I have been on a modeling pilgrimage in my free time for almost a year, and I have found the same conclusions as you, I have tried all kinds of approaches but I ended up liking the polygon sub-d+boolean workflow the most, and for the most simple pieces you can just throw bevel+subd modifiers on that fella, it's reliable and flexible for game dev. The remesh+smoothing modifier way also deserves an honorable mention, but if the piece is complex and you have to do tons of iterations (as you normally do) then it can become a bit of a liability. Also, I found the body of the FN P90 to be great for benchmarking, is a whole continuous uninterrupted piece filled with hard and soft edges, and it's a great challenge to find the strengths and weaknesses of each approach. But in the end, as you say, even so as we choose one way to be the preferable one I do recommend growing your skillset, you never know when you have to confront a very particular scenario, having a rich toolset is always a good thing to have
I'm trying to become a hard surface artist and your videos have helped me so much, Im still struggling with most of the stuff but I've improved greatly since I started watching you, still have a lot to learn tho, hope one day one of my piece will attract your attention!
As someone who was curious of every method at the end I came to same conclusion as yours, there is no right answer. Besides that, would love to see a video on a how you would prepare a lowpoly of these, or do you apply the subdiv and that's your high? And the low is without subdiv
Hello, is there a paid tutorial i can buy on Gum Road or Art Station? I want to see a tutorial that covers everything from modeling to baking texturing. From you (especially the texturing skills you covered on TH-cam!)
In my Opinion when you're only targeting Game Engines with baked Lowpoly Models (maybe a midpoly Model for close ups) it's usually the fastest to just model a low-mid poly model and then just use a bevel modifier or even use the bevel shader to get those natural edges, then take the thing into a texturing software and add all the detailing here. At least this is what seems to me is the quickest way to a finished game ready model, though i do admire people taking the time to sub-d model something. Though the longer i do this the more i feel like seasoned artists have a tendency to get carried away by focusing on nice topology and forgetting about wether that will have any visual impact to the end product. When i started learning modelling i aspired to make super clean and perfect models and now (after many years) i feel like this attention to modelling cleanly is really just holding back my productivity in 90% of the work i do.
Best, thanks for this video!!! It was very helpful, you just gave me the motivation to try something new. I've always been afraid to try something new, and to be honest, I'm afraid now because for some reason my brain can't accept that mistakes happen, it's afraid they'll be punished, and to be honest, it's hard for me to deal with it. I'm going to have a lot of free time soon, and I really want it to be useful. I would really like to see more videos where you create models against the background of some story from your experience or with an explanation of something! It would be interesting to watch a video about some kind of weapon. How to work with references correctly. How to keep the proportions
That's the beauty of 3d modelling. You can just hit New Scene and try again. Mistakes are only the things we regret doing or in this case, not doing. And not trying new techniques, I think, you will look back on and see as a mistake. You got this dude. You got this. Keep that fire going inside of you
Even if its short random video but it was so much usefull for me i allways used to think the way i use blender is wrong because never watched tutorial but i see i almost work with the same way u do but ur way better and the main problem that i allways only work for rust i have to make some random stuff sometimes to improve my self better than keeping my self locked in the cage thanks alot for this video bro (Can you share with us the name of all the addons u used in this video please 😂😅)
i think you are still under control of traditiona subdiv modeling. For example you realy do not need quads on flat surfaces. Im modeler for car company and we are fast and effectiv in modeling. We are focusing on the shape end main curves not quads. We have engons a tris and no problem... Also good way is using bevel modif or creases.
I have been on a modeling pilgrimage in my free time for almost a year, and I have found the same conclusions as you, I have tried all kinds of approaches but I ended up liking the polygon sub-d+boolean workflow the most, and for the most simple pieces you can just throw bevel+subd modifiers on that fella, it's reliable and flexible for game dev.
The remesh+smoothing modifier way also deserves an honorable mention, but if the piece is complex and you have to do tons of iterations (as you normally do) then it can become a bit of a liability.
Also, I found the body of the FN P90 to be great for benchmarking, is a whole continuous uninterrupted piece filled with hard and soft edges, and it's a great challenge to find the strengths and weaknesses of each approach.
