All of these points are equally important, but the first point is really what standsout. Learn the tools and start getting creative. Bring out your creativity, and try to create the things with whatever knowledge you have so far. Gradually, you'll learn about the things you need to make a leap forward!
4th point is a godsend bro. I count count the number of times I had to rebuild my model because I couldnt back up far enough and I realized I made a mistake I couldnt easily correct.
Thanks a ton for the Plasticity coupon bro!! Love all your videos. I just started playing around with Plasticity and it just feels right, not to mention familiar!
One side product of polygon modelling everything from scratch, from day one... also known as "obsessed by topology from a beginner stage like an idiot", is that nowadays i just crap a final model onto the screen by plopping on polygons out from my arse, with final topology right away.
If someone is able to learn proper topology, do it. It’ll stop you from making mistakes down the line that you’d otherwise wouldn’t, and make everyone else’s life easier if you’re working with a team. It’s difficult to learn at first, but once you do it helps tremendously. Not learning it will limit you to making models that can’t be used for anything nicely other than static props unless it’s retopologized. Even with automatic retopology tools, you’re probably not going to get the results you’d want without manually doing parts of it yourself.
after months like 6 month of learning blender i still feel week in a lot of domain and i have a lot of addons but i was a bit lost a friend send me your video and your channel i just want to say thanks for great advices you give i will follow your channel by the way i got a school in my country :) but i will still follow
Had a months of mental block ,Idk kinda lost my hobby for 3d and feeling overwhelmed by where to start and what to do. Your videos keep me motivated and kinda bring back that urge to keep learning
Keep it simple. Take a really simple concept and play around with it. Keep playng and playing with the same idea, you'll push and pull the ideas in different directions and learn a lot more.
Exactly, for topology it's almost the same as any form of creation, you don't just start refining what you want to create right at the beginning. Imagine someone wants to make a chair and begin with sanding a block of wood with 25000 grit sand paper.
Pierwsza rada bezcenna (każdy filmik powinien rozpoczynać się mantrą "topology is your third concern"), ileż ja się naużerałem myśląc o topologii, wiele pomysłów zarzuciłem z powodu topologii - kwestia źle pojętego perfekcjonizmu. Zamiast iść do przodu to myślenie o siatce.
I never managed, to a regret, to get out of the rabbit whole of possibilities. Makes me sad everyday to think I certainly know a bit more than most (not most artists in the domain, just most people in the general public) in the 3D universe yet I am unable to find a place and purpose to grow on. Until I can afford and devote myself to some courses, the lack of proper management/direction/focus on ONE (or so) specific thing (modeling, lightning, texturing, etc) got me wondering endlessly. And so I keep clinging to my 9 to 5 job, reasonably, because I still lack 'solid' foundation to throw myself in a never coming back swing into the cosmos of 3D. sad ;) I have to keep it real, it's more than just a dream, it's a reality that must be kept in check. BUT, if anything, from the few videos I've seen from Ponte, it is indeed a great place to learn. It's not all fallen worlds, keep it up you artists out there !!
You don't need specific courses and a lot of money. You need focus and to spend a lot of time doing research, theory and practice. Maybe if you were less worried about the mountain of information you'll need to learn and how you could possibly afford it, you could focus on the baby steps. Then you'll find your niche 😊 Obviously inevitably you will have to spend some money but really it's more about your time. There is a wealth of information at your fingertips that comes completely free. I would get that info first as a base whilst you're saving to be able to work with other programs. By that point most things should be transferable. True some engines won't have the equivalent but if you've been learning then you'll already be aware of what tools that particular engine does use. Go on every platform you can think of to seek out the info you need. If nothing else it'll be great prep for when you're ready to move into the 3D modeling space professionally. I'm only saying this to you because I don't want you to give up on your dreams. Almost anything is possible if you put your mind to it. Don't let anyone. Not even yourself tell you otherwise. Good luck. You can do this!
Your last point is good, stay focused, but over the years you can spread out more if your jobs require it. My starting point is not to sit in a factory and spit out polygons, but to tell a story with a message. Thanks for the upload - every year I do a status of my work - have I spread out too much? and then I cut - what doesn't make sense. There is always something new to learn and trying other areas can strengthen your core.
