It would be cool to see you or Ryu modelling something like a PS5 controller. Something where you can't arbitrarily move edges and vertex around to avoid shading problems but where you must stick to a reference image. Because in theory is all fun and games but in practice a lot of sub d objects present problems Free form modelling and creating a perfect replica from an image are two different subjects.
@Bram_Duin Жыл бұрын
Seconded
@matsy7450 Жыл бұрын
You hit the spot. Boolean based modeling is very fast for: sci-fi hard surface objects without curved surfaces. Boolean workflow unfortunately becomes much slower if you have to copy existing objects or objects with lot curved surfaces. On youtube you see so few videos of artists using boolean addons for modeling real objects...and of course no one is able to use them for objects with curved surfaces...which, however, are present in large amounts in reality and imagination. Unfortunately, subds are still the best choice to achieve the widest range of versatility between one shape and another and precise control of the idea. Unfortunately because they are damn slow for other reasons.
@IridiumZero Жыл бұрын
They don't because they can't do it. They can only do boxes and cylinders.
@IridiumZero Жыл бұрын
@foSoT bro it's literally all spaceships made of boxes and rifles that would be impossible to hold. If you've spent more than 5 minutes modelling something real, or at least plausible, with normal curved surfaces, you'd know this "boolean workflow" scam is nonsense
@gabrielegagliardi3956 Жыл бұрын
@@IridiumZero I've seen a lot of professionals using the Boolean ngon technique for some objects (when possible) and the mesh doesn't need to deform. So I won't call their method a scam, on the contrary is a pretty useful method to know. However it has big limitations and it's inapplicable for some objects. I don't think I've ever seen blender bros sub d modelling a intricate mesh from a reference image, when they use sub d they improvise and improvising is obviously easier because you simply go with the flow without any constraint. I've seen expert modellers like blender guru, Derek Elliott PzThree or mx2 (the creator of boxcutter) struggling to find a solution nodelling objects. Mx2 for example has a series of topology studies where he models really intricate stuff. That type of content is absent on this channel, I only hear "sub d is easy guysss" but I don't see the examples to back up that claim.
Жыл бұрын
You're right for boolean modeling, it's faster and no need to use subd workflow, BUT, if you work in the movies industry (VFX or full 3D movied), you must use subd workflow only and no n-gons. Why ? Because at some points, the director will come close to you and say something like : "Oki, it was not in the script but I want this objet to break" or "to bend" or "to melt"... Or "I want now a version of this object to be damaged physically because it'll be in close up". In this last case, without full quad and subd workflow : no Zbrush and all textures to redone after. Of course, for my personal project or if we are all sure a prop will never be use, just to be put in the set dress, oki, we'll use boolean for hard surface or the bake method as you mentioned. The funny part in VFX, your primary object need to be quad but when you broke it in Houdini, the result is not quad at all... So yes, boolean is good but subd is not outdated.
@phucthinhnguyen1157 Жыл бұрын
Im still a student but i believe learning to modelling in all subd and all quads are essential to make your path wider in finding job at big studio or companies
@GeometricPidgeon Жыл бұрын
HOW CAN PEOPLE POSSIBLY THINK SUBD IS OUTDATED HAHAHAHA
@317on1o Жыл бұрын
I use all 3 modelling methods daily for concepting Sub D / Booleans / CAD, how I decide which method to use just comes down to which one is faster or provides me the most flexibility. Using all 3 methods in 1 project for me is fairly common as well.
@pranavtyagiofficial Жыл бұрын
CAD ?
@walterwhitetailfeather9998 Жыл бұрын
0:23 The deadpan delivery gets me every time.
@waberoid Жыл бұрын
I have been wondering that forever if I could bake n-gons onto a sub-d mesh. I watched a video on Artstation that had me remesh and smooth corrective, duplicate the models, apply booleans but not remesh and smooth corrective, clean it up, so I have the high poly and low poly. The remesh and smooth corrective would just round out the edges a bit better, while I had a hard edge low poly model, but now that I know the high poly mesh doesn't need to be be quad based, that makes it a bit easier.
@smoothprox Жыл бұрын
Having enough experience to know when and how to use the different modeling methodology is lacking in the majority of modeling demos I receive when staffing my department. There is not a single technique that reigns supreme. If you want to be considered for a position in film, episodic TV or even the gaming industry it boils down to good topology and the lack of restrictions there of.
