THE CORRECT WAY TO USE SHRINKWRAP // MODELING TIPS
ฝัง
- เผยแพร่เมื่อ 6 ก.ค. 2024
- I’m excited to share a game-changing technique that will elevate your 3D modeling skills to the next level. If you’re aiming for Class A surfaces with impeccable reflections, this video is for you!
In this tutorial, I’ll show you how to use the Shrinkwrap modifier on simpler surfaces to achieve the best reflections possible. This method has completely transformed my approach to 3D modeling, and I believe it will do the same for you.
What You'll Learn:
How to effectively use the Shrinkwrap modifier
Tips for creating smooth, Class A surfaces
Techniques to enhance reflections and surface quality
Practical examples and step-by-step guidance
Why This Technique is a Game Changer:
Simplifies the modeling process
Improves surface quality and reflections
Saves time and enhances your workflow
Whether you're a seasoned 3D artist or just getting started, this tutorial will provide you with valuable insights and techniques to improve your modeling skills.
Don’t forget to like, comment, and subscribe for more tips and tutorials! Share your thoughts and let me know how this technique works for you.
Timestamps
0:00 Introduction
0:09 Surface modeling
0:44 Blender modeling issue
1:26 Simple solution
2:15 Showcasing the technique
2:43 Explainations
3:19 Let's see it in practice
5:40 Vertex grouping
6:03 Shrinkwraping the right way
6:58 SubD modifier
7:15 Results
8:03 Use case scenario // CAR
10:40 Outro
Wow, that's a really interesting way to look at 3D objects. I think that for many, including myself this workflow is a bit counterintuitive for complex models, but like you said, it's certainly useful for a specific niche.
Thanks ! It's a weird way my brain has been wired since using autodesk Alias and falling in love with the workflow haha
Something else that can "kinda" work is if you select the whole model, then go to mesh->Normals->Average->Face. This uses a different algorithm to calculate the normals and can often sort out a lot of shading issues on this type of model. But the results you get will depend on how you create your models topography, since I am generally making things for games for a car I tend to avoid subdivsurf to (try to at least xD) keep the polygon counts lower.
But the way you showed in the video is pretty cool and not something I have seen before so thanks for sharing :)
Thanks for the insight !