Hi. Thanks for good video. I have a question. Why should I change n-gon modeling to subd modeling? Is there any difference between the two in terms of final render result?
As a submodeller, I want to say that your method is convenient for complex forms. BUT there are disadvantages for the game-ready pipeline: 1. It takes more time than a classic pipeline subdivision (less edge loops and sections on cylinders). Because you need to cut and connect a lot of things. 2. Next, cleaning the mesh for game of complex models. More geometry - more time. Well, the main advantage of the modeling subdivision is the smaller file size on the studio server
just one question, why don't you model physically existing things for example a yamaha bike or a porche car, yes there are lot of people doing that already, and whatever you are up, i.e. complex concept modelling is great as well, but i read your mails where you talks about grasping the prefect tools and techniques to model in more efficient way rather then just wasting hours on watching TH-cam tutorials one after another, the point here i want to make is, after believing on you on your workflow/technics are we gonna be confident enough to model any complex model, more accurately the things that exists already around us, modelling these things actually gives confidence because people can recognise the design easily and can judge and give feedback. At that stage i don't want to feel like saying somebody okay i can't model/replicate this one exactly but i can make a concept on that. wrote too many words but i hope you will get the point 😢
Replicating what exists will not help improving your design skills. Modeling from references should never be copying what you're seeing. That isnt art, that is just craft, mate.
@@PonteRyuurui i think you didn't get my point, my concern is not art, it's about techniques, and my question is after following your contents, will i be confidence enough to model anything??
@@solanki5985 That depends what you wanna model, my niche is scifi hard surface, and if you follow our courses we basically cover everything incluing concept art, game assets, subd workflow (most recent course). But you could apply the same techniques to archviz for example. If you re into sculpting however then you are in a wrong place.
@@PonteRyuurui I politely disagree, modelling from real life should be standard for any beginner modeller. Design and hard surface modelling are two different areas of expertise, you will be trying to do two jobs at the same time thus prolonging the learning process. Once a person is capable or re-creating complex real life objects in 3D, they can then focus on moving towards design and applying their knowledge from reality to concept.
➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart
This is where I love quad remesher (yes pricey) and use materials for edge loop control.
its so entertaining to watch its so funny when u say "this is a f*cking disaster" or stuff like that
that is his trademark
Agree😂
Great lessons in subdivision, you are great, keep working
Hi.. I want to ask you.. which is best laptop in blender for 3d modeling and rederning.. please let me know..🙏
Hi. Thanks for good video. I have a question. Why should I change n-gon modeling to subd modeling? Is there any difference between the two in terms of final render result?
if you render only then dont worry about it
Bro, to export decals from Decal Machine to Substance Painter, we need to bake it? Would you mind making a tut on this process?
import them as alpha stamps
🎉🎉🎉🎉
As a submodeller, I want to say that your method is convenient for complex forms. BUT there are disadvantages for the game-ready pipeline:
1. It takes more time than a classic pipeline subdivision (less edge loops and sections on cylinders). Because you need to cut and connect a lot of things.
2. Next, cleaning the mesh for game of complex models. More geometry - more time.
Well, the main advantage of the modeling subdivision is the smaller file size on the studio server
just one question, why don't you model physically existing things for example a yamaha bike or a porche car, yes there are lot of people doing that already, and whatever you are up, i.e. complex concept modelling is great as well, but i read your mails where you talks about grasping the prefect tools and techniques to model in more efficient way rather then just wasting hours on watching TH-cam tutorials one after another, the point here i want to make is, after believing on you on your workflow/technics are we gonna be confident enough to model any complex model, more accurately the things that exists already around us, modelling these things actually gives confidence because people can recognise the design easily and can judge and give feedback. At that stage i don't want to feel like saying somebody okay i can't model/replicate this one exactly but i can make a concept on that.
wrote too many words but i hope you will get the point 😢
Replicating what exists will not help improving your design skills. Modeling from references should never be copying what you're seeing. That isnt art, that is just craft, mate.
@@PonteRyuurui i think you didn't get my point, my concern is not art, it's about techniques, and my question is after following your contents, will i be confidence enough to model anything??
@@solanki5985 That depends what you wanna model, my niche is scifi hard surface, and if you follow our courses we basically cover everything incluing concept art, game assets, subd workflow (most recent course). But you could apply the same techniques to archviz for example. If you re into sculpting however then you are in a wrong place.
@@PonteRyuurui I politely disagree, modelling from real life should be standard for any beginner modeller. Design and hard surface modelling are two different areas of expertise, you will be trying to do two jobs at the same time thus prolonging the learning process. Once a person is capable or re-creating complex real life objects in 3D, they can then focus on moving towards design and applying their knowledge from reality to concept.
@@сенкай-ц6я nonsense, i started with concept art and have zero interest in recreating what exists. shit's too boring.