Mastering Sub-D and Low Poly 3D Modeling

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Software used in Tutorial:

Blender 4.1
Unreal Engine 5.4
Substance Painter 9.1.2

#blender #3dmodeling #3dart

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Table of Contents

0:00 Introduction
0:26 What is Sub-D Modeling
0:51 Sub-D Topology Tips
1:07 Sub-D Tip 1: Quads, Tris, nGons
2:08 Sub-D Tip 2: Edge Distribution
2:56 Sub-D Tip 3: Holding Lines
3:18 When to use Sub-D Modeling
4:03 Topology Master Class
4:45 What is Low Poly Modeling
5:20 Low Poly Tri Count: Context Matters
6:12 How to Achieve High Details on Low Poly Models
6:58 Low Poly Tip 1: Silhouette
7:28 Low Poly Tip 2: Distance from Camera
7:46 Low Poly Tip 3: Tris for Optimization
8:35 When to use Sub-D vs Low Poly Modeling
9:10 Wrap Up
9:20 Patreon Support

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Patreon only gives me the option to give assets away for free to paid members so I can't make it free to everyone, apologies about the mixup!

Make sure to check out my Patreon/YouTube Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel


OnMarsD
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Blender has the perfect sub div modelling workflow, as you can keep the supporting edge loops live (non destructively) and use the edge weight data to determine how far apart to have them in sections. Not only that, but you can also transfer that stack easily between models and collections. If you are modeling for a game and require more geometry due to its curved nature, you can turn the Bevel modifier off and let the edge weight hold the shape in the subdiv modifier setting. This way you can have your low/mid poly model right out of your high poly beveled model and have that to bake the bevels onto the other.

hectorescobar
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I see this as important viewing for anyone who's starting to get their feet wet in modelling. I hear all the time about "maintaining quads" or some such, and it's great to finally have an explanation.

CybrHusky
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I am learning blender as hobby and fun, and yet i have learnt more then with some of my jobs! Thanks for the video

LilShaqi
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Modo trained my brain to work with the less amount of polygon that looks good when subD, it's super satisfying to see the model bring to life when subdivided.
I don't thing I ever have done a model without subD now, but my work is commercial and not video games

AnonymousMachine
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Lately I have been stopping to check models in Cyberpunk 2077, especially cars, and, well, so many things are baked on the models and sometimes not with great baking, like visible seams on the tires textures and others, but, of course most people won´t stop to do that and everything works from a reasonable distance. Not that I don´t like the work they put on that game modeling but my admiration for their capacity to simplify so much with great visible results.

GA-brwj
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really clear, short and well laid out. thank you

mcclog
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You are one of the best teacher on YouTube for hard surface modeling. Do you plan to do tutorials for texturing and rendering on substance/marmoset/real time engine? A good render has also good textures, materials and good lightning and it is pretty hard to know which are the best practices

mrkoddy
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Hey Mars! Huge respect for your wisdom as always. For a while now you've been my go to number one guy for who I reccomend to beginners that wish to start 3D modelling. The knowledge you give out for free is always massively appreciated, and just wanted to swing by with a thanks :)

ExistentialPineapple
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I "played" with some 3d modeling software 20-25 years ago and too many polygons meant trouble even to do a still image. Hearing him say to don't care to much to density sparked mixed emotions. Like... like when you compare F1 today and F1 at the times of Airton Senna

sdrobo
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Always thought that if i made any model and it had tris it would instantly become a model with bad topology, thank you for explaining the way to decide if its good having tris or not when creating a model 🤝.

BM-dltb
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Maybe a video to complement this topic, like an update to industry standards, in which you could show real examples of the current state of the industry in terms of poly count as we are all headed in the direction of generally higher poly counts than just 5 years ago.

mahkhardy
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Trigun AGL Arms attracted more than the title itself

BlueminNight
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Awesome video! You have condensed most of the key points of 3D modeling into a quick and easy reference! I am teacher myself and I teach both Maya and Blender modeling, but no matter how many good tips out there, the best way to master 3D modeling is to actually model something and anything and persist at it until you master the tools and techniques.

weeliano
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Appreciate all the help you've given me from your mentorship so far 🙏

DanielNorval
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OH MAN thank you so much for this. I teach a 3D Modeling class and I try to impart this information on the students. Loads of them coming from other people's classes into the portfolio class aren't understanding any of this or when each is appropriate. I was about to have to make one of these myself, but I think you've got a lot better examples to use. This is going to be so helpful. Also helps having someone else also saying what I've been saying because they tend to be like "Uh huh. Okay."

heatherelroy
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the information you give is really informative! this helps a lot of people deciding suitable workflow down the line! thank you so much!

-kyriune
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I learn a lot every time when I watch your videos, u answer some of the questions that I search a lot to find the answer. amazing

rohanrazaghi
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This overall changed my perspective on how i use my topology. Cant say im super good at it yet but i was just throwing tris and nGons along parts of my projects to try to make them look smoother but i also never really used sub-d for any of my projects till recently

aguynamedcameron
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ohhhh the 45 long colt. Vash gonna love this

jdigitalartworks