Just so people know, if you use blender, all of this is still applicable. Just different hotkeys and tool names. Thanks guys, flipped normals are awesome. You saved me from being a zbrush cowboy.
@TheMASTERFURIOUS6 жыл бұрын
true, I watched tutorials of modeling principles done in 3ds Max, I don't pay attention to the hotkeys shown there.
@FlippedNormals6 жыл бұрын
Awesome! That's great to hear :D
@chamade1666 жыл бұрын
If u can’t hard surface in Zbrush u got no game. Maya too slow to iterate hard surface unless u got a totally worked out concept beforehand.
@HUNrobar4 жыл бұрын
How do you slide vertex on surface in Blender, like in this video? The closes I found was Slide vertices (SHIFT+V or G,G while vertex selected) but that only slides along edges, not the surface of the mesh itself.
@beachhunter26876 жыл бұрын
This tutorial has covered the very foundation of hard surface modelling.
@JeffydimWitt2nd6 жыл бұрын
Oh my gosh, this is so perfectly timed, I was going to try to do some hard surface modeling today, and sure enough i get the notification for this video! Thanks for the great content guys!
@flint3Dx6 жыл бұрын
Same! I was modeling a harp from Zelda and had to stick one pipe into another right when I got this notification. Great timing as always guys!
@FlippedNormals6 жыл бұрын
Awesome :D Super happy to help!
@uzairbukhari992 жыл бұрын
Wow even 3 yrs later this info is a gem. Thanks guys
@AlexTsekot4 жыл бұрын
For the OCD people out there, I once saw a really good explanation of subd modeling : subd modeling is all about tradeoffs, you don't want to reach for perfect cad-like models because you'll pull your hair out. Subd is about balance between production speed and visual quality.
@user-yw5df1tr3i6 ай бұрын
You just may have saved my future on 3D. I get so obsessed over literally non existent shading issues, i spent an hour on a pinch noone else can see hesterday...
@WeThePuppets6 жыл бұрын
Would be awesome if you guys did a deep-dive on hard surface bevels, covering things like how sharp they should be, when to use varying sizes, how to tie them into other geometry, etc. Thanks!
@hani_issa5 жыл бұрын
Please do more videos about this topic !! You guys are awesome !
@daveZoo6 жыл бұрын
In my opinion it is faster to make holes into an object with the new circularize tool. (Edit Mesh -> Circularize)
@daveZoo6 жыл бұрын
It has an alignment property, set it to surface (average).
@daveZoo6 жыл бұрын
If the "evenly distribute" option is on, It will be twisted. That can look very messy, maybe that was the problem. Of course, in some cases, this tool is not the perfect solution. The technique in this video is still very useful.
@taylorbrown1296 жыл бұрын
much much faster
@FlippedNormals6 жыл бұрын
Thans for the heads up! We'll probably make a video on this technique too :) Like we say in the video, so many different ways of solving these things.
@rendericeib45135 жыл бұрын
@@daveZoo same in 3ds max..... constraint to face with regularize tool
@dimitrydanchev45465 жыл бұрын
Great video! Don't you just love the multi-cut tool, I don't even use the insert edge tool anymore. Btw, you probably know this but for those who don't, if you hold ctrl+shift it goes into slide edge mode which I personally find extremely helpful, you don't have to go and turn it on from the modeling toolkit.
@markjackson76215 жыл бұрын
Ah that's good to know. I'm still learning Maya. I was thinking, "Man, in blender it's just "GG" for edge slide." It makes sense that Maya has a hotkey for it. I'm slowly realising that most experienced Maya users know and use the hotkeys and make their own custom keymap. I need to do that myself is ever want to be able to model as fast in Maya as I can in blender.
@onem0repixel5 жыл бұрын
OMG I jumped of my chair at 1:04 when the second guy talked !!! That was an unexpected voice twist, It's scary guys XD
@DavidAllen_05 жыл бұрын
I saw this video awhile back when I first got Maya and this went far over my head. Rewatched it now and learned a lot! Thanks guys!
@Sylversun905 жыл бұрын
dayum... 5 years in movie production and modeling supervision... and I only discover now the "TAB" paint selection key... Thanks mates !
