Blender Chess Pawn - #9 Subdivision Surface Modelling in Blender.

Фильм және анимация

Learn more about Sub-D modelling www.hardvertex.com
Making a chess pawn with good technique to make sure it is:
Made from all quads.
It is watertight.
It is 2 manifold (meaning every edge shares exactly 2 faces and no faces overlap.)
Has a sensible resolution.
It takes ages to make these!! Please consider supporting me!
/ ianmcglasham
www.buymeacoffee.com/ianmcglashC

Пікірлер: 50

  • @jujuandjesus
    @jujuandjesus7 күн бұрын

    "We can get rid of this, it's rubbish" *sudden realization every 3d model you've ever made prior is rubbish* Better late than never! Thank you for these videos, they're pretty great.

  • @AIRBRUSHMIKE239
    @AIRBRUSHMIKE23916 күн бұрын

    thank you for being obsessive in your craft, you are "elite" sir. thank you for sharing.

  • @fullyleaded
    @fullyleaded2 жыл бұрын

    These videos are just in a league of their own. Thank you for sharing.

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Thank you. Means a lot!

  • @DJStruggle
    @DJStruggle6 ай бұрын

    Thank you for the very good tutorials - I actually started 3D modeling a week ago. I'm a super noob. But you show so many important fundamental things that it will save me from a lot of rookie mistakes. And since I'm a chess player, I think it's great that you chose the not entirely uncomplicated chess pieces as an example. Thanks for the great work!

  • @godofpoison6667
    @godofpoison6667 Жыл бұрын

    He just finished the normal way of modeling pawn in just 10 secs. 😮😮

  • @scottbarrie1303
    @scottbarrie1303 Жыл бұрын

    These videos are amongst the very best I've seen for on the topic of Blender Ian. Thanks for going to the trouble of creating them.

  • @NoobHit
    @NoobHit9 ай бұрын

    Starting with the common and then the correct way clearifies the techniques to think of when doing 3D modelling. Thanks a ton

  • @ianmcglasham

    @ianmcglasham

    9 ай бұрын

    Thank you!

  • @Flux_One
    @Flux_One Жыл бұрын

    I followed along and got a fantastic result :)

  • @TruthSurge
    @TruthSurge Жыл бұрын

    I thought because of the 360 degree symmetry, you'd just draw a curve around one side for the profile then lathe that around 360 deg. Interesting vid showing how you can improve topology which makes me wonder why doesn't newer blenders come with topology that is quads to begin with. ? Why does the UV sphere have grids meeting at a point at the poles when that's just bad topology to begin with? thx for the vid.

  • @ianmcglasham

    @ianmcglasham

    Жыл бұрын

    Hi TruthSurge (love your singing!). The UV sphere and the IcoSphere are mathematically the best and simplest ways to represent these spherical shapes. The UV sphere has a really good topology everywhere except those poles so it can be really usefull for making shapes which rely on "banded extrusion" ( I do have a fix for UV speres as sub-d models in another video.) The icoSphere responds really well to physics simulation and is often used as a kind of a lattice for other spherical objects. In CG we now use sub-d modelling and it is not compatible with either of these topologies but as sub-d modelling is seen as difficult and advanced( it's not really - that is what I am trying to help people to understand!) The old topologies remain in use. We still don't actually have a mathematically perfect representation of a quadsphere, so 3d software makers are nervous about including their versions of it In The software. The old uv and icosphere versions are finding a resurgence amongst the current generation of hobbiest modellers, mostly because they are being incorrectly taught that booleans are a suitable solution to modelling problems. It is a bit of a problem which is going to leave this generation behind in CG.

  • @TruthSurge

    @TruthSurge

    Жыл бұрын

    @ianmcglasham thx for the reply. I'm trying to learn enough to just make some fantasy scenes ir little landscapes. Nothing hard surface much that will be scrutinized by anyone. So your methods are great for trying to keep good curves. Like at corners if cubes and so on. I prob won't get to that level if need just based on what I prob will be doing. But is nice to see how to get good topology with these shapes. Thx again and I sang for fun and experimentation. I like creating music or doing glorified karaoke. :)

  • @keremyokuva5185
    @keremyokuva518510 ай бұрын

    This is awesome! Thank you.

