You have such a good eye for shape, form and detail. I have worked with modellers for years who just don't get it. You would be really useful in a creative department. Do you work at a studio? you should!
I don’t, I find teaching and developing products to help other people much more fulfilling. If I worked in a studio I’d be helping a small man team as opposed to thousands of talented artists. Two years ago I didn’t really get it, you just tend to develop an eye for it. Thanks by the way!
Josh, around 3:25 you add a loop and add another loop and slide and snap, then connect verts. I just watched a Ponte Ryuurui video where he selects the front cylinder face and Insets with "I" then presses "O" to preform and Outset on a face. Same result just alternative approach. I love your vids, watching since Wooden Rain days!
Hey, I am really enjoying your videos! I often get those recommended via emails, which are by the way very handy! But here I got one question: Why being stuck in blender when using normal transfer? I used it a lot while making hardsurface models for the unity engine and it worked perfectly fine.
Normal transfer effectively sets "custom normal data" in Blender (similarly, weighted normals or "harden normal" bevel option will do the same thing in creating custom normal data). It just becomes a little tricky to work with after that point, since you can't do autosmooth unless you clear that normal data first. But yeah it will work fine when exporting or using in a game engine, since the custom normal data is just baked in with the vertex data for the mesh.
Great tutorial, as always. I have been running into some BoxCutter performance issues, though, that make working a massive pain. Doing any cuts/bool shifts/ect. make Blender lag HARD; I've got a very beefy system. Are there any optimizations I should be sure that I'm utilizing during modeling? Or any settings to tick on or off?
Hmm, shouldn’t be happening. Lags are normal but not on that scale. Are you working with complex objects with shadow turned on? Shadow is a performance killer, the coding isn’t well optimized.
I just got an idea. Why not having a playfull competition with you and som of the other blender guys. Like you pick a random say kitchen appliance. And see how fast you can turn something out? a fun variation and a chance to really show of. :)
Hi man I like your contents! If I install boxcutter it changes the default shortcuts? I'm trying to switch from Maya and I'm already confused I wouldn't like to get things worse xD
I don't get why you wouldn't use a nurbs based software for this, I've basically completely abandoned polygonal software for hard surface. I mean yeah you get more control of the topology in something like Blender, Maya, etc, etc, but it just seems like so many workarounds for something which could be done a lot more efficiently in nurbs.
I already mentioned it in the video. It terms of versatility, built-in design and rendering tools, UI, and just about everything else I find Blender and poly-based tools infinitely better. If I thought NURBs was superior overall I wouldn’t be using Blender. I have 4+ years experience in CAD and a few certifications from high school, but I never found it useful enough to accomplish the things I wanted. In this situation, yes, NURBs results would be much better. In 99% of other projects I work with, absolutely not.
@@JoshGambrell Well, in those examples of the video it doesn't make much of a difference - and as soon as it becomes necessary, you'll need it when using Alt+S, too.
@@matthiasdipiazza849 I was referring to edit mode (TAB + 1/2/3). I want a pie menu for this, to enter in vertex or edge mode directly without hitting TAB. This kind of pie menu :). Similar with Maya's marking menus.
@@matthiasdipiazza849 I've installed this addon but I can't find a pie menu for what I want. There is only a CTRL+TAB to go in edit mode, but not directly into Vertex, Edge or Face mode.
@@iov-art It's in the add-on settings. Go to edit - add-ons, and select Machinetools. Then find the pie menu section under the general tab and enable "modes pie"
but I am in the problem I currently working on my next game and I am stuck in making sci-fi robot characters for my game I don't know what type of design I have to use how to make that design in 3d 😥😥😥. so any suggestions for me on how I can make a good sci-fi robotic character and how to improve my workflow plz help me
its lovely to see you sharing your knowledge with us
hope you get good things coming with all that goodwill
And now people get mad at him for doing what he usually do...
Hello Josh. Just shorter way for E and then S for scale would be to press I for inset and then holding Ctrl, it would be only one operation.
Best modeling videos on TH-cam, hands down. So glad I subscribed.
Thanks a bunch, Imiss
You have such a good eye for shape, form and detail. I have worked with modellers for years who just don't get it. You would be really useful in a creative department. Do you work at a studio? you should!
I don’t, I find teaching and developing products to help other people much more fulfilling. If I worked in a studio I’d be helping a small man team as opposed to thousands of talented artists. Two years ago I didn’t really get it, you just tend to develop an eye for it. Thanks by the way!
@@JoshGambrell That is awesome.
Josh, around 3:25 you add a loop and add another loop and slide and snap, then connect verts. I just watched a Ponte Ryuurui video where he selects the front cylinder face and Insets with "I" then presses "O" to preform and Outset on a face. Same result just alternative approach. I love your vids, watching since Wooden Rain days!
