#04 - Blender 2.80 - Hard Surface Modeling Timelapse

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PolyQuest

PolyQuest

Күн бұрын

Пікірлер
@PolyQuest
@PolyQuest 4 жыл бұрын
Want more TOD: Tips On Demand ? Just ask in the comment section bellow or by using this Google Form here: forms.gle/ePteT5DCEqfP21WD6
@masterxeon1001
@masterxeon1001 5 жыл бұрын
hops is about an aesthetic. and you nailed it. chill jams and fine modelling. The way you breeze through modelling is an epic ad unto itself. Keep up the fine fine work. Those views will ramp but I'm glad I was in the first 100 views. Dope AF bra.
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks man, I appreciate that. HardOPS and BoxCutter are the tools I was waiting for all those years. It really helps to get rid of many technical modeling aspect and be focus on what we're here for: create stuffs and have a good time. Thanks again to bring us those amazing tools.
@blenderforgames5116
@blenderforgames5116 5 жыл бұрын
Great job man !! Really love how the gun ended up.Keep it up :D
@kinginyellow6959
@kinginyellow6959 4 жыл бұрын
*Sees cube kept in the beginning* WAIT... That’s illegal!
@AIRpursuit
@AIRpursuit 4 жыл бұрын
I see box cutter in use! nice!
@berkealgul2503
@berkealgul2503 5 жыл бұрын
Amazing i must make hard surface models (meanwhile also me : god how i gonna unwrap this)
@toga2499
@toga2499 4 жыл бұрын
Really awesome video, do you ever plan on making some sort of tutorial of the tools you use?
@PolyQuest
@PolyQuest 4 жыл бұрын
Thanks! I do plan to publish some real-time commented videos, so people will have more time to understand what I do. But if you want some tutorials about the main tools "HardOPS" and "BoxCutter" you can check the KZbin channel of the creator of those tools: "masterxeon1001", here: kzbin.info There's also a really good introduction to HardOPS from Gleb Alexandrov here: kzbin.info/www/bejne/ioW2d5apmbKGoZY With those two links you should be all good!
@toga2499
@toga2499 4 жыл бұрын
@@PolyQuest Thank you :)
@thd-thd
@thd-thd 4 жыл бұрын
Good job
@VelenZaiga
@VelenZaiga 4 жыл бұрын
How good is BoxCutter for making game assets?
@PolyQuest
@PolyQuest 4 жыл бұрын
It depends of what you think when you say "good for making game asset". IMO any tool that can help you to go faster and get rid of all the technical issues you would encounter is a good tool, whatever the purpose, Game Asset, CGI... If you need a tool to quickly cut and model shapes for hard surface model, this is exactly what you need. If the question is: did I already used the tool for game production? Yes and it works well :)
@blenderzone5446
@blenderzone5446 3 жыл бұрын
awesome modeling!
@mr.jgentleman5550
@mr.jgentleman5550 4 жыл бұрын
How do you export the weapons without all the object clutter
@PolyQuest
@PolyQuest 4 жыл бұрын
As far as I remember when I did it for Substance Painter, I did a copy of the Gun where I did combined parts together before exporting. In the end I did had something like 5 objects.
@pcaires
@pcaires 5 жыл бұрын
Really cool 👍
@Zohaib6M
@Zohaib6M 4 жыл бұрын
Did u use subsurf
@PolyQuest
@PolyQuest 4 жыл бұрын
Not at all. Only beveled angles, so I don't need to care about edge loop control to maintain geometry shape.
@joeynicholson9279
@joeynicholson9279 4 жыл бұрын
what add on for the boolean cuts in the side of the gun
@PolyQuest
@PolyQuest 4 жыл бұрын
BoxCutter ;)
@victorvdr9
@victorvdr9 5 жыл бұрын
Really nice design! I miss the part where you unwrap the model and prepare texture sets for substance painter. Any tip on this workflow? Thanks for sharing!
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks! Yeah, I've dissmissed this part, because this is not a very appealing process to see in a timelapse ^^ There's one rule to follow for hard surface unwrapping for game objects: you have to split your UVs where you've defined hard edges. I'm actually working hard on a video playlist that I will post on this KZbin channel. The process will be in real time and I'll be taking my time on covering topics like UV Unwrapping and Texturing, so stay tuned!