  • @janellehallieling4148
    @janellehallieling41488 ай бұрын

    Thank you for this tutorial, especially for someone like me who’s still not that familiar with blender cuz we have an activity in multimedia systems subject and we’re using blender now this finals -college student from the Philippines

  • @AI-Hallucination
    @AI-Hallucination Жыл бұрын

    Mate you are legend thank you

  • @punkeasy
    @punkeasy2 жыл бұрын

    Fantastic content

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Thanks punkeasy! Really means a lot to hear it.

  • @RezzhulGames
    @RezzhulGames2 жыл бұрын

    Amazing work Ian, can't wait for the next video. You just earned yourself a subscribe :)

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    That's great Blue Spark! Next video is coming tonight! Slight departure from the chess set for one video!

  • @mediaman1346
    @mediaman13462 ай бұрын

    Ive learned so much from you in just two of your videos than from any one else. I appreciate your attention to quad workflow detail, lots of videos don't seem to care about that.. oh and how did you come up with the scale numbers to fix quad sphere topology? very nice fix !! do they apply to all sub D resolutions i e..1,2, 3 ?

  • @anissar7301
    @anissar73012 жыл бұрын

    extremely helpful videos thanks a lot. waiting for the knight

  • @ianmcglasham

    @ianmcglasham

    Жыл бұрын

    Thanks so much for all ofnyournreally supportive comments Aniss. I'll be back making more videos ( The knight will be the first) in September. Cheers!

  • @anissar7301

    @anissar7301

    Жыл бұрын

    @@ianmcglasham Hi Ian. I don't know how I missed this message. sorry for late replay. this is the least I can do.

  • @dariobelic313
    @dariobelic313 Жыл бұрын

    Best sub d modelling with proper topology tutorials I have seen so far. Love the way you explain it all and give explanation why something needs to be done and not just do it. Do you have any books to recommend on topic of sub d? Thank you.

  • @ianmcglasham

    @ianmcglasham

    Жыл бұрын

    Cheers Dario. There aren't many books unfortunately. Try "The pushing points topology workbook" though. That's pretty good.

  • @KismetBP
    @KismetBP2 жыл бұрын

    Mesmerizing. ❤️👍

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Thanks kismet.

  • @KismetBP

    @KismetBP

    2 жыл бұрын

    ​ @Ian McGlasham Thank you! Just finished my first project in Blender as a "Stream Starting Soon" 5 Min opener. It's the most involved/complex stream opener i've seen. With tons of timed 3d events via After Effects. Trying to next level my stream. After watching your videos & went back and fixed a ton of objects before rendering and they turned out SO much better! Only I would spend 100+ hours doing just a stream opener. hehe. Stay Inspired all!

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    @@KismetBP That's awesome Kismet. I love spending huge amounts of time on things just to get that extra 1%. Having something which reliably renders perfectly under any circumstances is always my goal. I love that you spend time and effort on your channel. It is worth it! Your stuff looks and sounds great and flows really well.

  • @maelstromsonic
    @maelstromsonic3 ай бұрын

    Hi Ian, thank you for your tutorials, they are very informative. I was wondering what method you're using to render the wireframe of the model as seen at the beginning of the video?

  • @markokovacevic3225
    @markokovacevic32252 жыл бұрын

    Hi Ian, when extruding + scaling the bottom vertices to form the hole, the cast modifier for some reason doesn't maintain the spherical "path" of the newly formed extrusion. The pivot points are set to median as instructed... Any ideas what could be the reason for this behavior? Thank you. Issue solved: I forgot to turn on the "edit mode" and "on cage" options on the Cast modifier.

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Do you have "on cage" turned on in the cast modifier?

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Nice.

  • @untracked5568
    @untracked556810 ай бұрын

    What was the point of selecting vertices with three adjacent faces and scaling them down a bit? I do not see any difference.

  • @asimov2144
    @asimov2144 Жыл бұрын

    Hi. how do you render the one in middle (at the beginning of the video) , with the "visible topology" ?

