Can I ask you all a favor? If you enjoyed this video, could you please hit the like button, it helps me massively. Please also consider subscribing to the channel if you enjoy this content, lot's more to come! Appreciate you all! 🙏
Wow nice, throws me back to when I was a kid haha also I dunno why here in Brazil we pronounced it as "Tama-gucci" (similar to Gucci, that famous fashion brand) 😅
Do you permanently smooth your model? How to make a model look smooth but also keep the polycount in mind? Can you teach the right gaming industry followed technique when it comes to 3d assest modelling?
Yes I did permanently smooth it. In most cases when it comes to video games, you'll create two meshes, one HP to create the textures on, and a lower poly model (poly count depending on your game and game engine) which you will use in game. In your case with wanting a smooth looking model but still game-ready, I'd make the game asset mid-poly and a second HP model to create your texture maps on, and then use those textures on the 'in-game' asset. Check out some of my other videos like my CB radio where I create both meshes, its the same workflow but you of course decided how HP you want your game asset to be. Hope this helps!
Thank you! I appreciate it :) Consistency is key - just keep making things and try to step out of your comfort zone. All my other tips are in my videos 😉
Just curious: you say you rushed the booleans for the buttons and that you would've done them earlier in the process if you'd remembered to, but what exactly would you have done differently to prevent the imperfect shading you ended up with?
Great question! I probably would of made the holes earlier when I made the large cutout on the front shape, and spent more time on the area around the boolean. I could of made the topology cleaner and could made the edges run from the large cutout down to the button holes and had better edge flow, which would result in better typo and probably would fix that shading you mentioned. Because I forgot until the very end, I just cut out some holes quickly and attached the vertices around it which resulted in that shading. It was very minimal and I knew you wouldn't be able to notice in the renders so I just called it a day lol This is a good example of why the blockout stage is so important and why adding details later in the process can make things more difficult than they should be.
Can I ask you all a favor? If you enjoyed this video, could you please hit the like button, it helps me massively. Please also consider subscribing to the channel if you enjoy this content, lot's more to come! Appreciate you all! 🙏
Always inspiring ❤❤
Thank you! 🙌
You video really helps me in my work thank you 😊
I'm so glad to hear! Thanks for the comment :)
SO CUTE
🙌
you are the best! Can you please 3D model a Shoe/sneaker next? Maybe a soccer boot?
Thank you! I'll add it to the list :)
Wow nice, throws me back to when I was a kid haha also I dunno why here in Brazil we pronounced it as "Tama-gucci" (similar to Gucci, that famous fashion brand) 😅
Thanks! :) Nostalgic for me as well!
Fire 🔥🔥🔥🚒
Thanks! 🙌
Do you permanently smooth your model? How to make a model look smooth but also keep the polycount in mind? Can you teach the right gaming industry followed technique when it comes to 3d assest modelling?
Yes I did permanently smooth it. In most cases when it comes to video games, you'll create two meshes, one HP to create the textures on, and a lower poly model (poly count depending on your game and game engine) which you will use in game.
In your case with wanting a smooth looking model but still game-ready, I'd make the game asset mid-poly and a second HP model to create your texture maps on, and then use those textures on the 'in-game' asset. Check out some of my other videos like my CB radio where I create both meshes, its the same workflow but you of course decided how HP you want your game asset to be. Hope this helps!
Love your content man.
I am also a 3d artist can you give me some tips
Thank you! I appreciate it :) Consistency is key - just keep making things and try to step out of your comfort zone. All my other tips are in my videos 😉
Just curious: you say you rushed the booleans for the buttons and that you would've done them earlier in the process if you'd remembered to, but what exactly would you have done differently to prevent the imperfect shading you ended up with?
Great question! I probably would of made the holes earlier when I made the large cutout on the front shape, and spent more time on the area around the boolean. I could of made the topology cleaner and could made the edges run from the large cutout down to the button holes and had better edge flow, which would result in better typo and probably would fix that shading you mentioned. Because I forgot until the very end, I just cut out some holes quickly and attached the vertices around it which resulted in that shading. It was very minimal and I knew you wouldn't be able to notice in the renders so I just called it a day lol
This is a good example of why the blockout stage is so important and why adding details later in the process can make things more difficult than they should be.
How much time did it take to do modeling and texturing?
It took about 2ish hours for Modelling/UV's and about 1 hour to texture.