@@Blender-Breakdown brother please make series on modelling like let suppose the shoe you are making please step by step slow video so i can or any beginner can follow to amke shoe or any complicated thing with you for practice
Better trace with elevation or sometimes sections plans, @quixcover orthographic is distortion not perspective. You won't find anything "orthographic" in the real world while perspective is a natural phenomenon.
😄 I used to do the the same thing starting out on Blender. Build a model took days then just delete the whole thing and start a new one. It really is best way to practice so you don' get stuck on one model for days.
I like modeling cars and I never figured out if it was the best to make a single block from it or just split each parts and glue them later, and you responded, i'm now better, thanks
You should use multres modifier for the sculpting part instead of applying subdiv and then decimate, and for adding details just scatter a stitch on a curve, less time consuming
I haven’t found anyone yet explaining the process from A-to-Z. When I click on a video, usually someone is already starting from X to Z and I’m not understanding why people wants to blow pass all the steps and call it a tutorial.
I turned on this video because I wanted to know how I can insert and make, edit the model... and in the video he does it quickly and it doesn't even show the procedure of what to click in the program.
The reference images are just that, “references”, in the end they are just quad planes with a texture on them used as guides. Pretty much like when tracing with pen and paper: putting the source image on the table and putting a transparent enough sheet of paper on top to see the image through. The 3d model you are doing is conveniently placed on top of the images so that they match. You can also put your 3D model with an ‘x-ray’ style view so you can always see the reference images through the 3d mesh being modeled. Also, in this example, the top/front/side images should be placed ‘to match’. Maybe try to look for a tutorial on exactly that, I’m confident it will become a lot clearer by seeing a more step by step example on this.
Typically, you just keep chaining polygons onto one-another, gradually covering the image and conforming to the shapes that you see in the different views. Try to keep the polygons 4-sided whenever possible so that you can add a subdivision modifier later -- if needed. Move vertices around to help shape the polygons and try not to 'bend' the quad polygons in odd ways (avoid non-planar faces). The images are just there to help tell you how far to drag points and edges on the different axes. Some people will keep adding loop cuts to a cube and move vertices and edges around to conform to the shape that you want. Others will sculpt the shape and then later re-surface the sculpted object with polygons in order to reduce the number of total faces (retopo). See which method suits you the best.
There's always some sort of reference that can be applied to a model. Fantasy character? Use real life animals/organisms to refer to how angles are formed in some place. The reference doesn't have to be orthographic to be a good reference
Well, tracing photos is a bad idea. We are taught never to use it and always start with a primitive and cut the model out of it. It's like 20 times harder task but this is how skill is learned. Skill to actually see and understand not just blindly move vertices along the lines.
Novice blender user here, is it always worth it to model out the small threads in the shoe? Wouldn’t that add on to the poly count? I suppose if you aren’t putting the model in a game it’s not a problem
It depends on what you’re modeling. Like you said, for a game you want a lower face count, and you could use image textures to do the trick instead of actually modeling it
Be careful when tracing photos. You almost never get orthographic photos, so the perspective will be warped by the field of view of the camera.
Good catch
@@Blender-Breakdown brother please make series on modelling like let suppose the shoe you are making please step by step slow video so i can or any beginner can follow to amke shoe or any complicated thing with you for practice
Possibly the only way is to photograph from very far with a lot of optical zoom, but if you use internet photos it will be hit or miss
Better trace with elevation or sometimes sections plans, @quixcover orthographic is distortion not perspective. You won't find anything "orthographic" in the real world while perspective is a natural phenomenon.
you don't need to be careful, this is SIMPLE. It's a Blender nervous breakdown.
😄 I used to do the the same thing starting out on Blender. Build a model took days then just delete the whole thing and start a new one. It really is best way to practice so you don' get stuck on one model for days.
How did I never thought of using the smooth brush in sculpting instead of moving each individual vertecy like a fool... Thanks man!
0:54 I don't think I can legally own a tank, but there's got to be away
yes, get a toy one or miniature model
As far as I know, it's legal to own a non-weaponized tank in the US depending on your state laws
If you pay enough in taxes
You can, actually. If you live in the US anyway. Not a working one though.
I like modeling cars and I never figured out if it was the best to make a single block from it or just split each parts and glue them later, and you responded, i'm now better, thanks
Omg this is so good! This channel is a diamond in the rough 💎
Thanks!
jjjjjj
I'll be most happy if I could get a physical copy of what I'm always eager to model in Blender.
That would be nice
This vid is next level, clear overvieuw of how and why you can approach any project. Thank you so much
Thanks helped me out a lot
Editing reminds me of Smeaf, Great job!
Unfortunately there are no memes :(
The style is good though
subdivision + eyeballing
You should use multres modifier for the sculpting part instead of applying subdiv and then decimate, and for adding details just scatter a stitch on a curve, less time consuming
Whan an awesome tutorial, thx!
