Why THIS is my Favorite Modeling Technique

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There's a bunch of methods when it comes to 3D modeling. Now I don't know which is the best, but I do know which is my favorite. And that is SubD modeling. So in this video I'll show you what it is and how to use it for your projects.

#b3d #kaizentutorials #modelingtips
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➕ Addons You Need:
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Chapters:
00:00 Intro
00:14 What is Subdivision Modeling?
00:43 Modeling a Die (Dice)
04:07 Modeling a Complex shape
11:17 Technique Overview
12:23 Outro
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🗣️ Socials:
Insta - @Kaizentutorials
Twitter - @kaizentutorials
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🎶 Music:
Epidemic Sound
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Original Sanus design by JoonHo Oh:

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Hey, great video, I subdiv think it fell off in popularity a bit a while ago, so it's really nice to see more content on it. There are some things I wanted to mention regarding the subdiv workflow, so I hope I don't come off as rude:

1. One of the biggest pitfalls I had when getting into subdiv modelling was trying to make the base mesh too low poly. This can really hinder modelling later, as you may not want to apply yet, but need more geometry. Having a base mesh that reasonably closely resembles the subdivided result is better most of the time, ideally with even topology. Although, for creating smooth forms initially, a low poly base is much easier to work with. When working with higher poly models, it's helpful to know how to manipulate denser geometry. Tools that work well for this include proportional editing, loop tools modifier (relax, flatten, space, Gstretch), shrinkwrap modifier, and careful selections.

1a. Using booleans to generate the base mesh, then doing some cleaning to make it work is a very good workflow and applicable to all kinds of hard surface forms. It makes generating complex forms a lot faster and easier. To facilitate this, a higher poly count for the booleaned mesh is better because it makes cleaning easier, this also extends to the cutting object. Finding the right balance of density is the tricky part, but I think if the average edge length on both objects is the same it's more likely to work. Of course, it's likely there will still be ngons in most cases.


3. Maintaining edge flow is a must, but you should also know when to terminate them. Usually, edge loops are terminated on flat faces, which is why you see many ngons and triangles on flat faces with subdiv modelling. Terminating edges makes the mesh a lot tidier and easier to work on.

4. Creases are very useful, it can be helpful to fully crease any edges you don't want smoothed when applying subdiv to step up the poly count. Creasing can be useful in conjunction with support loops if an edge needs to be a little sharper, and you can't be bothered to move the edges, easier to select too. For the latter purpose, a value of 0.3 or less maintains some smoothness, anything higher generally ends up either too sharp or fully sharp.

5. FOR ANYONE ATTEMPTING SUBDIV IMPORTANT NOTE. DISABLE "LIMIT SURFACE IN THE MODIFIER". THIS OPTION COMES WITH A MASSIVE PERFORMANCE COST AND BARELY DOES ANYTHING. It calculates the position of subdivided points at infinite subdivision levels, which makes the mesh very, very, very slightly smoother (it's almost unnoticeable to the naked eye).

Anyway, these are just some things I wanted to point out, I hope it's helpful.

robinlovejoy
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Hi, I'm a designer who designed the UVC sterilizer. I'm so glad my work is used as an example of modeling! I hope you all the best :)

dci
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Quick tip when modeling a die, numbers on opposite faces sum up to 7 (6+1, 3+4, 5+2). Great work ! Thanks :)

fastfuel
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Don't wanna be that guy, but the pips on opposite sides should add up to 7, and you have a 3-5 pair and a 2-4 pair...

rawkeh
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I have watched a lot of people who do tutorials and you are by far one of the clearest when explaining your process and the reasons you chose to do it they way that you did. LOVE LOVE LOVE IT!!!

Mr_Kisch
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Thank you these tutorials. They are a blessing. I'm an old learner, learning something new.

michaelmitchell
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Your video editing is immaculate! good work

kubec
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Some common first-time issues/errors new modellers make, is using too many polygons and edge loops in places where they aren't required, which ends up overcomplicating the model and making adjustments later on borderline impossible without compromising the surface quality. This is why pre planning gets increasingly important even on relatively simple objects, and once you get experience with it you find out you can often save a lot of time and complexity and still achieve the same (or sometimes better) results.

As someone who started out exclusively with SubD and then dabbled with Low Poly, I now use a fair blend of both as this enables a lot of time saving and improves general quality where it matters, while making complex objects/scenes less demanding at the same time. If we are talking about object/industrial design for example, usually the best results are achieved by creating a very accurate high-quality hard-poly model that you then subdivide and use SubD's powers for details and final touchup - but to achieve this workflow it's important to know the strengths and weaknesses of both modelling techniques and have experience with how they play together.

That's why I will never say I have a favorite modelling technique, because in my experience the best "technique" is a hybrid of multiple methods that can lean more in one direction or the other depending on the task at hand. For good UV material mapping it might be a benefit to go more heavily into hard-poly modelling first before using SubD, but can also demand more time and precision - so it's about figuring out your end goal and what tradeoffs enable the best quality and the most efficient workflow. Both of which are a never ending journey of improvement :)

Real_MisterSir
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Wow!!!shapes modelling is awesome. Great details ideas❤❤❤

CorazonDesignsandstories
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Awesome! I used this modifier to make buses, it helped me a lot! Drawing the base mesh and later applying the subsurf and making cuts. So it gets very close to the real models.

marcoseliasmep
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8:46 A faster way to get rid of NGon Faces is to just inset it and after that selecting all Edges around the hole and search for Grid Fill. Sometimes you need to use the offset slider here to make it right but its way faster then the knife ;)

marcusunivers
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Contradictory advice: Use as much geometry as necessary and don't rely too much on the "effect" of subdivision. It's meant for polishing good work, not doing the work for you.
Polygons with more than 4 sides are sometimes essential to allow you to have polygons with only 4 sides in the most important areas.
If the surface is completely flat you can have as many n-gons as you want, nobody will notice.
Sometimes a 5-sided face gives the exact curvature you want.

myztazynizta
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I like how this guy is responding to comments talking about the method and as a beginner at blender this method is very easy to understand

cheesecheese
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Man, I watch this video alot times, and I learn with this! For me this is the most important tutorial ever on YOUTUBE for Blender!!! We can make everything with this!!! GREAT SKILLS!!! THX ALOT!

Bad_bear_
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1:26 We can't just ignore the fact that Kaizen drew an incredible circle right here.

aguywhothinks
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Nice bro! super satisfying to see you working!

federamos
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Love your energy in all your vids. Thanks for the helpful vids you make, keep doing what you're doing 👏

kaigorodaki
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When avoiding ngons, I like using x to bring up delete options, and selecting collapse edges at certain parts of asymmetry. Also helps you see possible edgegflows/ loop cuts to make.

ty_teynium
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At 5:12 I can't get my bevels to look like his. I'm using only 2 segments, but my vertices are staying more towards the middle almost making a diamond shape. How can I make them stay towards the end like his and make the shape more rounded?

MegaByteKaos
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This is EXACTLY what I was looking for! Thank you!

ThiagoOgoshi