I've wanted these kinds of videos for a long time now from you guys. For real Thank you so much for making these subd-hardsurface tutorials! Im unbelievably happy and excited to dig in. I'd give this video 10k likes if I could
Great video though I stopped watching when you added the button through a plugin. I appreciate you address the topology debate in some of your videos and I agree with most of the points you make - most importantly the fact that a lot of people seem to think that quads and good topology are essentially the same thing. But from a purist perspective, after painstakingly modeling a complex shape in subdiv, dropping a button as decal is like crapping into it, sorry. Also, I stopped following you about a year ago because you got too much to say in defense of using booleans and I happen to be one of those anti-boolean fellas. TH-cam just recommended this video now out of the blue.
While I appreciate the level-headed response and your viewpoints, you are objectively incorrect here. It makes absolutely no logical or practical sense to add in tiny, minute details (such as those decals) for something that is designed to be a product render and nothing more. In fact, it's a complete waste of time. Product renders are exactly that - renders - and your job as a 3D artist is to create a good visual; it isn't to model in tiny details manually that nobody even knows or cares that you modeled in manually. This is a fact - not opinion. And even if you were referring to a game asset workflow, this is still incorrect. Tiny details like this are applied and baked via decals or trim sheets to make the geometry less dense and the workflow more efficient. See here for more info as to what I mean, around the 7 minute mark: th-cam.com/video/yP94JhrNHYc/w-d-xo.html
Oh man I go to different places on planets but I don't in America, and America is my dream this is my next place, and yes people are arrogant all the world, the character is universally, you have just profile of people but people's is same.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator
I've wanted these kinds of videos for a long time now from you guys. For real Thank you so much for making these subd-hardsurface tutorials! Im unbelievably happy and excited to dig in. I'd give this video 10k likes if I could
Thanks brother!
That was fun to make. Went about a few things differently but the result is the same. Cheers :).
Glad you liked it!
Modelled this a few years ago. Shme with the decals:( the round holes on a curved surface were an interesting challenge
Very,very,nice progress!Just keep going!
clean/clean Josh. nice work bro!
at long last. nice to see a more indepth vid. good work.
That pinch is making me off guard ngl😅
Great tutorial thanks
Watching from nepal
Superb!
very nice
❤ can you model hole punch
Great video though I stopped watching when you added the button through a plugin. I appreciate you address the topology debate in some of your videos and I agree with most of the points you make - most importantly the fact that a lot of people seem to think that quads and good topology are essentially the same thing. But from a purist perspective, after painstakingly modeling a complex shape in subdiv, dropping a button as decal is like crapping into it, sorry. Also, I stopped following you about a year ago because you got too much to say in defense of using booleans and I happen to be one of those anti-boolean fellas. TH-cam just recommended this video now out of the blue.
While I appreciate the level-headed response and your viewpoints, you are objectively incorrect here. It makes absolutely no logical or practical sense to add in tiny, minute details (such as those decals) for something that is designed to be a product render and nothing more. In fact, it's a complete waste of time. Product renders are exactly that - renders - and your job as a 3D artist is to create a good visual; it isn't to model in tiny details manually that nobody even knows or cares that you modeled in manually. This is a fact - not opinion. And even if you were referring to a game asset workflow, this is still incorrect. Tiny details like this are applied and baked via decals or trim sheets to make the geometry less dense and the workflow more efficient. See here for more info as to what I mean, around the 7 minute mark: th-cam.com/video/yP94JhrNHYc/w-d-xo.html
Oh man I go to different places on planets but I don't in America, and America is my dream this is my next place, and yes people are arrogant all the world, the character is universally, you have just profile of people but people's is same.
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If you make 3 views it will be faster without having to turn edit mode off and on so many times.
I love your comment on Americans, so true lol
Israel did 9/11