Perfectly timed, I've just finished your hard surface beginners
Love your videos Josh, they are just so chill and professional. I'm always super relaxed afterwards.
Thanks Mulan, appreciate it!
I have become addicted to yours an Pontes videos by now. Great job.
We’re addicted to your support ;)
@@JoshGambrell I bought a couple of courses im not dissapointed. :)
Hey, I am really enjoying your videos! I often get those recommended via emails, which are by the way very handy! But here I got one question:
Why being stuck in blender when using normal transfer? I used it a lot while making hardsurface models for the unity engine and it worked perfectly fine.
Normal transfer effectively sets "custom normal data" in Blender (similarly, weighted normals or "harden normal" bevel option will do the same thing in creating custom normal data). It just becomes a little tricky to work with after that point, since you can't do autosmooth unless you clear that normal data first. But yeah it will work fine when exporting or using in a game engine, since the custom normal data is just baked in with the vertex data for the mesh.
I love watching BB videos. Even the smallest of projects can teach you so much. Thank you Josh. 👍
Thanks Cashton!
can you do more of these? plse? i love to see work flow and little tips
Damn that thumbnail is REALLY good looking! Can't wait to hop on the game asset course v2. And that uv addon. My God...
Thanks very much!
Great tutorial, as always. I have been running into some BoxCutter performance issues, though, that make working a massive pain. Doing any cuts/bool shifts/ect. make Blender lag HARD; I've got a very beefy system. Are there any optimizations I should be sure that I'm utilizing during modeling? Or any settings to tick on or off?
Hmm, shouldn’t be happening. Lags are normal but not on that scale. Are you working with complex objects with shadow turned on? Shadow is a performance killer, the coding isn’t well optimized.
@@JoshGambrell I don't use the shadows setting, no. I'll have to mess around with it and see what I can do to fix it. Thanks for the reply!
I just got an idea. Why not having a playfull competition with you and som of the other blender guys. Like you pick a random say kitchen appliance. And see how fast you can turn something out? a fun variation and a chance to really show of. :)
sir, you are my like an icon
I want to practice like you
but its need a quiet time
I will try
Hi man I like your contents! If I install boxcutter it changes the default shortcuts? I'm trying to switch from Maya and I'm already confused I wouldn't like to get things worse xD
AY UM ZE FEEERST. Like without any interruptions.
Love your videos
thanks
All your objects seem to have a small bevel when you add them. what is that from?
Just enable the cavity option under the viewport orb dropdown menu
Why don't I find a bool tool addon in blender 3.1
I don't get why you wouldn't use a nurbs based software for this, I've basically completely abandoned polygonal software for hard surface. I mean yeah you get more control of the topology in something like Blender, Maya, etc, etc, but it just seems like so many workarounds for something which could be done a lot more efficiently in nurbs.
I already mentioned it in the video. It terms of versatility, built-in design and rendering tools, UI, and just about everything else I find Blender and poly-based tools infinitely better. If I thought NURBs was superior overall I wouldn’t be using Blender. I have 4+ years experience in CAD and a few certifications from high school, but I never found it useful enough to accomplish the things I wanted. In this situation, yes, NURBs results would be much better. In 99% of other projects I work with, absolutely not.
Is there a special reason you are always using E, then abort the Extrude, Alt+S when you could simply use Alt+E or is it just a habit?
yes, i use ALt+E more often too! faster, but then you have to press S for even extrution, remember!
It’s habitual, both work but make sure you tick offset even
@@JoshGambrell Well, in those examples of the video it doesn't make much of a difference - and as soon as it becomes necessary, you'll need it when using Alt+S, too.
I see you're using a pie menu for going into object's edit mode. Is there a way to do this in Blender or this feature is part of Hard Ops addon?
thats meshtools its a free addon
@@matthiasdipiazza849 I was referring to edit mode (TAB + 1/2/3). I want a pie menu for this, to enter in vertex or edge mode directly without hitting TAB. This kind of pie menu :). Similar with Maya's marking menus.
@@iov-art thats meshtools its a free addon :)
@@matthiasdipiazza849 I've installed this addon but I can't find a pie menu for what I want. There is only a CTRL+TAB to go in edit mode, but not directly into Vertex, Edge or Face mode.
@@iov-art It's in the add-on settings. Go to edit - add-ons, and select Machinetools. Then find the pie menu section under the general tab and enable "modes pie"
but I am in the problem I currently working on my next game and I am stuck in making sci-fi robot characters for my game I don't know what type of design I have to use how to make that design in 3d 😥😥😥. so any suggestions for me on how I can make a good sci-fi robotic character and how to improve my workflow plz help me