Hey mr. Arrimus, sir, how would you go about UVs unwraping such an object? You often show end results but I would love a little guide or quick tips from you on how to do it! Cheers
Im wondering the exact same thing. Also how to make that into a game ready asset. Lots of layers and seams, which would cause problems if that was say a skinned armor piece.
I have recently found out that sometimes the Cut tool doesn't allow me to freely put new vertexes on the mesh, it always snaps on existing vertexes or edges, and I don't have any Snap options nor constraints enabled... what's happening? I'm looking up on the net and people have the same problem without any solution. It seems that keeping SHIFT pressed and/or activate Split solves the problem... Confusing.
It's just situational. Polygon modelling is fairly fast to make blockouts and you can do a hybrid approach where you model some things with polygons but more difficult geometry can be cad. There is also Moi that can convert a sub-d model into a curve and allow you edit it from there. And as demonstrated in the video, polygon modelling can create nice organic shapes in many cases without a lot of effort. CAD can get away with some pretty insane things though. Also understanding things like edge loops and topology is useful regardless of Cad or not. For example, it makes it easier to debug issues with auto retopology features and allows you to also know what result you need depending on the situation. An example I have is that I had to texture someone's models and although the model looked nice they had all the wrong edge loops and horrible topology making it difficult to work with. It needed to be a sub-d model and there were too many edge loops in some areas and not enough in others, so I had to send it back highlighting the problem areas. So don't worry too much about wasting your time with polygon modelling as even if you rely on auto-retopo and Cad you can make your life harder or easier depending on your knowledge.
@@wooddivision3809 Trickshot mentioned it but it's also getting very easy to combine workflows now since auto-retopo has gotten pretty good and Cad software is getting easier to learn with things like Plasticity and Moi.
I never get tired of watching you work and I always learn something. Thank you for sharing.
I have to say, I love you commentated modelling practise videos - Just so much fun!
Woooow , Another excellent tutorial, thank you very much for sharing. I always learn a lot watching your videos.
Hey mr. Arrimus, sir, how would you go about UVs unwraping such an object? You often show end results but I would love a little guide or quick tips from you on how to do it! Cheers
Im wondering the exact same thing. Also how to make that into a game ready asset. Lots of layers and seams, which would cause problems if that was say a skinned armor piece.
Great tutorial as always, Arrimus. Thank you.
Revive your "requests" playlist please.
Why would people think polygons are absolete? What did I miss?
amazing, thank you
I have recently found out that sometimes the Cut tool doesn't allow me to freely put new vertexes on the mesh, it always snaps on existing vertexes or edges, and I don't have any Snap options nor constraints enabled... what's happening? I'm looking up on the net and people have the same problem without any solution.
It seems that keeping SHIFT pressed and/or activate Split solves the problem... Confusing.
thanks
Just a question guys, im just new to hardsurface workflow, is this recommended for the high poly to low poly workflow for games?
9:33 how can i make this step?
Late but
th-cam.com/video/MTUo4ufLVyA/w-d-xo.html
... in an insane video
Nice music
Thank you!
Happy 2023!
sir why you hide you 3ds max course ??
Aw man, even Blenders paid addon exoside quad remesher cant do that. Sucks
wait, is polygon modeling actually not great now? Did I spend 2 years working on my skills only to be replaced by cad or whatever?! Help?!
It's just situational. Polygon modelling is fairly fast to make blockouts and you can do a hybrid approach where you model some things with polygons but more difficult geometry can be cad. There is also Moi that can convert a sub-d model into a curve and allow you edit it from there. And as demonstrated in the video, polygon modelling can create nice organic shapes in many cases without a lot of effort. CAD can get away with some pretty insane things though.
Also understanding things like edge loops and topology is useful regardless of Cad or not. For example, it makes it easier to debug issues with auto retopology features and allows you to also know what result you need depending on the situation.
An example I have is that I had to texture someone's models and although the model looked nice they had all the wrong edge loops and horrible topology making it difficult to work with. It needed to be a sub-d model and there were too many edge loops in some areas and not enough in others, so I had to send it back highlighting the problem areas.
So don't worry too much about wasting your time with polygon modelling as even if you rely on auto-retopo and Cad you can make your life harder or easier depending on your knowledge.
Current meta is using whatever is best at the job even if you have to combine sub-d, cad, and boolean workflows on one mesh.
@@DarkerCry thanks for the reassuring answer! :D
@@wooddivision3809 Trickshot mentioned it but it's also getting very easy to combine workflows now since auto-retopo has gotten pretty good and Cad software is getting easier to learn with things like Plasticity and Moi.
Polygon modeling is still a core skill for a lot of projects. But yeah it is good to practice a variety of techniques