@hani_issa5 жыл бұрын
Same here :))))
@jaberah34 жыл бұрын
I am so blessed that I found your channel!
@sensoji30846 жыл бұрын
Great tutorial. I'd like to see cylinders with bends in them, like pipes, as those can deform like crazy with bad topology.
@FlippedNormals6 жыл бұрын
That's a good idea!
@Stories_behind_the_eye6 жыл бұрын
Yes! My focus is being taught. Thanks guys!
@acceptingseeking6 жыл бұрын
Best channel I ve ever found. Thanks.
@FlippedNormals6 жыл бұрын
Wow, thanks a lot! Much appreciated.
@izaya656 жыл бұрын
Loved this video. Would love more hard surface videos
@FlippedNormals6 жыл бұрын
Thanks! We'd love to make more too.
@izaya656 жыл бұрын
FlippedNormals I'm really glad to hear it. I always see loads of hard surface videos done in 3ds max. Would love to see more Maya related videos, and with your shared experience they'll be good.
@UlrishthePro6 ай бұрын
If you want to quickly add support edges just use bevel and turn off chamfer.
@pauljs754 жыл бұрын
Sometimes when making holes into curved surfaces like this, a temporary object can come in handy to act as a conformal surface to better control the geometry. Not sure with this software, but in Blender it'd be something like making a copy of the big cylinder before putting the hole into it. Then if additional geometry like the surrounding loops cause pinching you assign those areas to vertex groups. Then you use the shrinkwrap modifier on the mesh with that vertex group to put those pinched areas smartly back onto the surface defined by the temporary copy. (Sometimes for roundness, a subdiv on the temp object also helps.) A bit harder to explain than just doing it, but I'd think most could figure out the principle. (And there's a couple of videos on it.)
@jaidenoliver71652 жыл бұрын
It's a late reply, but if anyone sees this, in maya that's basically the same as duplicating the cylinder and making it a live surface with the little lock icon up the top. That allows you to slide points and edges and they stay stuck to the cylinder shape.
@clintmcmahan37924 жыл бұрын
Finetune adjustments in a tools editor window by clicking on the blue "pie" with a slice missing in the top right corner of the window. The "pie" will show a different portion and this adjusts at what increment Thickness, Local Translate Z, Offset, etc are changed in.
@Altohamy4 жыл бұрын
To see Full portfolio on behance: www.behance.net/Altohamy This is my showcase of Year 2018. kzbin.info/www/bejne/omWYnYWHZ9x8fJo
@daniboiyy6 жыл бұрын
Yay 😁 another hard surface modeling-video!
@FlippedNormals6 жыл бұрын
Glad you like it :D
@bradenrobins2996 жыл бұрын
Great Job! I really appreciate this series.
@FlippedNormals6 жыл бұрын
Thanks a lot!
@SewerShark6 жыл бұрын
You could also use the bevel too with Chamfer option turned off to add the supporting edges.
@FlippedNormals6 жыл бұрын
Yup! Plenty of ways of doing this :)
@utubeparpankaj5 жыл бұрын
Hi Flipped Normals U guys are doing a great Job I request you to pls make a video on the efficiency of ShrinkWrap deformer. If we can use that on smooth surfaces for the removel of dents and bumps.
@sveinndagur6 жыл бұрын
Your point about Booleans being a mess is why I use Modo for my modeling. MOP booleans for the win!
@FlippedNormals6 жыл бұрын
MOP is fantastic! It's such a great tool.
@thescreamingwing50686 жыл бұрын
Excellent info as usual. Keep up the good work.
@FlippedNormals6 жыл бұрын
Thanks a lot, Jason!
@TheMASTERFURIOUS6 жыл бұрын
Really good video on the topic. Thanks guys.
@tommykho43484 жыл бұрын
maya loop chamfer can perfectly add double loops both inside and outside. i think maya 2018 has those feature already.
@samcraftYT3 жыл бұрын
That
@PieroStuff5 жыл бұрын
Thank you guys for covering this topic! I never know when stop being too strict about clean topology and this video actually helped a bit and about this I'd like to ask you a question: Does this video mean that a slight "bump" along the hole external borders is ok?
@JMTBFLOW6 жыл бұрын
Cheers for this, boys. Appreciate the free content :) How about a video on the fundamentals of high to low polygon baking covering the do's and don'ts and common errors to look out for?
