The texturing part is very easy. He has some textures probably form a site and is just applying the same ones all to the roof and walls and stones and everything. In edit mode he's selecting specific parts of the mesh to apply a texture. So the top half is tile but the sides are stone.
You don’t have to worry about connecting everything at the start. if you need, you can Boolean the stuff and then snap them together when you are satisfied with the overall model
@@nazarturchyn5492 Booleans can leave really bad leftover geometry inside your model, However as far as seperate parts he could have made significantly more use of the array modifier.
Sometimes , Bevel modifier takes up a lot of unnecessary poly and does not actually give the result you want , you might not want bevel at some places , you’d have to do it manually. This is what i think , do correct me if i am wrong :D , cheers !
@@dhairyapatel5162 sometimes you can get weird results but for sharp edges like in the video it generally works quite well. you can also control which edges it bevels with either the weighted or angle limit mode in the bevel settings Weighted make it so you need to manually choose what edges bevel
The best part is that its a modifier, which means at any point, you can go back and change or even remove the thing entirely... 🤩🤩🤩 #nondestruciveforevaa P.S. sad part is that some things can't be done without going destructive, but I try to stick to non destructive workflows as much as I can
@@dhairyapatel5162 An average computer today can handle that extra polycount easily, especially on a relatively simple model like this house. Just crank that bevel!
Visual arts are a lot like math. If you can do 1+1 you can build to calculus. If you can draw a line, you can draw anything. There is a reason why anyone, even non-art people, can identify a work as "good" or "bad". Because there are scientific principles (form, perspective, proportion, light, composition etc.) that go into making a good work.
It's all study and practice, we are seeing here a few hours of work, but we don't see the years of study and practice, you don't need magical powers, just to sit down and study and practice.
This, this is my new asmr. I'm a beginner in Blender too, and before I didn't know how to use it I felt so overwhelmed by the interface and such. But now once I've gotten the hang of it, I can actually understand the process you're doing! It's such an exciting thing to do and see! Love your work man!
Потрясающая работа, очень нравится! Ваше видео по созданию PBR-материалов тоже очень крутое и полезное - сильно помогло мне! Спасибо за такой качественный контент)
It's amazing how much you can learn from a speed model video. I haven't used blender in years, like 10ish, and am slowing getting back into it. Knowing the tools/shortcuts are going to be the biggest thing for me to do my best. Also, not falling into the trap that all artists do and use references vs pulling from memory.
this is wonderful! awesome to see such beauty come from the simplest shapes. gonna join the other people in the comments and ask for a texturing-focused video sometime in the future!!
the only thing i feel it's missing is some nature weathering in the whole thing. vines and moss growing on the stone parts, the roof darkened by moss and dust, an ivy around a post here or there, that sort of thing. it looks wonderful regardless ^^
Really great, and thanks for letting the key-press-info (I don't know what it is called) enabled. I missed one thing, though: @7:12 the stairs were still ramps, @7:33 they suddenly had steps. I would like to have known how you modeled the steps into the ramps.
How about a tutorial on creating those materials? I can see you are using just some of them, and they fit perfectly for all objects, whereas I usually end up creating several dozens of them because when I use material it is usually stretched on some models, or doesn`t look good.
Man I should look more into hotkeys lol. Been using blender for years and have no idea how he did half that stuff. It's almost like his textures had automatically placed texture nodes and his unwrapping was perfect like howed the textures fit so perfectly without constant UV adjustment
@@sketchinginblender Hello from Russia! The video is awesome! I have a question though. Will there be a tutorial in a non-accelerated format with an explanation and a sequence of each action? If yes, then I'm more than ready to purchase this tutorial. how to contact you ? Answer me please.
@@sketchinginblender Только на другом источнике заметил что вы из России)) Как с вами связаться, и выкупить это видео в нормальной скорости? Или возможно будет сделать какой то туториал, готов его купить?) С блендером не знаком, но хочу повторить эту модель. Спасибо.
Wow, I absolutely don't understand how you can throw a texture on a base mesh without unvraping, and it won't deform the texture in arcs when viewed from below ... I'm very impressed. BTW would it be possible to get to some video on your textures or how do you make them?
Is it possible to create/design this if you're not an architecture student. I mean I'm amazed, speechless, it looks like a master architect is designing this. Do you need deep knowledge of mathematics to design something like this?
