About a year into blender, for my games I use a combination of kitbashing, boolean modelling, and polygonal modelling to make assets. Combined with what I said above.
Doesnt the bool modifier mess up topology for game exports?(specifically the game engine not being able to use shaders on faces with more than 4 vertices)
@@pokidev027 how would you go about cleaning up an octogon cut out a cube?? Also even if the export changes it to triangles, i believe it has a hard time doing that if the face isnt a quad and thats what results in the shading error
@@chaoswolf0972 how would I not? That specific problem is easy, just delete the faces and manually connect the vertices or use a bridge loop to do it for you (in blender at least). And yea sort of, having a vertex share too many edges/triangles isn't *good*, but it won't break the model or sum like that.
I definitely did not know there were all of these different types of modeling. Seems like it isn't much of a very well talked about topic, from what I've seen, so I'm glad I stumbled upon this video.
i can't lie, i'd value someone who's a master at box modeling over anything if they're able to keep quads & good geometry on everything, that'd be a monster modeler right there sheesh
I was a bit confused by your explanation of box modelling vs poly modelling. They sounded the same to me. I searched online and I think the best explanation that I found was that box modelling is a top down approach where geometric detail is gradually added versus poly modeling is a bottom up approach where you add detail along the way.
So was I. The only thing I can think of is that poly modeling was working with individual faces/vertices/edges, while box modeling seemed to only be affecting the object itself as a whole.
@@cryterion7770 polygonal modeling is where you start from an edge and by extruding, transform it into a whole thing and Box modeling is where you start from a shape and then work on it and transform into a model
Thank you so much for this! While I’m still a novice, for the most part my modeling process consists of largely polygon & box modeling, aside from sculpting. Since most of my models is 3D character art for animation. Thus mostly organic shapes & organic topology flow.
I'm in college for my Bachelor's in Animation, just getting started and you have done so much to help kickstart me. Thank you so much, and Happy Holidays!
I''ll be honest I don't really see a clear divide between what you called "box modelling" and "polygon modelling". I've been doing cg for almost 10 years and honestly the two are just parts of one system in practice... I always start with a box, and as such I'd called it box modelling, but there is no ruleset I stick to.. I extude by edge where needed, work in vertex face and edge mode... there's no clear dividing line between the two concepts.
Maya & 3DSMX is complete package to make anything specially *Modeling & animation*.. But if you look at today everything is Depend on *Plugins* Water, fire , Breakage , Side fx , magic etc..
Funny thing. I'm a self learner, and when i started modeling i somehow gravitated towards boolean way of doing it. Seems the most logical to me for some reason
I'm a big believer in controlled modelling, meaning that ideally each single vertex should be in their position because you want them to be there.. I find that difficult to imagine being the case with boolean modelling? I've never really done it much.
Parametric Modeling & Nurbs/Curves modeling kind of falls under CAD modelling. There are three types of CAD modeling 1. Wireframe ( converting 2D CAD sketch to 3D & something not much used) 2. Surface Modeling ( that includes Curves & Nurbs modeling) 3. Solid Modeling ( Parametric Modeling & Direct modeling are two of the techniques used in solid modeling).
so called Boolean modelling is disgusting, sure its great for concept art and just making random schiet, but when you need to model something that is found in real life and make it look realistic its a hinderance and a bad habit that people learn. I honestly believe those who support hardops get commission for each sale.
@@steverubio6072 you get horrible artifacts while using it, so you waste all that time cleaning up the mesh to an ok state. and all result afterwards looks super sharp and unnatural.
@@mitri5389 Open your eye man not all the model will end up in game, thee are other purpose like concept art, design modeling for 3d print or manufacturing when you not have to care about polygon topology at all. so boolean modeling will always exist it is a good modeling method but might not be best to create model for game I agree with that.
Sculpting is also a great way to generate a high-detail model for the purpose of baking a normal map for a lower poly model.
About a year into blender, for my games I use a combination of kitbashing, boolean modelling, and polygonal modelling to make assets. Combined with what I said above.
Doesnt the bool modifier mess up topology for game exports?(specifically the game engine not being able to use shaders on faces with more than 4 vertices)
@@chaoswolf0972 if you know how to clean it up, it isn't a big of a deal really. Also, most 3D export types convert polygons to triangles anyways.
@@pokidev027 how would you go about cleaning up an octogon cut out a cube?? Also even if the export changes it to triangles, i believe it has a hard time doing that if the face isnt a quad and thats what results in the shading error
@@chaoswolf0972 how would I not? That specific problem is easy, just delete the faces and manually connect the vertices or use a bridge loop to do it for you (in blender at least). And yea sort of, having a vertex share too many edges/triangles isn't *good*, but it won't break the model or sum like that.
I definitely did not know there were all of these different types of modeling. Seems like it isn't much of a very well talked about topic, from what I've seen, so I'm glad I stumbled upon this video.
i can't lie, i'd value someone who's a master at box modeling over anything if they're able to keep quads & good geometry on everything, that'd be a monster modeler right there sheesh
I do box +Boolean + poly modelling! Best mix. Sculpt is done on the house if needed
Great 👍
I was a bit confused by your explanation of box modelling vs poly modelling. They sounded the same to me. I searched online and I think the best explanation that I found was that box modelling is a top down approach where geometric detail is gradually added versus poly modeling is a bottom up approach where you add detail along the way.
So was I. The only thing I can think of is that poly modeling was working with individual faces/vertices/edges, while box modeling seemed to only be affecting the object itself as a whole.
