action to the child objects. (like hiding all objects under the empty + the empty)
@OnMars3D2 күн бұрын
Great tip, completely forgot about this one!
@GA-br8wj2 күн бұрын
Easy HDRi addon is free and quite useful for fast selection of images, just in case you find this interesting
@OnMars3D2 күн бұрын
I'll check that out, thanks!
@pavels26102 күн бұрын
Thanks for making this! Side-Note; The singular form of "vertices" is "vertex," not "vertice."
@OnMars3D2 күн бұрын
Yeah, I just forget when I get locked in with demos :)
@josephrussell14192 күн бұрын
I think this is a losing battle haha
@ehab54062 күн бұрын
looking forward to your course, believing it's gonna be amazing
@OnMars3D2 күн бұрын
Glad to hear it, I'll keep you posted!
@pidan-bee3 күн бұрын
Personally feel tip 9, when two points are connected, you can choose the two points to be connected, press the F key, faster than extrusion adsorption
@HonorNecris2 күн бұрын
If you are making a profile of something like in the video, with your method you would have to duplicate each consecutive vertex, move it, select the previous one you wish to connect it to and press F - With the method in the video, E creates an already connected vertex which you then move and can just press E again and repeat, which is definitely faster.
@pidan-bee2 күн бұрын
@@HonorNecris I'm referring to connecting two vertices in tip 9 at 14 minutes, not creating the entire outline
@HonorNecris2 күн бұрын
@@pidan-bee Oh I see, in that case, I do agree with you.
@r6201sk3 күн бұрын
It you double click collection it will select everything in that collection and you can move those objects at the same time. Seems simpler that setting up empties and dealing with objects two levels deep (empty-collection) Turning off selectability is great for blue prints and reference images
@AlexTsekot3 күн бұрын
#11 I wish I knew why in hell the blender devs have bound EVERY key to something, it makes using blender akin to playing two pianos at the same time and remapping keys is a massive chore.
@OnMars3D3 күн бұрын
Yeah, that can be a pain when switching from other software.
@StrongmanLi-pz7sl14 сағат бұрын
Blender is not only a tool for helping animators and modelers to do their daily staff, but as a purpose to implant a Hotkey OS into users brain, and this goal is hidden, until you as a maya immigrant challenges the dev team on the blender forum. me:" i think blender could use this way like Maya does, the job will be done much easier and faster." op:" no, no, no, stick with the hotkeys, stick to it!."
@clausbohm98073 күн бұрын
Thank you for looking at this program from a Maya/Max user POV like me! Step the game in Blender up a bit! I set this stuff up as startup file. Also checkout "simple tabs" (if you have a lot of addons).
@aplus1gaming9403 күн бұрын
Thank you sir for this video.
@OnMars3D3 күн бұрын
Happy to share!
@Amitkumarpatel-yx1ry3 күн бұрын
my sir from Tron education he say to create low poly object project for most of game assets ..my few project reached 50k+ tris he say reduce it and make it low poly to get job easily ,,,, is that even correct ??? for example i made game weapon gun it had almost 50+k tris he said to make low poly
@Thanos_18074 күн бұрын
Can someone tell me from unwrapping point of view ..whether i should add extra edges on the borders and then smooth the model Or Should i bevel the edges and then press 3 to smooth the model Which will give better unwrap on the edges??
@adamshakeel50104 күн бұрын
You are going to nake a multimillionaire game developer.
@rayenwiller6 күн бұрын
all i can say, that's right.
@mikerusby8 күн бұрын
re the back part of the car, i would split it down the middle, then each half would map with less distortion generally in blender I lay them out either side of the mirror centre then apply a mirror, with x on the data turned on
@jso198019808 күн бұрын
you remind me of AD and Rudy
@Timmen8e79 күн бұрын
this is really the best hard surface tutorial I ever see in my life.
@andrew_golubev9 күн бұрын
Very useful video; thank you very much for the advices!
@alexkazakov726310 күн бұрын
Is there an analog to the Quad Draw tool in Blender ?
@moonneko403510 күн бұрын
The ShrinkWrap section was the most brilliant idea I've ever seen!!!!! Thank you so much for sharing!