Great points. Only thing I would add is really the only time ngons or tris matter while your modeling is limiting your ability to quickly add loops. Also largely depends on what you are modeling and your modeling method. So many ways to skin a cat. I tend to do a lot of multi res and where I created ngons or tris I'll cleanup with Quad Remesher and use materials to control the edge flow. My take would be from a game asset viewpoint where everything just gets triangulated anyways. New tools like Marmoset's ability to bake in bevels is also going to change alot of workflows.
how to really focus on one thing ? sometimes it's hard for me.. i've try modeling,sclupt,texturing,geometry,rigging, animation.. and none of them makes me feel like i wanna to focus the one.. can you explain more about this topic in the next video ?
not difficult to understand. to be competitive (as in the marketplace, career, professional freelance), you can't be a jack of all trades and a master of none. look how the industry generally works - the roles. People specialise (ergo, focus). here's even a massively overly basic analogy: games have 3d assets and have audio/music. Would you hire a composer of music to create 3d assets? maybe you need to ask yourself why are you doing what you are doing. What is your goal?
I got it Dont F*up. Il get addons yes sir.! Im in it for the long run. Il be FAST AS F*Boy! Got ur Courses u guys are rly good at teaching. worth the money ty.!
Yes, in an ideal world, add-ons should be an obvious way to go. But this is not an ideal world. Got burnt by 3DS Max with getting used to an environment made up of very version number specific add-ons, version changed, it all went to shit. Nope, never again. My "add-ons" are the functions that got built in for life because they are so great.
Im still quite new with Blender but your last tip is something that would hit home in my niche which is more website related. Most try to do everything and end up shit at the lot. I don´t even care about topology yet so I guess at least Im not already a fu**ing idiot 🤣
Ponte, do you have any videos on solidifying complex panels like sports car front sections? For an example, a Shelby Daytona Coupe has a very curvy front section. I am digging tgrough so many of your videos that could assist in this. I'm trying to learn to get car bodies ftom model to 3D print ready. If this is covered step by step in your course, then sign me up. Specifically prepping for print.
Sorry mate, no. We cover basic shrink wrapping in the subd course, but we do not have any car courses. Look up most recent course from Chris Plush on car modeling. It doesnt cover 3D but it's a great course for car modeling techniques.
@PonteRyuurui Sorry I meant more lokking about learning about preparing the models that you design for 3D printing. I wanted to get your course if you can cover that. I would then take what I learn to then try use those methods for cars down the track.
how to fix new Blender 4.2.1 MACHINE3TOOL 1.10.1 to 1.6.0 is not working ( module name error ) but 1.4.1 working can you please fix this for us . or any one how to fix this. please
dunno i only touch 4.2 wiht a loong pole through a very thick plastic bag, weraring sunglasses on a moonless night. That is what my therapist advised me to do.
Topology is important depending on the situation. Hobbyist ain't gunno out source retopo. And if using for 3d printing or animating or video games. Yes...obsess about topology. Retopology is the devil. Just terrible and more time consuming than getting it right the first time.
IMO, good topology in game assets, which has a litmitation of tris, polycounts, map size... is how you spent your tris count in the model, especially in player view and support loop in curve mesh. I think his means don't be obssesed with quads, ingame model assests don't need quads.
@@Illuminatinam yeah i know the game engine triangulate ngons automatically but I met some opinions that for games actually you need a proper topology thats why I asking ;)
@@mix3r11good topology for game assets is only needed for organic assets that move, characters, creatures etc. For static assets is not needed. For animated machinelike assets is not needed either, bucause it probably wont bend
If you don't understand quad modelling you cannot sculpt details into non deformable game assets, let's say you have a gun or any other object, hard surface or not, and you want to add visible welds or imperfections or whatever. You need a quad mesh and then increase the number of faces with sub d, which obviously doesn't work with ngons. You can add imperfections and personality through normal maps and texturing, however you are seriously limiting your range of expression, you run the risk of making ultra blocky stuff (good for some objects, bad for others) Even more some objects are hybrid, partly organic and partly hard surface, what you gonna say ? Sorry, give me only 100% hard surface ? A car is a good example, a car doesn't deform but you won't be able in a million years to create a car's panel without "proper topology". A ps5 controller is partially HS, partially organic, it doesn't deform so you should he able to model it with the ngons method. How ? So, even if you can have ngons for non deformable objects you cannot model some non deformable objects with ngons. You can escape "proper quad topology" only if you create endless variations of primitives: a cube, cylinder or a sphere with a couple of booleans and other elements heavily influenced by those limitations. If you want to create more advanced stuff you are forced to push into quads.