@@cryterion7770 polygonal modeling is where you start from an edge and by extruding, transform it into a whole thing and Box modeling is where you start from a shape and then work on it and transform into a model
Thank you so much for this! While I’m still a novice, for the most part my modeling process consists of largely polygon & box modeling, aside from sculpting. Since most of my models is 3D character art for animation. Thus mostly organic shapes & organic topology flow.
I'm in college for my Bachelor's in Animation, just getting started and you have done so much to help kickstart me. Thank you so much, and Happy Holidays!
Thanks! This makes it a little clearer though I am still a bot stuck. But that's ok I'll just keep learning
I''ll be honest I don't really see a clear divide between what you called "box modelling" and "polygon modelling". I've been doing cg for almost 10 years and honestly the two are just parts of one system in practice... I always start with a box, and as such I'd called it box modelling, but there is no ruleset I stick to.. I extude by edge where needed, work in vertex face and edge mode... there's no clear dividing line between the two concepts.
I haven't been around the block yet, but Im looking forward to it 😘
Great explanation, congrats!
Gravity Sketch ✍️ is amazing
Who are Poly modelers here? ☺
its all i know
Nope haha but I really can't blame your for being one
I still learning, poly model is the only 1 i know lol.
Hell I thought tht and sculpting was all there was 😅
Hi bro
you are the best 3d youtuber
great and helpful video.
As always great video
Thanks inspi tuts
Polygon, Boolean, and Sculpt Modeler here.
Box modeling is just a method of polygonal modeling. It's not its own category.
Sculptor here. Who else? I love me some carefully directed soft body deformation.
yeah
Hi!
Here. Like Characters and the fact you can ignore topology most of the time.
Yeppers
Maya & 3DSMX is complete package to make anything specially *Modeling & animation*..
But if you look at today everything is Depend on *Plugins* Water, fire , Breakage , Side fx , magic etc..
Nurbs + Boolean all the way
OMG Blender is very capable
Im not 3d artist but i enjoy watching this video
Nice, a bit quick but that fits the definition of overview
you forgot solid modeling which uses breps and t splines for cad and design
thank you sir
Amazing video thank you
Hi islem im tarek and lately i discovered this brightning channel ...so im big fan of you bro ..i missed you tho
Great job ✌
Ngl the speed of these timelapses is disorienting
Thank you!! 🤩
mr worldwide
thx that's a really good video
Funny thing. I'm a self learner, and when i started modeling i somehow gravitated towards boolean way of doing it. Seems the most logical to me for some reason
I'm a big believer in controlled modelling, meaning that ideally each single vertex should be in their position because you want them to be there.. I find that difficult to imagine being the case with boolean modelling? I've never really done it much.
(cries in box modeler)
Hi you are very helpful man
Literally how do you keep good topo with boolean modelling? I cant get behind that idea
What about cloth Sim software like marvelous for modeling cloth?
i like paint brush
There is one more. Modelling in VR. Give it a try.
Blender is free free is good it is an equal opportunity for all
You missed out on voxel modeling. ;)
I feel that parametric modelling wasn't really covered here. B-rep geometry kernels predate most of these methods by a long way.
Thanks for best content. Can you make a video about modo vs 3ds max ?
In a few years we might have ai assisted modelling. A lot of 3d jobs will be automated by ai.
What about voxels?
what is the software name at 5:45 ?, also amazing video
lightwave 3D
Solid modelling? Solidworks... And similar
you kinda skipped subdivision surface modeling...
no CAD modeling?
Parametric Modeling & Nurbs/Curves modeling kind of falls under CAD modelling.
There are three types of CAD modeling
1. Wireframe ( converting 2D CAD sketch to 3D & something not much used)
2. Surface Modeling ( that includes Curves & Nurbs modeling)
3. Solid Modeling ( Parametric Modeling & Direct modeling are two of the techniques used in solid modeling).
what add-on is used in 2:58?
i know im late but it's most likely boxcutter
It’s hard to understand what the names were can you list them
Now there are Timestamps in the timeline and a list in the description.
what software is used at 5:43 ??
Looks like lightwave.
Você é brasileiro? : )
hMmMmm..
I need a piece of great tech for creating high 3d models or stay with low poly donout.
Its hurting my eyes to watch the visual.
These are bad descriptions of the types of modeling described and don't help someone choose one over the other.
Zbrush can do almost all the type of these modeling.
We shouldn't try to do it all in one software, use what is best for each method.
Good luck doing hard surface with zbrush.
so called Boolean modelling is disgusting, sure its great for concept art and just making random schiet, but when you need to model something that is found in real life and make it look realistic its a hinderance and a bad habit that people learn. I honestly believe those who support hardops get commission for each sale.
It very effective for hard surface modeling, like robot, weapon, armor etc
@@steverubio6072 you get horrible artifacts while using it, so you waste all that time cleaning up the mesh to an ok state. and all result afterwards looks super sharp and unnatural.
@@mitri5389 Open your eye man not all the model will end up in game, thee are other purpose like concept art, design modeling for 3d print or manufacturing when you not have to care about polygon topology at all. so boolean modeling will always exist it is a good modeling method but might not be best to create model for game I agree with that.
@@white_sky_11 your not going to be doing any manufacturing inside of cgi software.
@@mitri5389 That's still not true take a look at "Maker Tales" chanel
???????????????????????????? LOL 🤣 poor kids that follow your advice...
Great video, thumb down for promoting blender.