@FlippedNormals6 жыл бұрын
We've been thinking about this and it would be a fun! No promises though.
@nota48026 жыл бұрын
That you for making the video, its really helpful. I hope more hard surface tips are on its way, as a series of tutorials ;)
@FlippedNormals6 жыл бұрын
We're looking into that :)
@rixhhh23926 жыл бұрын
Hey guys sweet video again, not sure if its the same but I usually use "Ctrl + Shift" and dragging vertices along edges instead of constraints, saves a bunch of time. I also had a couple quick questions, one is about intersecting geometry in visual effects hard surface models and second is the use of CAD models like MOI 3d and fusion, I know Vitaly uses it a ton so I was curious how that translates into production? Thanks again guys
@FlippedNormals6 жыл бұрын
Very nice! Thanks for the tip. CAD can basically only be used for concepting, as they'll have to be retopoed completely before they are ingested into the pipeline. Far too heavy to work with and impossible to UV map.
@joselavigne146 жыл бұрын
We want more! Thanks so much
@FlippedNormals6 жыл бұрын
Awesome! Good to hear. We'll be sure to make more videos like this.
@sreekar4435 жыл бұрын
Hi What if you need to do 10 of these circular extrusions. Is it just the same process to do for 10x or can you copy the features?
@SewerShark6 жыл бұрын
Nice. Could you discuss the same approach, only with rectangular shapes? And maybe some weird shapes as well?
@FlippedNormals6 жыл бұрын
We've been talking about it, as you're right, thats a different challenge for sure.
@garrettdehart49886 жыл бұрын
There was a helmet in the secret of triangles video, how would you even start with something like that? Things that conform to an organic shape like chest armor, helmets etc... my first thought is to do something like quad draw and refine from that but the change in direction and shape on that helmet look so complex. I guess its just where do you start?
@onlybooleans6 жыл бұрын
Hey Garret I'm no expert but to my knowledge they sculpt the helmet first and then do retopology to get the sharp edges. Search for hard surface sculpting in youtube and you'll get an idea on how they do these kind of hard surface object. Hope this answered your question. :D
@FlippedNormals6 жыл бұрын
That one is a really tricky shape to make. It was concept sculpted in ZBrush and then retopoed in Maya. When you retopo something like that, you need to really plan out the topology before you get into details.
@johnkeane85516 жыл бұрын
I find the process of using booleans in maya 2018 far easier than previous versions, unless your object has a lot of history, things "usually" work fine and the clean up isn't too bad when you consider this method you have to do all these cuts and booleans is one click then a few target welds and you are done. Think your guys videos are great just I am a big advocate of using booleans for hard surface in maya 2018.
@FlippedNormals6 жыл бұрын
Thanks for your comment. Booleans have improved significantly over the years, for sure. We might do a separate video on those. We still think these fundamental videos are useful - but you're right, booleans definitely have their place.
@wirrexx5 жыл бұрын
On the polycount forums (wirrexx) the how to f modell this shape forum, this question pops out everytime. And no matter how many times me, Perna or Earthquake or someone else explains it. Someone still asks this question again. :D
@threecolonist5 жыл бұрын
circularize tool is far better, don't mind @flippednormals, this is an old school technique. Nowadays used circularize or boolean(it's pretty advanced). I will make a video on that soon for advance user.
@vipermjs4 жыл бұрын
the problem with extruding inward is that you cannot maintain the exact shape of the original cylander. with more complex shapes, this becomes a problem or can even no longer be an option. a more precise way is to project curves or do a double boolean for the inner and outer rings. cleaned booleans are usually the best way to attach complex shapes.
@wordsshackles441 Жыл бұрын
What do you mean by « project curbed » ?
@eliasdegasperi_art5 жыл бұрын
Awesome video!!