Such good content, and a lot of comments on your new channel, can’t wait for more! Please start adding voice over and key screencast plz plz. Feel free to break down your few tricks and techniques on a single simple model. Show us how to model and quickly texture (with voiceover!) I have such a hard time with stretched textures, you seem to have no problem, please share insight!
I like it took only a little more than hour. Want ask: how did you make all these interesting textures upon the model? Add-on? It looked so quick Would be glad, if you answered
Also curious, you seemed to just paste in the textures and it automatically worked. Only for a small few you actually had to tweak. Would love to know!
Nice vid, good job on it. Looks good. The only thing that I was like wish was just a little bit different. The wood texture and the concrete texture are very close in color. Almost look similar looking at it.
That part of the video was cut / spliced / missing. To achieve the same thing simply delete all of the vertices but those used to create the roof shape. You should be left with a plane in the shape of a roof. Add a solidify modifier and apply it.
fascinating ..., I would love to know how you generate the tileable materials of the stone walls ..., so that they are so precise ... and beautiful and how you generate the Uvs ..., I love your work ... Un Saludo.
I get that if you're doing just the outside then having objects protrude into the model works fine, and same for an interior only scene But what if you want inside and outside? Just have to take a different approach to be precise or would you do 2 separate projects for external and internal?
This video shows, how powerful Blender became much more powerful in hands of talented artists
*freelance artists
@@kapteyn2618 every artists
It's very calming to see your work. Looking at it makes me feel kind. Thank you.
thanks)
+1
You should upload a tutorial on the texturing part for such models. Great model !
i agree
Also agree, the texturing part is my weakness
The texturing part is very easy. He has some textures probably form a site and is just applying the same ones all to the roof and walls and stones and everything. In edit mode he's selecting specific parts of the mesh to apply a texture. So the top half is tile but the sides are stone.
@@tondalicka6315 just search pbr texture tutorials on TH-cam and some UV editing tutorials its going to help a lot for texturing
if you watch videos like this as enough as you can , you can understand what did he do .
TH-camrs modelling everything as separate parts. Meanwhile, myself as beginner, making sure everything is connected.
You don’t have to worry about connecting everything at the start. if you need, you can Boolean the stuff and then snap them together when you are satisfied with the overall model
@@nazarturchyn5492 Booleans can leave really bad leftover geometry inside your model, However as far as seperate parts he could have made significantly more use of the array modifier.
"If it's not connected in real life, it shouldn't be connected in blender" - can't remember where I heard that but it made my modelling so much easier
@@MidnightSt4r not necessarily, that’s if you dont clean them up after. You can boolean something and then clean up the model after
Trying to connect stuff that shouldn’t be is a very common begginer mistake
"We will watch this channel's career with great interest."
palpatine!
Have no idea what you're actually doing but it's so relaxing watching art be made.
you should try using the bevel modifier above your subdivision modifier. It'll save you from a lot of the manual support loop creation
Sometimes , Bevel modifier takes up a lot of unnecessary poly and does not actually give the result you want , you might not want bevel at some places , you’d have to do it manually. This is what i think , do correct me if i am wrong :D , cheers !
@@dhairyapatel5162 sometimes you can get weird results but for sharp edges like in the video it generally works quite well. you can also control which edges it bevels with either the weighted or angle limit mode in the bevel settings
Weighted make it so you need to manually choose what edges bevel
The best part is that its a modifier, which means at any point, you can go back and change or even remove the thing entirely... 🤩🤩🤩
#nondestruciveforevaa
P.S. sad part is that some things can't be done without going destructive, but I try to stick to non destructive workflows as much as I can
@@dhairyapatel5162 An average computer today can handle that extra polycount easily, especially on a relatively simple model like this house. Just crank that bevel!
Manual gives you more control
It's renders like this that make me realise just how much I am NOT an artist! I'd be happy to create something 1/10 this good!
Visual arts are a lot like math. If you can do 1+1 you can build to calculus. If you can draw a line, you can draw anything. There is a reason why anyone, even non-art people, can identify a work as "good" or "bad". Because there are scientific principles (form, perspective, proportion, light, composition etc.) that go into making a good work.