But in the end, as you say, even so as we choose one way to be the preferable one I do recommend growing your skillset, you never know when you have to confront a very particular scenario, having a rich toolset is always a good thing to have
I'm trying to become a hard surface artist and your videos have helped me so much, Im still struggling with most of the stuff but I've improved greatly since I started watching you, still have a lot to learn tho, hope one day one of my piece will attract your attention!
The Bob Ross of 3d. Awesome video!
Thanks for all the videos as an aspiring Environment artist I always make sure to tune in have a lovely christmas!
Lovely answer. Thank you for making this video and merry christmas!
As someone who was curious of every method at the end I came to same conclusion as yours, there is no right answer.
Besides that, would love to see a video on a how you would prepare a lowpoly of these, or do you apply the subdiv and that's your high? And the low is without subdiv
Hello, is there a paid tutorial i can buy on Gum Road or Art Station?
I want to see a tutorial that covers everything from modeling to baking texturing. From you
(especially the texturing skills you covered on TH-cam!)
I model the same way, boolean+subD is what works for me, also Im starting to use Plasticity with parametric modeling as hardsurface tool also.
In my Opinion when you're only targeting Game Engines with baked Lowpoly Models (maybe a midpoly Model for close ups) it's usually the fastest to just model a low-mid poly model and then just use a bevel modifier or even use the bevel shader to get those natural edges, then take the thing into a texturing software and add all the detailing here. At least this is what seems to me is the quickest way to a finished game ready model, though i do admire people taking the time to sub-d model something. Though the longer i do this the more i feel like seasoned artists have a tendency to get carried away by focusing on nice topology and forgetting about wether that will have any visual impact to the end product. When i started learning modelling i aspired to make super clean and perfect models and now (after many years) i feel like this attention to modelling cleanly is really just holding back my productivity in 90% of the work i do.
that approach only works well for simple shapes without curved surfaces, but yeah if it gets the job done its a decent way to quickly do something
Best, thanks for this video!!! It was very helpful, you just gave me the motivation to try something new.
I've always been afraid to try something new, and to be honest, I'm afraid now because for some reason my brain can't accept that mistakes happen, it's afraid they'll be punished, and to be honest, it's hard for me to deal with it. I'm going to have a lot of free time soon, and I really want it to be useful.
I would really like to see more videos where you create models against the background of some story from your experience or with an explanation of something!
It would be interesting to watch a video about some kind of weapon. How to work with references correctly. How to keep the proportions
That's the beauty of 3d modelling. You can just hit New Scene and try again.
Mistakes are only the things we regret doing or in this case, not doing. And not trying new techniques, I think, you will look back on and see as a mistake.
You got this dude. You got this. Keep that fire going inside of you
@@ArtOfPilgrim Thank you, I will try my best!!!!
you need to do mistakes to learn something. embrace them, everytime you recognize a mistake and fix it you improved
@@AzraelArt Yes, you're right
If I can ask, what blender theme is this? Your videos are always very informative and with a lot of precious knowledge, thank you
@@marcopescuma blender pro! Found in the themes tab of extensions in your preferences.
@ArtOfPilgrim thanks a lot!
good talk, just find what works for you, maybe such workflow you like doesnt even exist yet or rarely talked about
like soft surface (sdf boolean modeling) 😍
POGGERS
Even if its short random video but it was so much usefull for me i allways used to think the way i use blender is wrong because never watched tutorial but i see i almost work with the same way u do but ur way better and the main problem that i allways only work for rust i have to make some random stuff sometimes to improve my self better than keeping my self locked in the cage thanks alot for this video bro
(Can you share with us the name of all the addons u used in this video please 😂😅)
cool work
i think you are still under control of traditiona subdiv modeling. For example you realy do not need quads on flat surfaces. Im modeler for car company and we are fast and effectiv in modeling. We are focusing on the shape end main curves not quads. We have engons a tris and no problem... Also good way is using bevel modif or creases.
@@Spacedewelope I frequently talk about using ngons in subdiv on X!
Nice clickbait thumbnail.
@@filipstamate1564 it's not. I used the same technique for that too