SUBD Hard Surface Modeling Tutorial in Blender

  Рет қаралды 11,319

Josh Gambrell

Josh Gambrell

Күн бұрын

Пікірлер: 40
@JoshGambrell
@JoshGambrell Ай бұрын
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator
@narensoni3705
@narensoni3705 2 күн бұрын
Great Tutorial brother...Kudos!!
@Vesp_CGI
@Vesp_CGI 24 күн бұрын
Thomas Colin 3D is a the true topology and SubD modeling king, you should watch his videos they are more advanced for subd
@samandar4438
@samandar4438 23 күн бұрын
Thanks, i needed that!
@ServusSovereign
@ServusSovereign 29 күн бұрын
Большое спасибо за такие уроки! Вы делаете очень благородное дело когда делитесь своими знаниями и опытом! Thank you so much for such lessons! You do a noble job when you share your knowledge and experience!
@BobJones-cd9mt
@BobJones-cd9mt Ай бұрын
That was fun to make. Went about a few things differently but the result is the same. Cheers :).
@JoshGambrell
@JoshGambrell Ай бұрын
Glad you liked it!
@CGDruskey
@CGDruskey Ай бұрын
I've wanted these kinds of videos for a long time now from you guys. For real Thank you so much for making these subd-hardsurface tutorials! Im unbelievably happy and excited to dig in. I'd give this video 10k likes if I could
@JoshGambrell
@JoshGambrell Ай бұрын
Thanks brother!
@kerhabplays
@kerhabplays Ай бұрын
That pinch is making me off guard ngl😅
@kenw8875
@kenw8875 Ай бұрын
clean/clean Josh. nice work bro!
@Dina_tankar_mina_ord
@Dina_tankar_mina_ord Ай бұрын
at long last. nice to see a more indepth vid. good work.
@AleksandarPopovic
@AleksandarPopovic Ай бұрын
Very,very,nice progress!Just keep going!
@IPOXstudios
@IPOXstudios 28 күн бұрын
Great tutorials thanks! Have you ever used the Fluent add on? It seems more intuitive than hard ops and box cutter🤔I’m beginner, so I’m not quite sure which plugins to invest in.
@jakobmemborg7963
@jakobmemborg7963 26 күн бұрын
I think it mostly depends on what workflow you are comfortable with, and which tools allow you to create freely. I haven't seen Fluent but will look into it.
@Didjelirium
@Didjelirium 24 күн бұрын
In order to get back the "Alt+D" linked behavior (past the 34min mark, after applying the Sub-D modifier) you can either select them all with the latest modified one as the active object then press CTRL+L -> Link data, so that they all share the same mesh data again. Or you can do it manually by going into the mesh data tab. At the very top, there is an inconspicuous pop-up menu that actually contains all mesh datas used in the file (usually with original name, which can be tricky, cos even if you rename the object, the mesh data itself keeps the original name, i.e. cube, circle.243, cylinder.007, etc...). You can then pick the mesh data of the object with the latest modifications you did then it will automatically update it. There's also a small number, as usual in Blender, showing you how many objects are sharing that same data. Anyway, just sharing some tips that actually saved me quite some time. I use the Alt+D method a lot when modifying objects that are oriented in a weird way, which makes the axis modeling trickier. So I typically just Alt+D the part, reset all transforms, modify it, then delete it when I'm done editing the part. Sometimes I forgot, which is why I learnt how to get back to the linked data and ways to get around when you forgot and went too far to undo it all. XD Thanks again for sharing all those tips and practical examples. Always so much knowledge shared, always so thanksful ! :)
@luisrossa
@luisrossa 23 күн бұрын
THANKS JOSH!!
@criticalwokeracisttheory4645
@criticalwokeracisttheory4645 Ай бұрын
Good tutorial.
@3DBlendMix
@3DBlendMix Ай бұрын
Great tutorial thanks
@o0Revlimit0o
@o0Revlimit0o Ай бұрын
what happened to the king of booleans and bevels :D
@yazi002
@yazi002 Ай бұрын
Superb!
@najhonbanjon
@najhonbanjon Ай бұрын
very nice
@RatnaGurung-hz5en
@RatnaGurung-hz5en Ай бұрын
Watching from nepal
@vojtaklemperer2997
@vojtaklemperer2997 Ай бұрын
Modelled this a few years ago. Shme with the decals:( the round holes on a curved surface were an interesting challenge
@amoebajoe
@amoebajoe 25 күн бұрын
a lot of the issue with the pinching next to the large circular cutout was caused by flattening the circle. there was curvature along the back, flattening the circle pulled those vertices upwards. i would do a knife project instead. Saying it's just a limitation of poly/subd modeling is not exactly true and the pinching can be avoided with careful consideration of the curvature... great video nonetheless!
@ArkaidDeims
@ArkaidDeims Ай бұрын
The reason Ctrl-D doesn't carry is because you're only duplicating the mesh. Each object has its own materials and modifiers, but the mesh is shared. That's why when you add a modifier to one object it doesn't carry because it's a different object. When you apply the modifier at 28:07, you made the mesh "single-user", which means now the mesh is no longer duplicated, and each object has its own copy of the mesh. So now changes on one object won't affect others. Also, out of curiosity, any reason you don't use the mirror modifier? Seems like less hassle than to symmetrize every few steps... And finally, for the final model maybe adding extra proximity loops around the edges make sense, but "crease edge" has the same effect and doesn't add any extra geometry, which makes it easier to work with.