@@makokx7063 i would say ... its less simple brother.... if you create something by yourself and feels good about you can proudly call that an art
@@akhilraj4701 you have just simplified what they said.
It's all study and practice, we are seeing here a few hours of work, but we don't see the years of study and practice, you don't need magical powers, just to sit down and study and practice.
Art takes time and practice to perfectionate. We are seeing the results this artist can make after a lot of trial and error.
Don't give up!
I would love to live here during a zombie apocalypse.
This, this is my new asmr. I'm a beginner in Blender too, and before I didn't know how to use it I felt so overwhelmed by the interface and such. But now once I've gotten the hang of it, I can actually understand the process you're doing! It's such an exciting thing to do and see! Love your work man!
Can't wait for more content
more videos coming soon)
That's awesome
thanks)
Потрясающая работа, очень нравится! Ваше видео по созданию PBR-материалов тоже очень крутое и полезное - сильно помогло мне! Спасибо за такой качественный контент)
It's amazing how much you can learn from a speed model video. I haven't used blender in years, like 10ish, and am slowing getting back into it. Knowing the tools/shortcuts are going to be the biggest thing for me to do my best.
Also, not falling into the trap that all artists do and use references vs pulling from memory.
Very nice work, looks amazing!
this is wonderful! awesome to see such beauty come from the simplest shapes. gonna join the other people in the comments and ask for a texturing-focused video sometime in the future!!
Wonderful! And thanks for keeping shortcuts visible, it's very useful. :)
Your video is very inspirational, thank you for posting. I’m more determined to learn about blender.
so amazing
the only thing i feel it's missing is some nature weathering in the whole thing. vines and moss growing on the stone parts, the roof darkened by moss and dust, an ivy around a post here or there, that sort of thing. it looks wonderful regardless ^^
+1
Really great, and thanks for letting the key-press-info (I don't know what it is called) enabled.
I missed one thing, though: @7:12 the stairs were still ramps, @7:33 they suddenly had steps. I would like to have known how you modeled the steps into the ramps.
Beutiful bro. This work flow its insane. Ty!
Omgggg this is so good
Absolutely beautiful! Great work man! Please do a tutorial about using textures and shaders such as u did with the roof and the walls
More more more... Perfect video. Make more more more.
Lovely work.
This looks awesome!! 😻
BOM DEMAAAAAAAAAAIS!!! SO GREEEEEEEEEEAT! Man, what a awesome work! Congrats!!!
How about a tutorial on creating those materials? I can see you are using just some of them, and they fit perfectly for all objects, whereas I usually end up creating several dozens of them because when I use material it is usually stretched on some models, or doesn`t look good.
You need to properly uv or use object coordenates
Man I should look more into hotkeys lol. Been using blender for years and have no idea how he did half that stuff. It's almost like his textures had automatically placed texture nodes and his unwrapping was perfect like howed the textures fit so perfectly without constant UV adjustment
Great work!
Good job! Looks awesome!
Beautiful
Tanto trabajo, me canso solo de verlo 🤣🤣🤣
thats awsome man !
Really good, interesting about the texture
Well, that's simply majestic!
This is amazing ! 🤩
Amazing! Thank you! If possible for future content - mb some detailed tutorials?) Everything looks really cool..
thank you, I will definitely try to show you in more detail)
@@sketchinginblender thank you!!!!!!
@@sketchinginblender Hello from Russia! The video is awesome! I have a question though. Will there be a tutorial in a non-accelerated format with an explanation and a sequence of each action? If yes, then I'm more than ready to purchase this tutorial. how to contact you ? Answer me please.
@@sketchinginblender Только на другом источнике заметил что вы из России)) Как с вами связаться, и выкупить это видео в нормальной скорости? Или возможно будет сделать какой то туториал, готов его купить?) С блендером не знаком, но хочу повторить эту модель. Спасибо.
great modeling.
So good bro❤️
This video inspires me to do more
It's great!
Keep it up! It's relaxing watching your video
Amazing!!!
Very nice, keep it up
Great work 🔥
So cool!
I’m a fan!
Superb
I would buy this for DnD terrain. Very well done.
Wow it's very nice 😍
This is like creating your own toys 🥲💙 i wish to learn . To create worlds , dreams , realities .....ME WANT
Perfect!
Нереально круто
Beautiful!