@weidiocrow Жыл бұрын
2:47 This looks very similar to some of the alleged Starfield meshes I've seen where's there's really dense triangulation pockets 🤔. Does baking the Boolean model back into the Sub-D model also optimize for those details automatically? How good is that optimization?
@javierismael212 Жыл бұрын
Gracias amigazo y bendiciones
@dipankarbiswas033 Жыл бұрын
I wanted to express my gratitude for your fantastic videos - I genuinely enjoy and learn a great deal from your content. I have a small request that would immensely benefit not only me but also your many fans who aspire to improve their workflow. Would you consider creating a video focused on finger placement techniques for keyboard use? I've been working diligently to enhance my efficiency, and I'm eager to understand how you position your hands on the keyboard and the techniques you employ to expedite tasks. Your insights would be invaluable. I eagerly await your response and would like to extend my heartfelt thanks for everything you do.
@gerdsfargen6687 Жыл бұрын
Isn't it still one of the best methods to achieve holes ridges and intricate hard surfaces?
@thetruestar6348 Жыл бұрын
I want to model low to mid ploy NPR mechs/robots that I can animate in blender I’m still fairly new (about a month in half on blender). I like some of the features of boxcutter and hardops from looking at your channel. I was wondering if getting the addon would help with the modeling process for this since it is hard surface?
@xx_mohamed_xx96115 ай бұрын
The addons will make u faster at modeling without any enhancement at the look of ur finished work if u don't use them like boxcutter U can make the mechs with vanilla blender but it will be with the same look if u have that type of addons but slower But There is some addons will make the object better like decals and texture asset These addons are for advanced people who don't have time to texture or lazy people If u are new at least u have to know how to . Then buy those add-ons unless u are busy or lazy
@heisalima Жыл бұрын
Was modelling an AK-47 and it took me hours, guess how much time it took with the Boolean approach. Apparently the method used depends on the model. Thank you for this video.
@GeometricPidgeon Жыл бұрын
Method used doesn't depend on the model, that's absurd. Method depends on usecase.
@blastradius91363 ай бұрын
If you work with Ngons your mesh must be flat as a board. Ngons on curved surfaces is a nightmare to cleanup.
@abdelrahmanqe-5538 Жыл бұрын
thx for this useful Videos fr
@forwardvector Жыл бұрын
i should go to sleep
@altitudesfs9656 Жыл бұрын
Good idea mate
@EmvyBeats Жыл бұрын
don't do it, they are waiting for you there!
@derekvizuals Жыл бұрын
Josh can you do a review on starfield cause that game is all about your field in 3d
@homborgor Жыл бұрын
Short and simple answer. No, you don’t need booleans if you actually know how to model with nice topology.
@CGSTUDENT15 Жыл бұрын
thanks a lot
@thorn- Жыл бұрын
There's nothing wrong with using booleans, but the problem is that new users think A) they're the best solution for everything, always and B) try to do things with them, in the wrong order, that simply do not work. Then they combine both of those things, and you end up with countless users with bad topology, broken meshes, bad texturing, and they can't even do basic poly modeling worth a damn.
@Solores17 Жыл бұрын
That shit is pretty boring to me 💀💀
@funw3d538 Жыл бұрын
Josh, I like your new "5 o'clock shadow" slick look even though it's a tad intimidating and doesn't quite jive with your softer/friendlier voice. I liken you and your partner a "good cop / bad cop" team that can't be beat!
@localstout Жыл бұрын
Now that Plasticity has a Blender bridge doing hard surface is so much easier. Especially with your new materials!
@Crimsin19937 Жыл бұрын
Woah, I wasn't aware of this! Seriously?
@UnderfundedScientist Жыл бұрын
but what if its a cyborg carrot
@MSJDesign Жыл бұрын
It's funny when poly modelers say "destructive modeling"
@DanielBrainbox Жыл бұрын
i learned avoiding booleans as much as possible just because back in the days (started modeling in 3dsmax backin 1995) boolean operations were so ugly. It took me so much time to clean up geometry so that i completely avoided them in total. Since i switch to Blender some years ago im using Boxcutter, Hardops and other great addons which ofocurse use boolean in their operations but in general i would say avoidng booleans is a good thing
@punmije Жыл бұрын
you look like Ian Nepomniachtchi tho :D
@ohitjiggles1987 Жыл бұрын
“then go model your carrot, that shit is pretty boring to me” what a bad ass