@gibrankaleel90896 жыл бұрын
Hey Bois, FN Scrub here. Was watching an Adam Duff (LucidPixul) "Motivational" video and somehow ended up here. (Go-Figure. Lol) And I've been hooked since. :) Watched all your discussion & workflow videos so far and I F'ing Love It! Thanks for keeping it real guys. Your years of friendship and experiences as artists together really come through the way you guys do your show! You compliment each other extremely well and it's really rare to see that in Art/CG Related Podcasts. Also your Tutorials are Badass 'n Ballin Hard! (Will let you two decide who's the Badass and who's the Baller.) :D Do you guys record the podcasts from your own places over discord/skype or are you guys actually sitting next to each other like a radio show? (You should totally have your own radio show btw.) When watching the videos, I always imagine the latter being the case. :D Would love a studio tour someday from the two of yous. :) Favorite Podcast = One with Emilie Stabell. Should deffo have her on the show more often. She sure seemed to enjoy it. ;) (Oh, that poor girl. Lol) PS: I'm one of those filthy Blender peasants you guys keep joking about (Lol), but 2.8 is coming along nicely. Been using it daily and crashes are fixed almost instantly. The Dev team might be small but they sure mean business. Lotta partnerships with big studios and tech corps coming in the following months. Hope you boys will keep an eye out for it. B) Come take a peek into the crazy world of Blender Development. Feedback from Experienced & Vocal Artists like you guys are definitely what help shape the future for Blender & the Industry. So feel free to get your fingers, toes 'n tongues dirty and participate. (We don't bite, Much... Lol) code.blender.org/ developer.blender.org/ Here are some A+ Hard-Surface Add-ons made by Blender Enthusiasts. You might already know about them, but if you're planning on covering some crazy Hard-Surface Concept Tools & Workflows. Give these ones a look see. Hard-Ops by masterXeon1001: www.blendermarket.com/products/hardopsofficial BoxCutter by masterXeon1001: www.blendermarket.com/products/boxcutter-6 DECALmachine by Machin3: blendermarket.com/products/DECALmachine MESHmachine by Machin3: blendermarket.com/products/MESHmachine They've both got YT channels showing off some crazy art and features for the tools. Jonathan Lampel from CGC did a great stream on the Machine tools. Deffo worth the watch. :) kzbin.info/www/bejne/pWimhaqEe7xohJo Love you guys, Love your content and can't wait to see what's next. More creature sculpts with a nut-sack(tm)? xD Cheers from Sri-Lanka. (Yeah, don't bother trying to find it. Might as well consider me an alien at this point. Lol)
@viktor12ru6 жыл бұрын
I think meshmachine / hardops addon is available for maya as well...check me on that... Saves so much time if I need to create or pre-create hard surface mesh. Those integrated tools happens to be terribly destructive and makes you really plan ahead and when messed up tend to spend even more time unnecessarily. Keep lovely vids going!
@FlippedNormals6 жыл бұрын
Ah yes, those are great! Thanks for the heads up.
@ave19965 жыл бұрын
This is what I've been searching for a very long time. I learned a lot from you guys. By the way, how do you put welding effects on the edge of two steels? Thanks!
@strandedpirate63465 жыл бұрын
What's the purpose of going back and forth between smooth mode (3) and normal mode (1)? Are you eventually going to apply Mesh -> Smooth operation to the whole model? Is there a video where you explain the full modeling workflow such as low poly -> smooth -> high poly. Some of your other vids show high poly (zbrush) to low poly via retopo so I'm confused when each flow should be used.
@AlexTsekot4 жыл бұрын
Tip : if you are unsure about your final model , don't go and cut holes into the cylinders using this method, use booleans instead. These holes are nearly impossible to resize once you 'commit' to this method so I would suggest doing it quick and dirty until you are happy with your proportions etc THEN come back and rebuild it with subd.
@3dprintwiz3786 жыл бұрын
Just wanted to ask why Fusion can do this in less than three clicks while maya and blender do it at a hundred.
@shakeakt4 жыл бұрын
Thanks! This help me a lot! But I do have other problem about curved surface. I try to make a rectangle on curved surface, but when I more edge to maintain the rectangle shape the curve surface will become too shape. Is there any tips for me to solve this problem?
@mtschutte186 жыл бұрын
Hey man, thanks for an awesome video!
@FlippedNormals6 жыл бұрын
No worries at all!
