➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart
@bt_martin8 ай бұрын
Very excited for your upcoming sub-D tutorials, especially as it relates to hard surface modeling... thanks for all you guys do for the community! Cheers!!
@DaCapitalist18 ай бұрын
Adapt and conquer!!! as always, thank you Ryuu for yet another brilliant hard surface tutorial. I genuinely hope that for the folks that frequent this channel, that you spend the time and truly digest this information.
@colinhare47228 ай бұрын
You've just reminded me why I use Plasticity for this kind of stuff. Same model created in just a few minutes. Life's too short 😬
@misentable8 ай бұрын
Thanks Ponte, once again. One more video, for my learning experience in Blender. Excelent Tutorial
@weedniac8 ай бұрын
i already finished the tutorial and i feel the purpose was to make me remember why i selected hard surfacing as standar XD by the way nice exercice bro
@TheOz918 ай бұрын
Whether you use addons or do vanilla, this requires a lot of thought put into it either way. It's the edge flow stuff that is the most challenging--once you get that down, the all-quads stuff becomes easier.
@razvansd8 ай бұрын
Another great tutorial! Thank you! 👍
@Dina_tankar_mina_ord8 ай бұрын
same
@alexanderortegagarcia22198 ай бұрын
Thanks for the tutorial
@2creates18 ай бұрын
Thanks again for content like this👍
@najhonbanjon8 ай бұрын
very nice thank for this video
@Tayosteph8 ай бұрын
Ngl, Subd seem to be the standard in the industry. Embrace that fact as soon as possible and you'll see things being way easier for you.
@forestpump38 ай бұрын
not really standard, at least in the game industry. you can pretty much use whatever you want usually - be it bevels or subd. since you're baking the highpoly down to the lowpoly, it just needs to be clean. how you get this result, up to you. Film industry might be very different, but I don't know that
@PonteRyuurui8 ай бұрын
@dmtyson647 dumbest shit i ve heard in a long time
@AephVeyniker8 ай бұрын
Wouldn't it be faster to use 3 edge corners from the start instead of 5 edge bevels?
@PonteRyuurui8 ай бұрын
no point with symmetry
@wissamjassim68888 ай бұрын
How can I add a tool to the toolbar (toolbar) Please clarify that
@Aceofspades0888 ай бұрын
There’s an add-on that checks, counts and highlights all of the tris, quads and n-gons for you. But it stopped working after a certain blender update and I haven’t followed up because i have been using plasticity.
@PonteRyuurui8 ай бұрын
i think hops has a tool for that, forgot the name though
@RuslanElkiin8 ай бұрын
Is it worth learning cad programs to create firearms? Or I can reach the same precise results with blender?
@PonteRyuurui8 ай бұрын
Out all the CAd plasticity was my favourite, and it is fanatastic. Issue is you will need to retopo in blender if you want to use that mesh for game assets, especially if you wanna continue work on that mesh in blender. The more you know the better, so i;d definitely try it. Plasticity is piss easy to learn if you know blender.
@gragh1238 ай бұрын
Creating a high poly model is only part of the process, after that you need to lowpoly and bake. If you have somewhere to get or can buy, use fusion, moi, plasticity for high poly. This is not to mention texturing and that some people still work with high poly in zbrush. Personally my opinion, if you want to do it directly (modeling firearms), jump straight to Cad, if it is only part of your tasks or your hobby, blender is enough with a head. That's not to say that blender isn't enough for professional work. The only question is why?
@PonteRyuurui8 ай бұрын
@@gragh123 I have no idea whats your point here
@ohmycaaat8 ай бұрын
Sensei, I started 3D with your videos! but it seems to me that 260,000 tris for this model is overkill. a hole in the center and the initial bevels in the corners could have been made with a much smaller number of vertices without loss of quality, many loops here are useless, it seems to me that even 1 subdivision level would be enough for such a dense mesh. The mesh is more likely not for a subdivision, but for polygonal modeling. In my opinion, subd this method allows you to have good surfaces with an easily customizable mesh. very beautiful picture but without taking into account the further fate of this model. Usually we model for texturing or export somewhere and try to make careful decisions regarding the mesh.
@PonteRyuurui8 ай бұрын
One day you will understand, that models may be used for different purposes. What you do in your pipeline is not what everyone else does. The world does not end on game assets. There is also a thing called baking.
@uzairbukhari998 ай бұрын
The subd modifier is live. You can dial down the subd levels at any given time to suit your needs
@ramiz3d8 ай бұрын
Cool
@3dMistri8 ай бұрын
Better to use plasticity for hard surface, you will get perfect shading and perfect freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations.
@3dMistri8 ай бұрын
Better to use plasticity for hard surface, you will get perfect shading and full freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations. Don't waste your time in blender for hard-surface. Even you make model with measurement in plasticity and without worry about resolution.