@victorvdr9
@victorvdr9 5 жыл бұрын
Stevans Robert oh yeah! Definetely that’s a clever approach! Thanks for the tip, really usefull. Looking forward to see those tutorials! Cheers🤙🏼
@Puckerization
@Puckerization 4 жыл бұрын
@@PolyQuest It's been almost a year and a half. Any ideas when this video playlist will get released? Thanks.
@PolyQuest
@PolyQuest 4 жыл бұрын
@@Puckerization Still working on it, I'm reaching 34 hours of recording, this will be a huge project, working in real time condition, and I'm only recording and editing the videos on my free time. I would like to keep the subscribers up to date by sharing the evolution, but unfortunately I don't have enough subscriptions to do it by using the social tools of KZbin (maybe soon). So because you're asking, here's a sneak peek: drive.google.com/file/d/1CuGpUhVIDHm_IYTfa7ZJ3Y3oH8JYaKos/view?usp=sharing drive.google.com/file/d/1I-Jn_pIOCVF-cwn4N_-mqEYbvQAy4qSp/view?usp=sharing I hope I can start releasing the firsts videos by the begining of september. Thanks for your patience ;)
@GonziHere
@GonziHere 4 жыл бұрын
Please, how did you add these loopcuts at 10:22? What do I need to do so that I could also add them? If I inset one face of a cylinder, I am unable to add any loopcuts to that, but It looks like you are subdividing your faces more and more, as with loopcuts. What did I miss? Thank you
@PolyQuest
@PolyQuest 4 жыл бұрын
Here's something for you ;) kzbin.info/www/bejne/nJ6ol6iPp8p-has
@loganpreshaw4430
@loganpreshaw4430 5 жыл бұрын
Nice work! I hate to be that guy but the gun seems terribly impractical, the backwards grip has got me a little confused about usability. It just takes the impressiveness of the design down a notch. Regardless, thanks for putting this up and showing off your technique! Turned out really nice from a production standpoint.
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks mate! I can't agree more with your comment. This timelapse, like the other ones is totally improvised, I was just 3D doodling with a vague idea of the final result, I didn't take the time to prepare anything, and like you can see in the video, I didn't go back and forth, it's just straight forward with no coming back. So yeah, this design don't make any sense :D It's more about doing things with no purpose except having final 3D model done quick. Like I've said to other people in the comment section, I'll be back soon with a video serie, where I'll take more time to think of designing things.
@agastyavalisetty8620
@agastyavalisetty8620 4 жыл бұрын
how do you do the emmision look so good, and how do I apply post processing to it plzz help
@zenniththefolf4888
@zenniththefolf4888 4 жыл бұрын
I must learn how you do these things. Is the box cutter what you use to make all those grooves? What about the tube running from the stock to the cylinder? I'm really curious as I'm a novice modeler. It's an amazing design too btw, do you sketch it out first or wing it with a general idea in mind and chisel away until it looks amazing?
@PolyQuest
@PolyQuest 4 жыл бұрын
Just started with an global idea in mind, but nothing too specific.
@venerabilee
@venerabilee 5 жыл бұрын
Is it possible to see the extended version of the gun? It's amazing and i would like to learn hard surface.. Too fast for me xD
@PolyQuest
@PolyQuest 5 жыл бұрын
Yeah, email me at stevans.robert@gmail.com, I can give you a link to the original rushes, if you want. But I got to tell you that it's long and boring without any comments or any sounds XD
@smuzi_flow
@smuzi_flow 4 жыл бұрын
Это просто шедевр
@rangaros4597
@rangaros4597 5 жыл бұрын
Amazing video man. What are you using for the edge sharpening? Are you creasing them or are you using open subdiv so you don't need to put control loops? I'm using 2.79 right now so I was curious because I love this style you modeled it in :)
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks! For the edges sharpening I'm using HardOPS. There's no open subdiv only a bevel modifier based on sharpened edges, automatically made by the add-on. You can find the links in the video description. A legacy version is still available for the 2.79, but all the new killer features are only available for the 2.80 ;)
@hal_wayland
@hal_wayland 5 жыл бұрын
Great job with both the concept and the modeling. How long did this take in real-time?
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks mate! To be honest, I don't really remember how much time it took. I would say, if I'd gather all the raw rushes without all the cuts when I literally do nothing... XD Maybe 10, 12 hours.