@nokedlipudinggal82766 жыл бұрын
Hey guys, I have something for you. I work on a car model and have to cut out venting holes on the windshield cowling. The whole thing curves left and right, asymmetric. bends and tapers. I would love to see your take on how would you cut the holes out on something like that. It's the Nissan 300zx should you wonder. I did one side but took me like 2-3 hours to clean up after booleans. I want to try something different so I was thinking to actually clean it up in Zbrush. Cut the holes in Maya, bring it over to Z and polish by feature and whatnot to bevel. Use Zremesher after. I know you guys don't like that but the geometry is already heavy so what is the damage? Would love to hear others and you on this.
@rahulrichard9126 жыл бұрын
Thanks Guys..
@FlippedNormals6 жыл бұрын
No worries!
@ItsXDaniC6 жыл бұрын
Actually when It comes to circular forms, you don't need power of 2, you can use any number divisible by 4, so you have a division on top, bottom, left and right
@MaheeVFX4 жыл бұрын
nice dud. whats the shortcut for merge center...?
@tyunpeters86865 жыл бұрын
Kinda wish he said or displayed what keys he was pressing to do all this cool stuff
@spjet825 жыл бұрын
I er de bedste drenge elsker det! :)
@noeflores29785 жыл бұрын
What is the secret to not having the center of the cylinder bulge out when doing this? I did it but the center wants to push out and the cylinder is no longer clean and smooth.
@wordsshackles441 Жыл бұрын
Did you ever find a solution ?
@arturperzyna5453 Жыл бұрын
Instead using cylinder, nowadays one can use circularize with alignment "surface per vertex".
@maxplank37822 жыл бұрын
Tx
@WolverineMKD4 жыл бұрын
Can you do this for blender ?
@Azzazel_6 жыл бұрын
i'm surprised that barely noone is talking about the crease tool when doing things like that... i mean support loops are necessary some times but working with crease saves you geometry
@FlippedNormals6 жыл бұрын
The crease tool is really handy! That said, keep in mind that a lot of productions cant use creasing due to pipeline reasons, but great tool!
@fiazali25854 жыл бұрын
where is its 3rd part randring taxturing?
@Strubey6 жыл бұрын
If you're using Maya 2018, what about the new circularize tool? Is this still necessary? I guess most studios still haven't updated to Maya 2018 yet though. Also for the supporting edges you could just bevel the edge and turn off chamfer to get the support loops.
@FlippedNormals6 жыл бұрын
Circularize is really handy! It's a not a replacement for what we're showing in the video though, as we have curved surfaces here.
@Strubey6 жыл бұрын
@@FlippedNormals Doesn't the circularize tool have an option to conform to curved surfaces as well? I haven't used it a lot so maybe it's not that robust but I know i've done it before.
@orlanswf6 жыл бұрын
I don't get it, why should I worry about how my model looks in the smooth visualization mode? I'd love if you could explain me that!
@WeThePuppets6 жыл бұрын
Because typically in film/vfx modeling, the polygons will be rendered subdivided several times. Meaning your lowpoly model won't have to be 5 million polys to look smooth in the viewport, but at rendertime, it will look like it was highpoly.
@Radicalshikami6 жыл бұрын
Is there a good way to use booleans? i feel like they just destroy my mesh.
@FlippedNormals6 жыл бұрын
There can be, but they often require a lot of cleanup. They are awesome for concepting, though.
@MrEricdefro6 жыл бұрын
Insert square- holes into cylinders?
@getrekt83656 жыл бұрын
I guess your option would work more for a concept phase while if you want something more specific you have to model it the old fashioned way.
@markjackson76215 жыл бұрын
What was the name of that 3D artist you mentioned. Something like Vitalic Vertillo? I must have typed it wrong because I can't find him/her
@FlippedNormals5 жыл бұрын
www.artstation.com/vbulgarov
@markjackson76215 жыл бұрын
@@FlippedNormals Wow, thank you!
@iplaybose6 жыл бұрын
Can you please make a video about creating square details on a cylinder ? From my point of view thats the hardest thing to achieve because its almost impossible to smooth it our without ruining the cylinder shape
@FlippedNormals6 жыл бұрын
Do you have a visual example of this? It's a bit hard to imagine.
