Blender Hard Surface Subd Tutorial

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Пікірлер: 33

  • @PonteRyuurui
    @PonteRyuurui4 ай бұрын

    ➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart

  • @DaCapitalist1
    @DaCapitalist14 ай бұрын

    Adapt and conquer!!! as always, thank you Ryuu for yet another brilliant hard surface tutorial. I genuinely hope that for the folks that frequent this channel, that you spend the time and truly digest this information.

  • @bt_martin
    @bt_martin4 ай бұрын

    Very excited for your upcoming sub-D tutorials, especially as it relates to hard surface modeling... thanks for all you guys do for the community! Cheers!!

  • @colinhare4722
    @colinhare47223 ай бұрын

    You've just reminded me why I use Plasticity for this kind of stuff. Same model created in just a few minutes. Life's too short 😬

  • @misentable
    @misentable4 ай бұрын

    Thanks Ponte, once again. One more video, for my learning experience in Blender. Excelent Tutorial

  • @2creates1
    @2creates14 ай бұрын

    Thanks again for content like this👍

  • @razvansd
    @razvansd4 ай бұрын

    Another great tutorial! Thank you! 👍

  • @Dina_tankar_mina_ord

    @Dina_tankar_mina_ord

    4 ай бұрын

    same

  • @alexanderortegagarcia2219
    @alexanderortegagarcia22194 ай бұрын

    Thanks for the tutorial

  • @najhonbanjon
    @najhonbanjon4 ай бұрын

    very nice thank for this video

  • @AephVeyniker
    @AephVeyniker4 ай бұрын

    Wouldn't it be faster to use 3 edge corners from the start instead of 5 edge bevels?

  • @PonteRyuurui

    @PonteRyuurui

    4 ай бұрын

    no point with symmetry

  • @weedniac
    @weedniac4 ай бұрын

    i already finished the tutorial and i feel the purpose was to make me remember why i selected hard surfacing as standar XD by the way nice exercice bro

  • @TheOz91
    @TheOz914 ай бұрын

    Whether you use addons or do vanilla, this requires a lot of thought put into it either way. It's the edge flow stuff that is the most challenging--once you get that down, the all-quads stuff becomes easier.

  • @LatestNeuz
    @LatestNeuz4 ай бұрын

    Cool

  • @Tayosteph
    @Tayosteph4 ай бұрын

    Ngl, Subd seem to be the standard in the industry. Embrace that fact as soon as possible and you'll see things being way easier for you.

  • @forestpump3

    @forestpump3

    4 ай бұрын

    not really standard, at least in the game industry. you can pretty much use whatever you want usually - be it bevels or subd. since you're baking the highpoly down to the lowpoly, it just needs to be clean. how you get this result, up to you. Film industry might be very different, but I don't know that

  • @PonteRyuurui

    @PonteRyuurui

    3 ай бұрын

    @dmtyson647 dumbest shit i ve heard in a long time

  • @wissamjassim6888
    @wissamjassim68884 ай бұрын

    How can I add a tool to the toolbar (toolbar) Please clarify that

  • @Aceofspades088
    @Aceofspades0884 ай бұрын

    There’s an add-on that checks, counts and highlights all of the tris, quads and n-gons for you. But it stopped working after a certain blender update and I haven’t followed up because i have been using plasticity.

  • @PonteRyuurui

    @PonteRyuurui

    4 ай бұрын

    i think hops has a tool for that, forgot the name though

  • @user-yd5gv1uk7e
    @user-yd5gv1uk7e4 ай бұрын

    Is it worth learning cad programs to create firearms? Or I can reach the same precise results with blender?

  • @PonteRyuurui

    @PonteRyuurui

    4 ай бұрын

    Out all the CAd plasticity was my favourite, and it is fanatastic. Issue is you will need to retopo in blender if you want to use that mesh for game assets, especially if you wanna continue work on that mesh in blender. The more you know the better, so i;d definitely try it. Plasticity is piss easy to learn if you know blender.

  • @gragh123

    @gragh123

    4 ай бұрын

    Creating a high poly model is only part of the process, after that you need to lowpoly and bake. If you have somewhere to get or can buy, use fusion, moi, plasticity for high poly. This is not to mention texturing and that some people still work with high poly in zbrush. Personally my opinion, if you want to do it directly (modeling firearms), jump straight to Cad, if it is only part of your tasks or your hobby, blender is enough with a head. That's not to say that blender isn't enough for professional work. The only question is why?

  • @PonteRyuurui

    @PonteRyuurui

    4 ай бұрын

    @@gragh123 I have no idea whats your point here

  • @ohmycaaat
    @ohmycaaat4 ай бұрын

    Sensei, I started 3D with your videos! but it seems to me that 260,000 tris for this model is overkill. a hole in the center and the initial bevels in the corners could have been made with a much smaller number of vertices without loss of quality, many loops here are useless, it seems to me that even 1 subdivision level would be enough for such a dense mesh. The mesh is more likely not for a subdivision, but for polygonal modeling. In my opinion, subd this method allows you to have good surfaces with an easily customizable mesh. very beautiful picture but without taking into account the further fate of this model. Usually we model for texturing or export somewhere and try to make careful decisions regarding the mesh.

  • @PonteRyuurui

    @PonteRyuurui

    4 ай бұрын

    One day you will understand, that models may be used for different purposes. What you do in your pipeline is not what everyone else does. The world does not end on game assets. There is also a thing called baking.

  • @uzairbukhari99

    @uzairbukhari99

    4 ай бұрын

    The subd modifier is live. You can dial down the subd levels at any given time to suit your needs

  • @3dMistri
    @3dMistri4 ай бұрын

    Better to use plasticity for hard surface, you will get perfect shading and perfect freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations.

  • @Melvinanimz2301
    @Melvinanimz23014 ай бұрын

    1st lol

  • @alfreiger2540
    @alfreiger25403 ай бұрын

    'Promo sm' 😍

  • @3dMistri
    @3dMistri4 ай бұрын

    Better to use plasticity for hard surface, you will get perfect shading and full freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations. Don't waste your time in blender for hard-surface. Even you make model with measurement in plasticity and without worry about resolution.