@mr.jgentleman5550
@mr.jgentleman5550 4 жыл бұрын
@@PolyQuest damn
@robestey5628
@robestey5628 4 жыл бұрын
Very neat. Thank you.
@silenthawk1556
@silenthawk1556 4 жыл бұрын
2:57 is that appart of the addon? if so, is their an alternate way to do this without using the addon?
@PolyQuest
@PolyQuest 4 жыл бұрын
If you talk about the yellow and red boxes to cut out some parts of the mesh: yes this is from BoxCutter. :) You can always do it by hand, using Boolean operations, but it will take more time and be more tedious for some specific cases.
@silenthawk1556
@silenthawk1556 4 жыл бұрын
@@PolyQuest ah, thank you so much! I'm trying to get better at hard surface. a bit of a struggle :P
@xrossfader
@xrossfader 5 жыл бұрын
Any suggestions on learning to model in blender? Tut's the handle the basics?
@PolyQuest
@PolyQuest 5 жыл бұрын
I guess you can check for Blender Guru or CG Cookie tutorials. In my case, I was using 3DSMax for more than 10 years so I've tried to find the equivalent functions when I started Blender. It depends if you're already familiar to another 3D modeling package. I would say that it's maybe the worst and the best time to learn Blender, because of the Blender 2.80 which is at a Beta state. The UX/UI have been entirely reworked for the 2.80, Blender is now more user-friendly than ever. Unfortunately all the complete and accurate 101 tutorials are available for the 2.79 version, so you can check them out on the Blender official channel, but there's no point to dig in too deep. You'll have to learn it the hard way. Make your way through fragmented 2.80 videos tutorials on many topics on KZbin and also check on some 2.79 unchanged basic features. Or wait until the release of the 2.80 which will probably come out with a full 101 introduction for sure.
@gx3305
@gx3305 5 жыл бұрын
what is the tool that lets you drag a rectangle with rounded corners to make a quasi-rectangular prism?
@PolyQuest
@PolyQuest 5 жыл бұрын
It's BoxCutter. You can find a link in the video description :)
@gx3305
@gx3305 5 жыл бұрын
@@PolyQuest thanks
@zenniththefolf4888
@zenniththefolf4888 4 жыл бұрын
God, the barrel rifling is so smexy.
@demigod672
@demigod672 4 жыл бұрын
How much time it took you to model this
@PolyQuest
@PolyQuest 4 жыл бұрын
I guess someone already asked me this question, but to be honest I don't remember. I would say, if I'd gather all the raw video rushes recording without all the cuts when I literally do nothing... XD Maybe 10, 12 hours.
@demigod672
@demigod672 4 жыл бұрын
@@PolyQuest damn that's so hard
@atlant1ck501
@atlant1ck501 4 жыл бұрын
How long have you been working on hard surface modeling
@PolyQuest
@PolyQuest 4 жыл бұрын
I guess I've started hard surface by the end of the previous console generation (PS3/XBOX360). That was not to become an killer hard surface artist, but because of the very specific technical requirements to get a perfect hard surface game object. Back then it was a trendy topic, there were no room for approximation, and everyone was trying to understand and find the best way to bake hard-surface normal maps. I did came back to this kind of thing in a more intensive way not so long ago and also because I've been working for a video game company that make sci-fi space ships :)
@mr.jgentleman5550
@mr.jgentleman5550 4 жыл бұрын
10:34 Also how did you do that
@BonetheBaker
@BonetheBaker 4 жыл бұрын
From the Screen it looks like he used hardops -> Operations -> circle E But if you wanted to do it without hardops i'm fairly certain it's vertex bevelling -> to sphere on individual selections mode
@PolyQuest
@PolyQuest 4 жыл бұрын
Yes, BonetheBaker get it, I'm using this HardOPS function ^^
@mr.jgentleman5550
@mr.jgentleman5550 4 жыл бұрын
@@BonetheBaker oh ok thanks
@mr.jgentleman5550
@mr.jgentleman5550 4 жыл бұрын
@@PolyQuest cool video by the way
@jokybones
@jokybones 5 жыл бұрын
are the Add ons worth it?
@PolyQuest
@PolyQuest 5 жыл бұрын
It's always a matter of time. Of course you can do pretty much all the things by hand, but it's a lot of time used for adding and tweaking modifiers and less time to create things. Any time something can save me some actions in my creation process I go for it.