  • @ianmcglasham

    @ianmcglasham

    Жыл бұрын

    Hi asimov. Yes. On this one I do. But not on all of the videos. Sometimes I use other approximations of the geometry for the wireframe!! Edit: Oh! didn't read your comment properly! I use the wireframe modifier.

  • @asimov2144

    @asimov2144

    Жыл бұрын

    @@ianmcglasham Thank you ! sorry my english isn't that good ;)

  • @friedrichhayek4862
    @friedrichhayek486211 ай бұрын

    I got 4 five poles just below my 3 poles, following this tutorial, probably some different configurations or something, how I get they fix?

  • @ianmcglasham

    @ianmcglasham

    11 ай бұрын

    Hi Friedrich. Yes. There should be E-poles (5 spoked poles) at the edge of the first circular loop. They indicate the change of direction required to extrude out the body while keeping them on the flatest possible part of the mesh. You have not done anything wrong and they don't need to be fixed. They are correct where they are.

  • @friedrichhayek4862

    @friedrichhayek4862

    11 ай бұрын

    @@ianmcglasham What do you think of my zebra lines: i.imgur.com/wsyYXzW.png

  • @tjc7815
    @tjc78152 жыл бұрын

    Hi Ian. Many thanks for another great tutorial. Followed along and now have a lovely looking Pawn. One slight problem though. When I follow on from about 10:35 in the video to make the Pawn an appropriate size it basically disappears. After I`ve done what you suggest I can`t find the Pawn anywhere in the scene. I did the Chessboard tutorial and everything was fine when resizing it but not this time with the Pawn. Any idea why this is happening? Thanks again. 👍

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    Not sure. Can you select it in the outliner and press " . " in the 3d view to see it?

  • @tjc7815

    @tjc7815

    2 жыл бұрын

    @@ianmcglasham Not really sure what you mean there Ian. Sorry. It disappears when I go to select the very bottom/middle vert at the end of the tutorial and move it to check I`ve got the correct vert. When I do that it just completely vanishes.

  • @tjc7815

    @tjc7815

    2 жыл бұрын

    Tried it again and seems to have worked now so that`s great. I think maybe I wasn`t setting the origin correctly or something like that anyway. All good now.

  • @ianmcglasham

    @ianmcglasham

    2 жыл бұрын

    @tjc Oh good. If you find out what went wrong, I'd love to know. Let me know if you have any other problems.

  • @tjc7815

    @tjc7815

    2 жыл бұрын

    @@ianmcglasham I tested it again Ian and here`s a rundown of what happens - I can change the size of the pawn to 4cm. That works. I can`t copy/paste the values in after that step. I have to input them manually. When I do that the movement of the pawn becomes very erratic. Not smooth as in your video. To select the bottom center vert I have to use the bottom view. To move the pawn around is too erratic to not use that view. When I do the "Cursor To Selected" movement becomes normal again but when I set all values to 0 in the Location field the pawn just disappears and I can`t move the mouse at all to rotate/zoom in/out etc. This has happened several times now. It`s only once when going through those final steps did it work for me. These final steps worked perfectly for the chessboard and the bishop. Hope the above makes some kind of sense. 😂

  • @kazimierzg9280
    @kazimierzg92802 жыл бұрын

    I'd do it completely different way with almost identical topological result. Reference image==> tracing points starting with circle to make spherical shape ==> screw modifier 90 degrees 4 cuts==> mirror to make it whole ==> weld ==> subdiv ==> grid fill holes on bottom and top. With my method you have complete control over the whole mesh. But It's fascinating to see somebody who cares about topology and light reflections. 99% of youtube tuts are horrible when it comes to topology

  • @TheUninstaller2000
    @TheUninstaller2000 Жыл бұрын

    watching these makes me think i know nothing

  • @caribbeanchild
    @caribbeanchild Жыл бұрын

    Why would you not use a UVSphere? Then there's no dicking around with modifiers and Loop Tools to get a circle at the bottom of the sphere.! That seems a whole lot easier and quicker. Set the UVSphere Segments to 64 and Rings to 32 and there is no pinching at the top when shade smoothed.

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