Thanks for the tutorial! Very useful indeed. Should we always apply all modifiers (like mirror and subD) before putting them out for sale? Similarly for merging parts, as I can how small details would have an impact on loops for the wider area of the mesh? You mentioned poly count doesn't matter but any suggested numbers for objects like in the tutorial? Appreciate your time on this. Look forward to the next one. Thanks!
@josiassmatamoros13612 жыл бұрын
Para exportar cualquier objeto 3d desde blender siempre tendrá que aplicar todos los modificadores.
@KUBE.archvis4 жыл бұрын
Cool series idea!!
@dimension23953 жыл бұрын
Just comment for thanksgiving
@LucasMartins-tu1jz4 жыл бұрын
Nice tutorial! Is there a good method to import CAD models into Blender 2.8? Solidworks is my main modelling tool and i would like to render my work with Cycles since it is free and is a great render engine. I've already tried some tutorials but the model always ended up with shading problems, it would be great to have a proper video on that subject.
@liquidmasl2 жыл бұрын
at 10:00 is there a reason you delete the half manually and not using disect in the mirror modifier? Or just used to the flow? freat tips btw, appreaciate it
@imeshh2 жыл бұрын
Good spot! Bisect would work, but it can also add additional geometry if it's not exactly in the middle. And for more complex shapes it's often got a strange join in the middle So i usually just delete half and then add mirror because i feel like i have more control. But yeah in this case bisect would work fine :)
@andronkolaider4 жыл бұрын
Good overview. I'll leave a comment here because this comment section feels empty.
@imeshh4 жыл бұрын
Thanks! :) I hope it gave a few good tips atleast
@abhijit3d6274 жыл бұрын
Is imeshh giving 100% share to creators ?
@Glowbox3D4 жыл бұрын
Howdy, this was helpful. Question: I tend to delete faces that aren't seen by the camera...the bottom of objects that will never be seen under, if a 2X4 butts up against the other I'll delete the hidden face. This is to save memory and UV space. Is this not a good method? I notice you filled the bottom face of the top surface...what's the reasoning? You explained it very briefly at 15 mark, but I want to be clear on game assets and the like...Thank you! Side note. Tried to jump on the iMesh thing, because I heard it here. It's confusing and installed a ton of stuff on my computer. Don't recommend it.
@imeshh4 жыл бұрын
Hey! It really depends on the purposes. If the model is going to be sold for arch-vis, I'd recommend making the model as realistic as possible and filling in all faces. If its for games where it is to be really optimised, then i'd maybe try to remove them. There are some situations which it doesn't matter in arch-vis, like under duvet on a bed which is going to be really high poly already, then I may remove them. But filling them all in at least allows the buyer to decide which way to use the model and has more flexibility :). Plus if these faces you're talking about are very low poly anyway, then there is no harm in keeping them in. And sorry regarding the imeshh thing was confusing? Do you mean the asset manager and all the bundle packs? The files are very large and the asset manager sadly has taken a back seat while we concentrate on the marketplace where people can sell and earn 100% of the sales :) If you have any issues though, do email us at office@imeshh.com - i'll happily help :)