Glad you enjoyed the process! I saw your comment like a week ago and resolved to do more real time stuffs than Timelapse... Im thinking 70-30! What do you think?
@joeomeiza the more time the more information we get, actually we don't benefit from breakdown and timelapse videos , especially in modeling, in my opinion I think topology is the most important thing in the 3d world, animation textures vfx almost everything is based on the mesh topology, that's why modeling videos have to be long and informative
Hey sir perfect tutorial âĪïļ But i have questions i think you have seen this product on Amazon from the pictures and animation of it. The amount of detail that was in the product picture and animation video is just unbelievable. I also tried like you to make this product but in the end, mine was terrible not like yours ð But my question is, do you really think that the person who made this product for the same company only used these pictures as a reference because I think it is impossible to master it professionally only through them? ð
I get you bruh! Im sure from your trial, you will see that this is a very tricky model to handle... I think beyond providing different angles of the model. The Industrial designers must have also provided blueprints... Those blueprint lines will give more context to the form factor... From my video, you will see i winged some details and too some artist liberty on some...
Hey bro could you pls help me i watch so many videos but no one is replying and also explain this in any video How do we figure out how many vertices we should take for any model? Pls reply
hey man... it really does depend on what you trying to achieve... For Game ready models they generally should have way lower poly count and should be triangulated... Environment or product viz don generally have a limit... You are mostly limited by your hardware... A rule of thumb i use is to try to keep polycount under 1m for whatever im building, this will condition you to start prioritizing vertices and scene management
good explaining work
Thanks bro...
it's very good to have a real time modeling tutorial, i hope you keep making more videos like that
Glad you enjoyed the process! I saw your comment like a week ago and resolved to do more real time stuffs than Timelapse... Im thinking 70-30! What do you think?
@joeomeiza
the more time the more information we get, actually we don't benefit from breakdown and timelapse videos , especially in modeling, in my opinion I think topology is the most important thing in the 3d world, animation textures vfx almost everything is based on the mesh topology, that's why modeling videos have to be long and informative
Hey sir perfect tutorial âĪïļ
But i have questions i think you have seen this product on Amazon from the pictures and animation of it. The amount of detail that was in the product picture and animation video is just unbelievable.
I also tried like you to make this product but in the end, mine was terrible not like yours ð
But my question is, do you really think that the person who made this product for the same company only used these pictures as a reference because I think it is impossible to master it professionally only through them? ð
I get you bruh! Im sure from your trial, you will see that this is a very tricky model to handle... I think beyond providing different angles of the model. The Industrial designers must have also provided blueprints... Those blueprint lines will give more context to the form factor... From my video, you will see i winged some details and too some artist liberty on some...
Niceeeee!!!!!
The work rate tho>>>>>>>>>
Appreciate it bro, gotta keep that work rate high.ð
love that you disabled subdivision so you can appreciate the topology ðĪĢ keep it up man
Real shxt bro!!! Subdivision can be flattering
Good job bro
Thanks g!ðð
when did you start using blender?
I am one of those "Lockdown blender user"... I started in 2020 during the pandemic
Hey bro could you pls help me i watch so many videos but no one is replying and also explain this in any video How do we figure out how many vertices we should take for any model? Pls reply
hey man... it really does depend on what you trying to achieve... For Game ready models they generally should have way lower poly count and should be triangulated... Environment or product viz don generally have a limit... You are mostly limited by your hardware... A rule of thumb i use is to try to keep polycount under 1m for whatever im building, this will condition you to start prioritizing vertices and scene management
Thomas colins challenge is it true
Thats right... Ran into the video and decided i was going to take on the challenge
Discord?
Nah bro... Cant manage a Discord server rn... but i will sometimes in the future