►► Learn Blender in 2 Weeks - www.blenderbros.com
Make a tutorial on how to get voice like your as a 3D artist
LOL, good one
I always thought the same 😂
Salt and tears
All of these points are equally important, but the first point is really what standsout. Learn the tools and start getting creative. Bring out your creativity, and try to create the things with whatever knowledge you have so far. Gradually, you'll learn about the things you need to make a leap forward!
'Be good at f**k all!" Can't argue with that kind of advice. Great vid.
4th point is a godsend bro. I count count the number of times I had to rebuild my model because I couldnt back up far enough and I realized I made a mistake I couldnt easily correct.
Thanks a ton for the Plasticity coupon bro!! Love all your videos. I just started playing around with Plasticity and it just feels right, not to mention familiar!
anytime mate
One side product of polygon modelling everything from scratch, from day one... also known as "obsessed by topology from a beginner stage like an idiot", is that nowadays i just crap a final model onto the screen by plopping on polygons out from my arse, with final topology right away.
If someone is able to learn proper topology, do it. It’ll stop you from making mistakes down the line that you’d otherwise wouldn’t, and make everyone else’s life easier if you’re working with a team. It’s difficult to learn at first, but once you do it helps tremendously. Not learning it will limit you to making models that can’t be used for anything nicely other than static props unless it’s retopologized. Even with automatic retopology tools, you’re probably not going to get the results you’d want without manually doing parts of it yourself.
after months like 6 month of learning blender i still feel week in a lot of domain and i have a lot of addons but i was a bit lost a friend send me your video and your channel i just want to say thanks for great advices you give i will follow your channel
by the way i got a school in my country :) but i will still follow
Glad to hear it!
This is a youtube channel i can respect
Had a months of mental block ,Idk kinda lost my hobby for 3d and feeling overwhelmed by where to start and what to do.
Your videos keep me motivated and kinda bring back that urge to keep learning
Keep it simple. Take a really simple concept and play around with it. Keep playng and playing with the same idea, you'll push and pull the ideas in different directions and learn a lot more.
Funny to see people complain about the price of addons.
I come from Unreal where they are 10 times more expensive.
fr man
I cant even aford 5usd cuz the currency in my country is shit so yea i complain
If he starts talking about topology I'm gonna freak out...
Exactly, for topology it's almost the same as any form of creation, you don't just start refining what you want to create right at the beginning.
Imagine someone wants to make a chair and begin with sanding a block of wood with 25000 grit sand paper.
Really useful advices. Wish this video was on 3 years ago when I started.
You're teaching us these important things by fucking us up :))
thanx man alot..
Fundamentals are always critical for review! Great video as always mate!!!
cheers bruv
Pierwsza rada bezcenna (każdy filmik powinien rozpoczynać się mantrą "topology is your third concern"), ileż ja się naużerałem myśląc o topologii, wiele pomysłów zarzuciłem z powodu topologii - kwestia źle pojętego perfekcjonizmu. Zamiast iść do przodu to myślenie o siatce.
Great video!
Keep making these! 😄
Bless!
I never managed, to a regret, to get out of the rabbit whole of possibilities. Makes me sad everyday to think I certainly know a bit more than most (not most artists in the domain, just most people in the general public) in the 3D universe yet I am unable to find a place and purpose to grow on. Until I can afford and devote myself to some courses, the lack of proper management/direction/focus on ONE (or so) specific thing (modeling, lightning, texturing, etc) got me wondering endlessly.
And so I keep clinging to my 9 to 5 job, reasonably, because I still lack 'solid' foundation to throw myself in a never coming back swing into the cosmos of 3D. sad ;) I have to keep it real, it's more than just a dream, it's a reality that must be kept in check.
BUT, if anything, from the few videos I've seen from Ponte, it is indeed a great place to learn. It's not all fallen worlds, keep it up you artists out there !!