I subscribes just after watching that video
Обалденно!!!!!
very good!
Боже, да кто ты такой?! Если есть Бог Блендера, то я его нашел!
great! Thanks for share
amazing
Amazing work!
Material tutorial please!! 🤞🏻
I know photoshop but what is blender man this is awesome
Very beautiful 🥰
Wow, I absolutely don't understand how you can throw a texture on a base mesh without unvraping, and it won't deform the texture in arcs when viewed from below ... I'm very impressed. BTW would it be possible to get to some video on your textures or how do you make them?
Support him on Patreon
Nice!
Is it possible to create/design this if you're not an architecture student. I mean I'm amazed, speechless, it looks like a master architect is designing this. Do you need deep knowledge of mathematics to design something like this?
AMAZING
Сразу видно руку архитектора, круто!
Стоп, автор канала лайкнул этот коммент... Он что, русский????
@@brandnewstart6869 истина где-то рядом)
@@brandnewstart6869 все может быть)
@@sketchinginblender обалдеть, вот чего не ожидал, того не ожидал)))
@@brandnewstart6869 он перевести может на русский
That is cool
I'll give this model to the architect who'll build my house.
Such good content, and a lot of comments on your new channel, can’t wait for more! Please start adding voice over and key screencast plz plz. Feel free to break down your few tricks and techniques on a single simple model. Show us how to model and quickly texture (with voiceover!) I have such a hard time with stretched textures, you seem to have no problem, please share insight!
Nice starting channel
Hi, very nice work !
Do you get inspired with image references ?
I like it took only a little more than hour.
Want ask: how did you make all these interesting textures upon the model? Add-on? It looked so quick
Would be glad, if you answered
Also curious, you seemed to just paste in the textures and it automatically worked. Only for a small few you actually had to tweak. Would love to know!
He said it took him 2 weeks
@@etparadise7277 thats not what we are asking. We are asking how he seamlessly applied textures onto the building without UV mapping.
2 millions of polygons, uff))
More polygons=)
hey, Jazza,,,!
look at this,,,!
😱✨💖💖
Nice
Nice video
Amazing. Should create more fantasy stuff then sci fi.
There are lot of sci fi stuff but Little on fantasy
awesome!
really inspiring! ^w^
Круто, утащил в избранное.
0% luck ✌️
100% hard work 👍
Nice vid, good job on it. Looks good.
The only thing that I was like wish was just a little bit different. The wood texture and the concrete texture are very close in color. Almost look similar looking at it.
Wow really nice! What was the final size of blend file? Just curious to know
great job !
Rivendell😍😍
0:44 wtf happened there? I really wanted to see how you did those arches.
Same, I need to know what the trick is
@@d-pod_L Maybe try a curve and then giving it some thickness!
2:30 diffrent shape but same method probably
That part of the video was cut / spliced / missing. To achieve the same thing simply delete all of the vertices but those used to create the roof shape. You should be left with a plane in the shape of a roof. Add a solidify modifier and apply it.
Use bool tool, I know doing the Boolean modifier manually is slow and annoying, great work btw
Aun no me salen tan reales no se que estaré haciendo mal 😪 y a ti te sale como la vida real .. que bueno eres y muy buen trabajo
Verdad 😅😅
Hey man if you don’t mind me asking, How long have you been using blender for ?
4 years)
fascinating ..., I would love to know how you generate the tileable materials of the stone walls ..., so that they are so precise ... and beautiful and how you generate the Uvs ..., I love your work ... Un Saludo.
Beautiful 😍👌👌👌👏👏👏
May I ask how long this took? So very inspiring and lovely to watch. Thank you so much for posting!
approximately 6-8 hours
@@sketchinginblender That's impressive, thanks for the reply.
Could you upload a speed modeling of how you did the rest of the background? E.g the trees, mountains, lighting, etc plz
Really nice! Could you explain how you did the final scene? Is it Photoshop or all Blender as well? (Trees / Mountains etc.)
it's completely made in blender)
I get that if you're doing just the outside then having objects protrude into the model works fine, and same for an interior only scene
But what if you want inside and outside? Just have to take a different approach to be precise or would you do 2 separate projects for external and internal?
Handsomely. How long did it really take?
Is there a reason you don't use the mirror modifier? It's a lovely scene.