Work Smarter Not Harder - Using Modifiers #blender3d #blendertutorial #learnblender #blender #3dart

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#3dart #3dartist #modifiers
Working Smarter and not harder. Using modifiers to model can often give you a lot more adaptability in your meshes so you can easily edit your models without any hassle

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Thanks vir the tip Grant. The problem is sometimes you must work hard before you can realise what the smart approach is 😅

gerhardbotha
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Remember to add the weld modifier to remove the duplicate vertices

MrBrax
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Learned this tool in nomad sculpt and made my feathers for wings very fast and efficiently

ElijahAndrade
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Exactly what I would have done! Great job!

Planekid
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I took your course on Udemy and I loved that. I didn’t believe I recognize your voice on a YouTube short! Hope to see more of these tips!

nidnerp
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Got a city build coming up, this will help. Thank you

jazunmunro
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"Happy blending!"
I love it.

DerMarkus
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Great approach! I just spent 4 hours modeling and deleting cliffs I couldn’t get to look right. Hoping to think of a handy solution like this soon! :)

lanefaulhaber
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I'm gonna get into modeling. This kind, not the runway kind... I can learn. You can teach!

All-Fur-Coat_No-Trousers
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always break it down by whats repeatable. dont think about textures while modeling only shapes!

morecarstuff
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genius, I work very inefficiently but this could help

gamerghost
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I love the non destructive workflow of modifiers in blender. I wish autodesk would do something similar in maya

weirdo
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This is also great for game development when you want to be efficient with UV spacing. For those unaware, you can have each face separated for things like packing lightmap UV layouts, but if you need to be super efficient, you can make each tile in the array use the same texture space as the original if you're smart ;)

DavidStrife
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Also you could add a curve and have your array of ridges follow that curve so your roof is not perfectly flat. And imperfections add character as we know.

pavelZhd
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Or you can make a corrugated texture. By using wave texture as a bump map and play around with the values and add a color ramp between bump and wave texture, change the interpolation from the default to 'Ease' to get a smoother corrugation.
But this depends on what type of model is it, if it's a filler then texture is fine, otherwise modelling the details will be better.
Anyways, thanks for these bite-sized tips, it'll be really helpful for everyone.

Reee
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"MICHAEL DON'T LEAVE ME HERE!!!!

sinny
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Ah, ok! I tried to make a flower today, just for practice but I used a bad technique to duplicate the petals so it didn’t work. If only I knew about this! This is my first year learning modeling. I’m teaching myself:)

hopefur
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Could just set it to scale of the cursor in which you place at the first edge, then it will essentially do the exact same

nothingspecial
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yeah but, how do you make lightmaps when you have modifiers without applying them? when i select all the faces and unwrap the mesh it only makes the lightmap for the "real" non-modifier geometry

SnrubSource
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I literally felt some grey matter start pinching together after watching this.

Vid_The_Impaler