You don't need specific courses and a lot of money. You need focus and to spend a lot of time doing research, theory and practice. Maybe if you were less worried about the mountain of information you'll need to learn and how you could possibly afford it, you could focus on the baby steps. Then you'll find your niche 😊 Obviously inevitably you will have to spend some money but really it's more about your time. There is a wealth of information at your fingertips that comes completely free. I would get that info first as a base whilst you're saving to be able to work with other programs. By that point most things should be transferable. True some engines won't have the equivalent but if you've been learning then you'll already be aware of what tools that particular engine does use. Go on every platform you can think of to seek out the info you need. If nothing else it'll be great prep for when you're ready to move into the 3D modeling space professionally.
I'm only saying this to you because I don't want you to give up on your dreams. Almost anything is possible if you put your mind to it. Don't let anyone. Not even yourself tell you otherwise. Good luck. You can do this!
7:20 bro, this is pretty much me with incremental saves!
I absolutely support your approach !
Your voice will live rent free in my head next time i will forget to use array
lol
All 5 things are gold. Especially 1st one. Wish that I knew it 5 years ago, there will be less struggling in my life.
You know your stuff bro thanks for sharing
Nice, thkx Ryuurui!! Arigato!
Great Video, Thanks for advice. Looking forward to More 😊
Good point ! Totally agree
Your last point is good, stay focused, but over the years you can spread out more if your jobs require it. My starting point is not to sit in a factory and spit out polygons, but to tell a story with a message. Thanks for the upload - every year I do a status of my work - have I spread out too much? and then I cut - what doesn't make sense. There is always something new to learn and trying other areas can strengthen your core.
Addition I work primarily in Maya but keep debating if I should jump to Blender lol.
"Do not work without addons or im gonna slap you or call ur mom" jajaja TRUE
Very nice video man! I love how you dont sugarcoat your statements and get straight to the point 💪
tempus fugitive, man
Thanks for these Cool Tips!!! 👍😁
so true about the add-on's 100% agree!
Drill Sgt Ponte is the best teacher.😁
Perfect advice brother ❤🤩
Great points. Only thing I would add is really the only time ngons or tris matter while your modeling is limiting your ability to quickly add loops. Also largely depends on what you are modeling and your modeling method. So many ways to skin a cat. I tend to do a lot of multi res and where I created ngons or tris I'll cleanup with Quad Remesher and use materials to control the edge flow. My take would be from a game asset viewpoint where everything just gets triangulated anyways. New tools like Marmoset's ability to bake in bevels is also going to change alot of workflows.
Good point of view thank
Which tool is good instead of bevel to make round edges?
our addon www.blenderbros.com/materialworks
Number one is so accurated
how to really focus on one thing ? sometimes it's hard for me.. i've try modeling,sclupt,texturing,geometry,rigging, animation.. and none of them makes me feel like i wanna to focus the one.. can you explain more about this topic in the next video ?
not difficult to understand. to be competitive (as in the marketplace, career, professional freelance), you can't be a jack of all trades and a master of none. look how the industry generally works - the roles. People specialise (ergo, focus).
here's even a massively overly basic analogy: games have 3d assets and have audio/music. Would you hire a composer of music to create 3d assets?
maybe you need to ask yourself why are you doing what you are doing. What is your goal?
@@doghous3 thanks, i'll consider it
Awesome!!!🎉
I got it Dont F*up. Il get addons yes sir.! Im in it for the long run. Il be FAST AS F*Boy!
Got ur Courses u guys are rly good at teaching. worth the money ty.!
You can do anything you want in blender
Yes, in an ideal world, add-ons should be an obvious way to go. But this is not an ideal world. Got burnt by 3DS Max with getting used to an environment made up of very version number specific add-ons, version changed, it all went to shit. Nope, never again. My "add-ons" are the functions that got built in for life because they are so great.
Youre ma favourite gigachad blenda bro🗿❤️
haha thanks mate
Next tutorial: How to do grocery shopping in blender
Im still quite new with Blender but your last tip is something that would hit home in my niche which is more website related. Most try to do everything and end up shit at the lot. I don´t even care about topology yet so I guess at least Im not already a fu**ing idiot 🤣
Ya man dont sweat about it at the beginning. It's a drive killer.