@iplaybose6 жыл бұрын
Hey! Heres 2 pics I took: i.imgur.com/oWfP7W8.jpg i.imgur.com/rXLz4Di.jpg So, basically I find it impossible to harden out that square detail on the cylinder, because if you add those long supporting edges to harder the square shape, you are going to in fact, ruin the cylindrical shape when smoothing, I would like to know how to successfully smooth that detail out without ruining the cylinder shape ( due to edge loops ) Cheers fellas
@FlippedNormals6 жыл бұрын
Ah, thats a great example. Thanks. This is something we can talk about.
@iplaybose6 жыл бұрын
Cheers!!
@wordsshackles441 Жыл бұрын
@@iplayboseyou will need more cylindrical resolution.
@davidferrera29276 жыл бұрын
FlippedNormals do you have a topology course?
@FlippedNormals6 жыл бұрын
Not yet, but we're working on it! :)
@amuchaudhary21526 жыл бұрын
hey guys please make a video for hard surface sculpting in zbrush it would be a great help
@feistyferret72996 жыл бұрын
Arbitrarily scales the first cylinder. My CAD brain screams in pain. :)
@wordsshackles441 Жыл бұрын
😂 same
@lazyfingrz5 жыл бұрын
its a skill one must develop to have square polygons on his/her models ...
@cyffrowy28825 жыл бұрын
11:24 how to merge points like that???
@wenzor11055 жыл бұрын
You can do it by pressing Shift+Right Mouse Button and fast move mouse in top direction. But do it quick to avoid opening extra options for merging components.
@ronak86376 жыл бұрын
Making details on a cylindrical surface is always a pain in the ass
@FlippedNormals6 жыл бұрын
Yes.. Yes it is.
@az3974 жыл бұрын
well I have to restart
@jaberah34 жыл бұрын
1:38 when you say "inserting shapes into other shapes" are you implying booleans?
@FlippedNormals4 жыл бұрын
You can - but mostly placing shapes like spheres and properly cutting them out. Booleans will leave you with very bad topology if youre not careful.
@jaberah34 жыл бұрын
@@FlippedNormals What about flat surfaces? Would booleans cause problems with flat shapes(i.e cubes)?
@62Tob5 жыл бұрын
hmmmm do you know the boolean? Much faster and clean if you prepare your model before....
@FlippedNormals5 жыл бұрын
With this method, you get good and clean topology you can use. If you use booleans, you have to clean up a lot.
@AlexMRL5 жыл бұрын
There has to be some sort of plugin to do this much much faster =P
@FlippedNormals5 жыл бұрын
Probably! We're showing this as it's still a good foundational skill to have.
@AlexMRL5 жыл бұрын
@@FlippedNormals Defiantly true! Your videos are great, seen tons of them!
@douka39936 жыл бұрын
gotta go fast
@MR3DDev6 жыл бұрын
But doing it in Zbrush with the new Booleans is so much easier..........just kidding, thanks for the video ;)
@FlippedNormals6 жыл бұрын
Woa.. I was about to write a strongly worded comment here :D
@SystemRush5 жыл бұрын
Couldn't you just use the fucking bevel tool to add holding edges instead of "planning ahead" like you can do you and all, but I don't see why there needs to be 4 fucking loops or so added, and why you couldn't just edge slide the vertices around to eliminate Tris, and the clean up of preforming a boolean operation with the cylinder on the other cylinder is hardly clean up, all you'd have to do is take the knife or cut tool, and then just go into front or side or whichever way is the round side of the cylinder, then make a cut with whatever option that allows a cut to go through the mesh in Maya.
@nodesofnature6036 жыл бұрын
Ohh we all know you are used to ctrlq because you didn’t know about ctrl1 at the time :))
@FlippedNormals6 жыл бұрын
Shhhhhh, dont tell anyone!
@eatmykwad6 жыл бұрын
thought I could model lol
@FlippedNormals6 жыл бұрын
Ha :D
@vipermjs5 жыл бұрын
booleans give u a quicker and better result
@FlippedNormals5 жыл бұрын
The downside is you don't have subd ready topology any more though. But booleans can be a great base, or even better if it doesnt need to be smoothed and you don't mind the higher polycount
@truthspeaker78785 ай бұрын
not blender, thumbs down
@AerysBat6 жыл бұрын
Loving these in-depth topics videos you guys have been doing recently! This kind of info is super valuable!