@ykiikii
@ykiikii 5 жыл бұрын
Wait, lemme figure out how to delete that damn cube ...
@РусьКиевич
@РусьКиевич 2 жыл бұрын
if this is a weapon, where is the handle?
@PolyQuest
@PolyQuest 2 жыл бұрын
Already answered, check the previous comments 😉
@CoachMarkus
@CoachMarkus 5 жыл бұрын
Kind of looks like Jotunn
@stenplayz4468
@stenplayz4468 2 жыл бұрын
Trying to learn hard surface modeling myself haven’t really come far yet tho lol
@agastyavalisetty8620
@agastyavalisetty8620 4 жыл бұрын
i want tutorial on it!!!
@PolyQuest
@PolyQuest 4 жыл бұрын
I've started a new playlist on my channel. Go check it out, there's something for you ;) kzbin.info/aero/PLx0YPSMilpsnwU6TW_xWmGm4EgF4sFLOV
@smuzi_flow
@smuzi_flow 4 жыл бұрын
i'm noob but try to repeat
@Anvarynn
@Anvarynn 4 жыл бұрын
Won't lie to you chief, beautiful model but that thing is probably as ergonomic as wielding an original xbox controller.
@PolyQuest
@PolyQuest 4 жыл бұрын
Hahaha! You're not the first one telling me this, and I can't argue about this, I totally agree with you. This is what happen when you're going into modeling process without having prepared your work first 😉.
@Anvarynn
@Anvarynn 4 жыл бұрын
@@PolyQuest This is very true, though you are still light years ahead of me in that I cannot in any medium create anything original beyond my mind. For whatever reason I cannot visualize something enough for me to be able to create it in any fashion, and even if I could my hands can't translate. I think really all this thing needs is more room in the trigger guard and not as many spikes going into the palm and you're golden!
@MrMingun
@MrMingun 5 жыл бұрын
Awesome work! But please, next time disable this ugly… motion blur… tremor… cursor train… (not even know, how name this thing): for that really harding to watch video, eyes start to hurt right away.
@PolyQuest
@PolyQuest 5 жыл бұрын
Thanks for the feedback, I still have lot of things to learn and tweak regarding the recording and the editing of those videos. The incoming timelapse will still have the mousse cursor, but I'll find a way to make it less psychedelic, but I'll remove the cursor caption for the next ones. It's not a tutorial, so people don't need to see it, you're right :)
@MrMingun
@MrMingun 5 жыл бұрын
​@@PolyQuest Actually I mostly speak about semi-transparent phantoms previously showed videoframes and, as a result, difficulty perception and headache. As an example, this effect is very vivid in the first twenty seconds of this video: cursor's and modelled object's semi-transparent phantoms and tremor Blender's window border. You are very cool, it wouldn't want to see that messes in the next video :)
@TheEnzoManuel
@TheEnzoManuel 4 жыл бұрын
looks good but ur topology is unusable vfx/vg
@PolyQuest
@PolyQuest 4 жыл бұрын
Thanks, That was not the main goal, but anyway what makes you think that this topology is unusable for VG ?
@TheEnzoManuel
@TheEnzoManuel 4 жыл бұрын
@@PolyQuest i mean video game
@PolyQuest
@PolyQuest 4 жыл бұрын
@@TheEnzoManuel Yes, I understood it well and so that was my question "what makes you think that this topology is unusable for Video Game" :)
@TheEnzoManuel
@TheEnzoManuel 4 жыл бұрын
@@PolyQuest in VG u should have triangle only to close loops
@PolyQuest
@PolyQuest 4 жыл бұрын
@@TheEnzoManuel Not at all, this is really an old fashion way of thinking video game 3D production. ;) First, keep in mind that every model is triangulated by the game engine, so in the end, everything will be made of triangles. And secondly: it only depends if the model you're doing is going to be animated/deformed or not. If you're doing characters/creatures, that are ment to be rigged and deformed, you'd better go for an evenly spread edge flow with quad polygons, so you'll avoid artifacts on deformation spots. And yes like you said you "should use triangles to close loops" if needed. For static meshes and hard surface modeling, you can go for triangles and even Ngons on flat surfaces as long as you triangulate the mesh before exporting it for normal map baking and as long as you keep the same triangulation for the baking and the final ingame model.
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