You’re welcome!
Excellent explanation, Thank you.
yesss let me just get a submarine real quick for references lol
I like putting my mode board inside of blender
I haven’t found anyone yet explaining the process from A-to-Z. When I click on a video, usually someone is already starting from X to Z and I’m not understanding why people wants to blow pass all the steps and call it a tutorial.
I turned on this video because I wanted to know how I can insert and make, edit the model... and in the video he does it quickly and it doesn't even show the procedure of what to click in the program.
@@theburko i’m trying not to give up on the project myself. I’m sure somewhere somebody has more detail information on it.
true, i hate speedrun tutorial.
Amazing, this i need to I'm make 3D objects...but is problem I'm beginner on brender but i love details😅
1:53 can you make a tutorial showing how to seamlessly do this process?
(never mind i figured it out)
thanks for this tutorial though, it helps alot
0:56
can i rent a JNR C62 class steam locomotive from JR just so i can have it while i'm modelling it in blender?
i don't think so...
I'm a beginner 3d molder. I'm trying to wrap my head around the reference image thing. Do you like draw it on the image I'm confused
The reference images are just that, “references”, in the end they are just quad planes with a texture on them used as guides.
Pretty much like when tracing with pen and paper: putting the source image on the table and putting a transparent enough sheet of paper on top to see the image through.
The 3d model you are doing is conveniently placed on top of the images so that they match. You can also put your 3D model with an ‘x-ray’ style view so you can always see the reference images through the 3d mesh being modeled.
Also, in this example, the top/front/side images should be placed ‘to match’. Maybe try to look for a tutorial on exactly that, I’m confident it will become a lot clearer by seeing a more step by step example on this.
Typically, you just keep chaining polygons onto one-another, gradually covering the image and conforming to the shapes that you see in the different views. Try to keep the polygons 4-sided whenever possible so that you can add a subdivision modifier later -- if needed. Move vertices around to help shape the polygons and try not to 'bend' the quad polygons in odd ways (avoid non-planar faces). The images are just there to help tell you how far to drag points and edges on the different axes. Some people will keep adding loop cuts to a cube and move vertices and edges around to conform to the shape that you want. Others will sculpt the shape and then later re-surface the sculpted object with polygons in order to reduce the number of total faces (retopo). See which method suits you the best.
you're not allowed to feel confused, this is the SIMPLE way. Title said, so it must be true. :3
Watch grant abitts low poly sword tutorial he used this reference image thing to make a sword i understood this from him
Sorry for the late response. Everyone, i appreciate the help
Great Job
1:52 I deadass don't even know how he did that 💀
Is there a download link to this shoe model?
Such an underrated channel, keep uploading, i love your videos style!
Remember sometimes Reference Images are not possible at all.
There's always some sort of reference that can be applied to a model. Fantasy character? Use real life animals/organisms to refer to how angles are formed in some place. The reference doesn't have to be orthographic to be a good reference
thank you! very pedagogical.
I’m happy you liked it!
where did you get different sides of yo
New pureref you can now pin the app in any window
Still haven’t downloaded it but I intend to!
Well, tracing photos is a bad idea. We are taught never to use it and always start with a primitive and cut the model out of it. It's like 20 times harder task but this is how skill is learned. Skill to actually see and understand not just blindly move vertices along the lines.
Great video🙌🏻
Novice blender user here, is it always worth it to model out the small threads in the shoe? Wouldn’t that add on to the poly count? I suppose if you aren’t putting the model in a game it’s not a problem
If you intend to use it in a game you should definitely either skip it entirely if the shoe is never the focus of the game, or use normal maps.
It depends on what you’re modeling. Like you said, for a game you want a lower face count, and you could use image textures to do the trick instead of actually modeling it
not only for games, if you don't plane of having the camera right next to those threads, a proper texturing job will do just fine.
Salute
refinining you block out
pfp twins???
Wait that’s actually really funny
Girl you remind me of my EX
Because you're looking extremely deletable
I don´t think I can get a dragon or a sportive car
LoL sorry, if this is the SIMPLE mode, can we get a video on the complex one, out of curiosity?
1:50 you lost me… I just spent 2 hours on smt and found out I did it wrong /: what is X ray view?
It’s where you enable it so objected become transparent. It lets you select faces that are facing away from you, primarily
@@Blender-Breakdown how tho?
@@Whitetailedlynx alt + Z
@@RTrezmun dude thank you
Small keyboard flex
Simple + blender never went together
until now...
so i did the first face correctly
how do this 1:59?
2:19 refinining
"Как нарисовать сову".
shoe
shoe
shoe@@Blender-Breakdown
Shoe
Shoe
Ehm... so...do 3 extra steps and than delete your shit topology mesh, gatcha.
Are you Chinese? The spoken language is different
try to speak more ironic - will more match to content.
A good way to get photos to use in blender is ai
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