How you SHOULD be modeling in Blender...

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ADDONS WE ENDORSE & USE PERSONALLY:

🔌MaterialWorks for Blender

⚙️HARDOPS and BOXCUTTER

🔨Decal/Mesh Machine/Machin3 Tools:

🔌Cablerator

💾Power Save / Power Link / Power Backup

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BLENDER BROS LINKS & SOCIALS:

CONTACT US:

**Some addons listed above may contain affiliate links, giving me a small commission from any sales made. I only promote addons that I use personally.

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Clearly: Josh Gambrell's hard-surface design is great and really unique. But as someone who works with Blender every day in the industry, I can say: No - this is not how you should model. Solely in Blender exclusive projects. But when working with other programs or a team, it is essential to master subdivision modelling. Boolean operations and similar tools are only small parts in a workflow.

schwebkraft
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I love how you emphasize chamfers and bevels on a piece like this. It achieves not only the artistic goals you have, but it makes an engineer like me happy because machining processes IRL very rarely leave absolute hard corners unless there is a Very Good Reason [tm] for them (such as a gage block). (In fact, a common directive on mechanical drawings is "Break all sharp edges.")

Hard corners in some metals can be dangerous to handle without gloves. A hard outside corner will only mate against its mirror unless there is absolutely no dust, lubricant, etc. between the parts, so assembly is less tolerant -- not a good thing if the parts need to be field-replaced. A hard corner will also be easily marred by even minor impacts, again a problem for field-installed parts. "The difference between theory and practice is that in theory there is no difference." Your use of bevels and chamfers makes your work more plausible to reality. 👍

scottcourtney
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“Listen to the commentary”

That’s actually good advice in general, whether hard surface or sculpting. Getting stuck on the keystrokes and the specifics get lost, but sometimes just watching the video you get the whole idea before you’re struggling and stumbling!

Thanks as always for your help! Probably the best hard surface guy in Blender right now!

Gredran
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1:35 already learning about new stuff like cavity, can’t wait to watch the whole video and learn more stuff

comet
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Great concept modelling, thank you! 3D is not only about ruthless object referencing and copying. The initial, creative stage is a must for anyone who strives to be a creator and not just a copycat.

ikonka
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Great approach! Getting into your complete beginner guide for modeling in Blender. I've used Blender for 3 years, but actually stuck to do most of my modeling in Rhino and reverse engineer rendering in Blender. Thanks for such key content!

thevisualmode
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Your skill in blender is not the only thing that is evolving. The way you explain the reasoning behind your actions is both relaxing and intuitive. Great vid.

Dina_tankar_mina_ord
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This is just fantastic, point-blank-period. There is so much information then you would literally ever find in tons of tutorials combined. Cheers.

gorurmehmetali
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I don't understand how to do that @ 3:15 and also you didn't say anything about apply "rotate and scale" before you bevel anything. You are quietly pressing buttons in the background and I have to exit the video and find another video of what you just did to move on with this video. Damn this tutorial.

virxest
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I don't understand anything in this video. Yes, you explain clearly, and I can see the examples and what you mean. But... what is that? What did you just design? It doesn't look like anything, it's just abstract art? I'm just confused

gusi
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I could watch you model all day long man, keep up the great work and thanks for sharing!!

DavidWinstead
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I swear, when I see shapes with cavity enabled, I feel this urge to just bite into them, they look so good

qunas
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any chance of you putting key presses on show

WookiRahh
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Could you do a Blender to Unreal production ready tutorials please?

marcusdeimos
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Nice one. Language I often use for this is 'detail hierarchy.' love getting down into the Nitty gritty of everything you're talking about!

jamescombridgeart
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Interesting work, but the whole time Im thinking what are you even making. I normally have an idea of what I need and start from there.

peacefusion
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Do blender bros work as modelers for any projects in vfx or games industry or are they teachers exclusively? I recently engaged with some senior modelers and was told that boolean modeling workflow produces undesirable meshes for 95% of the pipelines, I've heard the "if geo does not need to be deformed then topology does not matter" argument and I genuinely believed that was the case, but if the employers request something done a certain way, one cannot really debate, I guess I'm worried that i'll waste my time learning to model using booleans, can anyone confirm working with boolean workflow in any kind of industry? thanks in advance.

DemShion
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Thanks for the matcap setup at the beginning and courses offered on here and blenderbros, now I am on the right track!

kandydavins
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As a hobbyist this sort of intuitive hard modeling approach is simple and highly effective. However I have to agree with some of the comments that it doesn't feel right the way to go how if you wanted a career in it.

andycarr
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Is it hardops that allows you to use so much Boolean without breaking the model/blender? I'm on a beefy rig and any use of booleans breaks performance, also doesn't look right.

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