@retiredtravazapper282710 күн бұрын
as my third day learning blender, i had done all cg cookie beginers playlist, the famous donut and some work modeling without help here and there, after seeing JLmussi trying blender video i run up into your channel, i understood all the basics but i was runing in some problems that wasnt mentioned on cgcookie playlist, like the scale/bevel problem or even foucous the object with the period key for better navigation, i can´t stress enough how you are helping me understand these litle but super important details, thank you so much, all the way from brazil 🟢😁
@ibrremote11 күн бұрын
Great tutorial. Really needed some tips to fix my model's UV. Thanks.
@The9PointStar11 күн бұрын
Maybe i miss something but with that method you get the detail on a high subdivided geometry, so wont get a lower poly version right? The point is to just start modeling with more subvidisions? Thanks
@rizkyhimawan749412 күн бұрын
Dude are u sure? I mean thats n-gone
@rachelpao285012 күн бұрын
How do you manually import the opacity map in maya?
@DIABULUSKIRA12 күн бұрын
Too bad that you didn't finish whole model in this video.
@ale_dp912 күн бұрын
You use a very nice workflow and your patience is the key in modeling process, also as you know, do and re-do , could be the best training experience!!
@YAHWEHWARE12 күн бұрын
This is well put and I appreciate. Just learnt something new today. Another method I use is I take the base mesh into zbrush carved in the details with alphas and other sculpting techniques and retopologize that high model in Maya(I'm a Maya User). It takes some time but it has made my complex hard surface model more cleaner. But again the route to take depends on the model.
@No1BRC13 күн бұрын
It's just interesting while I usually always try to use as less as geometry as possible, I just had the issue last week when I had a client asking for very small details to be included and I went the way applying a subd which I usually don't do and I wondered whether this is a legit way😅
@ja3d14 күн бұрын
I see that you use ngons in some areas, it could produce pinch or artifacts?
@buttons_14 күн бұрын
I found "Move and Sew" instead of "Stitch Together" was way faster and actually worked for maya 2024. It's found under "Cut/Sew" in the UV Editor
@lovdiesty14 күн бұрын
Your channel is everything. I love your videos so much, thank you for these essential tips
@SZ1NA_14 күн бұрын
Thank you so much for making this video!
@OnMars3D14 күн бұрын
Thanks for watching! I'm glad you enjoyed the video.
@emanuelefazio317314 күн бұрын
You are the best.
@nabilrahman9814 күн бұрын
Can you please make another video for remesh workflow for highpoly SubD mesh like this one
@OnMars3D14 күн бұрын
That's the plan, I originally made this revolver using the remesh workflow, so I'll have more videos in the future about that!
@nabilrahman9814 күн бұрын
I will look forward to it
@nabilrahman9814 күн бұрын
I was following chamferzone's revolver tutorial and was facing this exact pinching issue with SubD enabled. Thanks for the tutorial. It's been really helpful for this specific problem I was facing.
@OnMars3D14 күн бұрын
Glad this helped you out!
@digitalart4u15 күн бұрын
Looks like an interesting technique that surely gets great results. My question would be from a practical point o view. Unless there is a shot that needs to be that close into the object, like shooting an ant crawling on that barrel and that particular shot would also be static and not animated, I personally see no practical reason to finesse that surface to that level and use additional time to do it as it will not be visible at all on medium shots or animated sequences. Is it good to know how to do it, academically? For sure, no doubt about it. Is it really practical in real life scenarios where everything is on fast forward these days? Not so sure... These kind of surface distortions tend to appear only on very shiny surfaces with almost no roughness or textures and only under certain light angles. But again, it is always good to know how to efficiently fix things.
@OnMars3D14 күн бұрын
Appreciate the comment! The practical use is as you described, primarily for Sub-d assets that absolutely need this level of surface perfection. For games, like weapon assets, it's not as necessary. It's more used for high end cgi, vfx, marketing, product visualization where you zoom in on assets at 4k, yes, you need that level of perfection. As I said in the video, I don't use this for every asset, but when I do use this workflow, it provides the results that are needed. As far as timing goes, you'd spend less time worrying about edge flow and topology so it's not like you're doubling the amount of time needed for this. Take my Datsun 240z that I modeled, probably has 100 parts, of those 100, I used this workflow on maybe 3-4 pieces that needed that level of surface perfection, like the body panels.
@juliamouse577715 күн бұрын
🥰
@weissmanauditore157015 күн бұрын
Do you leave the piece u detached as a separate piece or u merge it back when you are done? (not sure if you are actually working on a detached part or simply an isolated view selection)
@fullyleaded15 күн бұрын
Its just isolated. He'll attach it back when he's finished. Its just a technique. Could be for the video or just nice to isolate the area youre working in.