@JoshGambrell
@JoshGambrell Ай бұрын
Correct, I used Alt+D at the beginning of the video, then later forgot I added single users. Not a big deal either way - same result. You can use a mirror if you want. I prefer having the entire mesh and running symmetry. I wouldn't recommend creasing the edges here, unless you plan to use a bevel modifier to soften the hard edges, which would effectively give you the same result. Otherwise, a crease value of 1 would create a perfectly "hard" edge and I don't believe in crease values other than 0 or 1.
@haxon-yt
@haxon-yt Ай бұрын
❤ can you model hole punch
@AleksandarPopovic
@AleksandarPopovic Ай бұрын
Oh man I go to different places on planets but I don't in America, and America is my dream this is my next place, and yes people are arrogant all the world, the character is universally, you have just profile of people but people's is same.
@ericpdesign
@ericpdesign Ай бұрын
🇺🇸
@666Azmodan666
@666Azmodan666 Ай бұрын
If you make 3 views it will be faster without having to turn edit mode off and on so many times.
@mh294m
@mh294m Ай бұрын
I love your comment on Americans, so true lol
@redgunn3r
@redgunn3r Ай бұрын
Israel did 9/11
@fedyzz2734
@fedyzz2734 28 күн бұрын
Free Palestine 🇵🇸
@znefas
@znefas 12 күн бұрын
bro fell off
@metternich05
@metternich05 Ай бұрын
Great video though I stopped watching when you added the button through a plugin. I appreciate you address the topology debate in some of your videos and I agree with most of the points you make - most importantly the fact that a lot of people seem to think that quads and good topology are essentially the same thing. But from a purist perspective, after painstakingly modeling a complex shape in subdiv, dropping a button as decal is like crapping into it, sorry. Also, I stopped following you about a year ago because you got too much to say in defense of using booleans and I happen to be one of those anti-boolean fellas. KZbin just recommended this video now out of the blue.
@JoshGambrell
@JoshGambrell Ай бұрын
While I appreciate the level-headed response and your viewpoints, you are objectively incorrect here. It makes absolutely no logical or practical sense to add in tiny, minute details (such as those decals) for something that is designed to be a product render and nothing more. In fact, it's a complete waste of time. Product renders are exactly that - renders - and your job as a 3D artist is to create a good visual; it isn't to model in tiny details manually that nobody even knows or cares that you modeled in manually. This is a fact - not opinion. And even if you were referring to a game asset workflow, this is still incorrect. Tiny details like this are applied and baked via decals or trim sheets to make the geometry less dense and the workflow more efficient. See here for more info as to what I mean, around the 7 minute mark: kzbin.info/www/bejne/r4GcZX2ep7N7j8U
@adrianilabej317
@adrianilabej317 Ай бұрын
“Anti-boolean” sounds like a thick headed person, its just a tool. I used to follow these “subd” junkies and i got no where since i followed BBs my skills skyrocketed and I landed a job at a gaming company and yes we use booleans all the time because 1million vertices on a game asset let alone an environment doesn’t sound great for performance. Their addon workflow is just too good and I only wish i knew this earlier. Subd should definitely be used when needed but at the end of the day we use the tool that does the job the quickest.
@metternich05
@metternich05 29 күн бұрын
​@@JoshGambrell You are right, I can't really justify my aversion to boolean, tho I suspect it's more toward people than to the actual modeling method. In this case it totally makes sense to add tiny details with an addon and not create a bunch of extra loops. However, there's boolean in every 3D package and yet this kind of debate is non-existent in the C4D or Maya community. It became a true blenderism and lead to the rise of very vocal, sectarian evangelists like blender bros, whose followers are usually not the sharpest knives in the drawer. A plausible explanation might be that Maya is mostly used by professionals while Blender users are mostly home users who don't care about or have the mental capacity to understand edge flow. They never have to produce models that need to function in a certain context, either games or product viz or whatever. This probably wasn't the purpose of the creators of hardops/boxcutter and other, handy addons. We have an almost religious schism at hand, and your channel is in the midst of the clash as a reasonable voice.
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