Ponte, do you have any videos on solidifying complex panels like sports car front sections? For an example, a Shelby Daytona Coupe has a very curvy front section. I am digging tgrough so many of your videos that could assist in this. I'm trying to learn to get car bodies ftom model to 3D print ready.
If this is covered step by step in your course, then sign me up. Specifically prepping for print.
Sorry mate, no. We cover basic shrink wrapping in the subd course, but we do not have any car courses. Look up most recent course from Chris Plush on car modeling. It doesnt cover 3D but it's a great course for car modeling techniques.
@PonteRyuurui Sorry I meant more lokking about learning about preparing the models that you design for 3D printing.
I wanted to get your course if you can cover that. I would then take what I learn to then try use those methods for cars down the track.
Hi, thanks for nice video. Very true. :)
i'm new at this. i thought rendering was gonna be a common sense thing. like why would someone not render?
how to fix new Blender 4.2.1 MACHINE3TOOL 1.10.1 to 1.6.0 is not working ( module name error ) but 1.4.1 working can you please fix this for us . or any one how to fix this. please
Damn, I feel like I just got blasted by dad!!!
Both paranoid On This Saving Thing😂😂😂
Maybe one thing misss practice ,practice practice until your finger start bleeding... XD
Hello Ryuurui! What do you think of the new integrated features of BoxCutting in the last release of Blender?
dunno i only touch 4.2 wiht a loong pole through a very thick plastic bag, weraring sunglasses on a moonless night. That is what my therapist advised me to do.
@6TheBACH Please elaborate, what's that about. What have I missed?
Do you believe, while i am writing this comment, i was strangling in the topology l of an object in cinema 4d.
Sounds reasonable))
5:12 Hahaha I have boxcutter and I didn't even know you could do that!
LOL!! Don't slap me!!
Grocery shopping 😂
Fucking on the point ! Like ever good video man!!
lmao
I've never seen anyone tell people, to not use addons.
Topology is important depending on the situation. Hobbyist ain't gunno out source retopo. And if using for 3d printing or animating or video games. Yes...obsess about topology. Retopology is the devil. Just terrible and more time consuming than getting it right the first time.
Good video Ponte but I have a one question: I know the topology is not important for viz but what about game assets?
Watch the vid again mate
IMO, good topology in game assets, which has a litmitation of tris, polycounts, map size... is how you spent your tris count in the model, especially in player view and support loop in curve mesh. I think his means don't be obssesed with quads, ingame model assests don't need quads.
@@Illuminatinam yeah i know the game engine triangulate ngons automatically but I met some opinions that for games actually you need a proper topology thats why I asking ;)
@@mix3r11good topology for game assets is only needed for organic assets that move, characters, creatures etc. For static assets is not needed. For animated machinelike assets is not needed either, bucause it probably wont bend
If you don't understand quad modelling you cannot sculpt details into non deformable game assets, let's say you have a gun or any other object, hard surface or not, and you want to add visible welds or imperfections or whatever. You need a quad mesh and then increase the number of faces with sub d, which obviously doesn't work with ngons. You can add imperfections and personality through normal maps and texturing, however you are seriously limiting your range of expression, you run the risk of making ultra blocky stuff (good for some objects, bad for others) Even more some objects are hybrid, partly organic and partly hard surface, what you gonna say ? Sorry, give me only 100% hard surface ? A car is a good example, a car doesn't deform but you won't be able in a million years to create a car's panel without "proper topology". A ps5 controller is partially HS, partially organic, it doesn't deform so you should he able to model it with the ngons method. How ? So, even if you can have ngons for non deformable objects you cannot model some non deformable objects with ngons. You can escape "proper quad topology" only if you create endless variations of primitives: a cube, cylinder or a sphere with a couple of booleans and other elements heavily influenced by those limitations. If you want to create more advanced stuff you are forced to push into quads.
Lol. Subbed!
100% 💪
Hah, I thought I was listening to something about blenders. 😂 well I’m on the wrong channel.
Ok, understood. I promise to not to do those things.
Number one tip: Fiverr out the work, bill the client.
Number 6, don't ever use the gizmo in Blender.
Fact
5:25