What most people dont get is Boolean when modeling isnt a big problem but when it comes to stuff which are done after modeling it becomes nightmare. -lets take texturing we in our studio use trim sheets and decals to make complex textures and many of time it is dependend on curved to straightened UVs and some of the UVs are overlapping to save texture density and time, and those kind of things can be impossible or really time consuming with models made with Boolean. -with rigging beginners make hard surface armor plate of characters with boolean or ngons and it dont work with deformation. hard surface sometime need deformation too for things like shoulders fingers or in FX pipeline where team will be adding effect like black hole where your boolean model will not work. if u are a beginner just try to learn both boolean and quad modeling and dont go with believing anyone online (not even me XD) and do your own experiments, test to find out whats good for u. if u just do modeling try giving texturing or rigging a try and see if the model you made work with all things u though the model will do. u dont need to be proficient in texturing or rigging but having a understanding of that part is crucial for deciding weather u should use boolean or not sorry for rant
My only issue with the Boolean N-gon workflow is that there’s some TH-camrs out there making tutorials for beginners who swear that it’s the only workflow you’ll ever need and learning good topology and subdivision is a waste of time.
Yup. For their defense they do say use Quads as tools and whenever you need it. Don't quad everything, but their main problem is recommending these add-ons and how it's "The only way to do it with add-ons" and if you can't afford them, then just work your butt off until you can. It's like they completely disregard the default blender tools for the sake of saving time which is fine by the way they have a point but beginners need to spend time and never shortcut... @@thesim1990
@Specter_1125 "My only issue with booleans is that I don't like some of the people talking about them." Well the issue isn't with booleans then, is it?
Chip Walters has an entire series of videos on the subject of non destructive modeling. th-cam.com/play/PLnK-YGmMYI763P6_J-k0V4cvGwk7G1Jq_.html&si=fb-WW5g9cQCkyjBq
I like the way your Blender themes look, could you please share it so I can download and install it on mine if it's not too much trouble? Good day, and congratulations.
Yeah at least for game artist modelers you don't have weeks making a single mesh out of perfect quad topology. You have to crank out multiple models even at a weeks time, so a lot of ''dirty'' methods are used.
The answer of course depends on what you are going to do with it of course, eg. is it deforming arbitrarily? For rigid hardsurface assets, I want them to look real, that means CAD, that means constant radius blends, consistent CLEAN shading etc. However, unless you are a masochist you want to be doing that in something like Plasticity or Fusion360... Subd models look nurby, softened in a characteristic way that looks like it was modelled in a past decade. Aged in the worst possible sense of the word.
you are so right. People are still modeling subd way and do manual bevels on edges.. I understand it for movies worflow but for games... Just use boolean, remesh or bevel shader... its muuuuch faster and less frustrating
What most people dont get is Boolean when modeling isnt a big problem but when it comes to stuff which are done after modeling it becomes nightmare.
-lets take texturing we in our studio use trim sheets and decals to make complex textures and many of time it is dependend on curved to straightened UVs and some of the UVs are overlapping to save texture density and time, and those kind of things can be impossible or really time consuming with models made with Boolean.
-with rigging beginners make hard surface armor plate of characters with boolean or ngons and it dont work with deformation. hard surface sometime need deformation too for things like shoulders fingers or in FX pipeline where team will be adding effect like black hole where your boolean model will not work.
if u are a beginner just try to learn both boolean and quad modeling and dont go with believing anyone online (not even me XD) and do your own experiments, test to find out whats good for u. if u just do modeling try giving texturing or rigging a try and see if the model you made work with all things u though the model will do. u dont need to be proficient in texturing or rigging but having a understanding of that part is crucial for deciding weather u should use boolean or not
sorry for rant
My only issue with the Boolean N-gon workflow is that there’s some TH-camrs out there making tutorials for beginners who swear that it’s the only workflow you’ll ever need and learning good topology and subdivision is a waste of time.
Josh Gambrell and his sidekick Ponte Ryuurui by any chance?
Yup. For their defense they do say use Quads as tools and whenever you need it. Don't quad everything, but their main problem is recommending these add-ons and how it's "The only way to do it with add-ons" and if you can't afford them, then just work your butt off until you can. It's like they completely disregard the default blender tools for the sake of saving time which is fine by the way they have a point but beginners need to spend time and never shortcut... @@thesim1990
@@thesim1990 LOL yes
a beginner would never be able to solve a complex boolean topology .
@Specter_1125 "My only issue with booleans is that I don't like some of the people talking about them." Well the issue isn't with booleans then, is it?
Just tried the non destructive method of making a cylinder from a screw mod.....wild! Thanks for that.
Chip Walters has an entire series of videos on the subject of non destructive modeling. th-cam.com/play/PLnK-YGmMYI763P6_J-k0V4cvGwk7G1Jq_.html&si=fb-WW5g9cQCkyjBq
@donaldmiller7098 thanks. I'll check it out
mine looks like shite I'm not sure what I'm doing wrong
You can also sharpen, then unwrap the seams and use them to remesh with quadremesher.
I like the way your Blender themes look, could you please share it so I can download and install it on mine if it's not too much trouble? Good day, and congratulations.
As always great video, thanks!
Im wondering how do you create shutlines and paneling? maybe you can make a new awesome video :D
Great tutorials
Yeah at least for game artist modelers you don't have weeks making a single mesh out of perfect quad topology.
You have to crank out multiple models even at a weeks time, so a lot of ''dirty'' methods are used.
please fix your channel playlist
The answer of course depends on what you are going to do with it of course, eg. is it deforming arbitrarily? For rigid hardsurface assets, I want them to look real, that means CAD, that means constant radius blends, consistent CLEAN shading etc. However, unless you are a masochist you want to be doing that in something like Plasticity or Fusion360...
Subd models look nurby, softened in a characteristic way that looks like it was modelled in a past decade. Aged in the worst possible sense of the word.
you are so right. People are still modeling subd way and do manual bevels on edges.. I understand it for movies worflow but for games... Just use boolean, remesh or bevel shader... its muuuuch faster and less frustrating
please guys reframe from spreading misconceptions he destroys triangles for a living a misconception is childs play..
That made sense