Lets practice some hard surface :) If you're interested in more advanced stuff, feel free to check the full Masterclass. elementza.com/maya-masterclass/ -mario
This is probably the single best hard-surface modeling tutorial I’ve ever seen, and I’ve seen many. Hard-surface always seemed so unapproachable or overly technical and time consuming, but this video changed everything for me. Thank you for the amazing tutorials!
keep poping these hard surfaces coming and ill like every single one of them (if i see it lol). thank you so much for your hard work and care for the community.
ok, so you proved again that booleans are cool if you want to practice resolve topology problems for an hour and have heavier results. Plan and make your own topology from start is faster, cleaner, lighter ;) . Thanks, awesome content as always.
Time might be missleading since its a narrated video ( so everything goes a bit slower), but in reality this process is relatively quick. It will depend on some factors like are you fine with just quick general loops or you wanna establish a custom flow etc...
When modeling in general, do you follow a similar workflow to here? Where you make the object (model, boolean, sculpt, etc.) first and worry about topology and edge flow second?
You're using Maya too? In 2022? Crazy. I bought your modelling class out of a recommendation from a teacher, and also because your modelling is S+. Keep up the great work!
I think it is an unclean mesh and with too much work. There are ways to do it with much simpler techniques and with much cleaner results. If the end justifies the means, that's fine, but...
you deserve million of views this timelapse helped me soooo soooo mucch in understanding how topology should be inn ri8 way I can't tell you ❤❤❤❤❤ keep uploading annnnd I see you growinng man than you again 🤍
Thank you for your amazing content! I have one question though: didnt using 16 sided cylinder at the beginning made the solving process harder? I ve seen other modelers starting with 8 sided cylinder (since they knew they were going to subd the model After anyway). does It come down ti personal preference? Dont get me wrong, just trying to understand the thought process behind. It s the most tedious thing to figure out for me when modeling. Thanks a lot!
Really depends... try to use 8, 12, 16 etc and see what results you're getting. From that point on it will be easier to evaluate the next time there is similar situation.
So thankful for your videos, tuts, etc..! One thing I noticed, you always select things one at a time. Do you hate pressing tab to have the multi select tool inside each select type, or is there a more practical reason? Sorry if I am saying this incorrectly, superNoob here. But TAB/select has been a love of mine since I learned it. Most helpful when selecting faces, but works for each type.
Hello Sir, i want to learn Character modeling in your style! Can you please make some character modeling classes please!!! I'm ready to buy the course!! I love your work flow style so clean 🤍 Big Fan from India 🤍
Why would anybody use this method of modeling in 2022? You could have done the same thing with any other workflow in like 5 minutes or less. Im genuinely interested why would someone do things this way
Booleans while sometimes useful, they can be very restrictive and limiting to certain shapes. Just check my video on Creating Designs with Sub D, might help to get the general idea. Think of it as anatomy. Its ok to use base meshes to get a quick start, but if you're serious about character creation, eventually you'll need to learn the real thing :) similar is with topology and hard surface
This is the film/cinema industry standard workflow. If that's your job goal, this is the way to learn modeling. If you are doing this just as a hobby, a boolean workflow will do the job, like you said, so much faster.
@@had0uk3n32 Orrrr, If you're doing this as your Job for game art to apply for a game studio or already are working for a game studio. Use the Boolean workflow either with Blender/Maya/3D Studio Max combined with Zbrush. Zbrush is much faster for generating the high poly version. I see zero reasons for this workflow when it comes to game asset creation since everything will be triangulated for the low poly anyways.
Lets practice some hard surface :)
If you're interested in more advanced stuff, feel free to check the full Masterclass.
elementza.com/maya-masterclass/
-mario
Lets do it!)
Lets gooo!!!
this guy sticking to 3d classic modeling in Maya in 2022 is the definition of a living legend. amazing.
Lol, but nah on day to day stuff I use any method that does the job either faster or deliveres a desired look (zbrush, cad, sub d, anything goes) 😀
@@Elementza I agree sir Mario. To each its own strengths and weaknesses. And the level of control each software has. :)
Feel the topology flowing through you young padawan!
Thank you for all the work you do for this wonderful tutorial, great quality on hard surfaces. Which are extremely rare to find on TH-cam.
This is probably the single best hard-surface modeling tutorial I’ve ever seen, and I’ve seen many. Hard-surface always seemed so unapproachable or overly technical and time consuming, but this video changed everything for me. Thank you for the amazing tutorials!
keep poping these hard surfaces coming and ill like every single one of them (if i see it lol). thank you so much for your hard work and care for the community.
well, finally..I've been waiting for a new video for a long time
Amazing as always!
Thank you for the tutorial and welcome back.
I hope to see more amazing tutorials from you!
ok, so you proved again that booleans are cool if you want to practice resolve topology problems for an hour and have heavier results. Plan and make your own topology from start is faster, cleaner, lighter ;) . Thanks, awesome content as always.
Time might be missleading since its a narrated video ( so everything goes a bit slower), but in reality this process is relatively quick. It will depend on some factors like are you fine with just quick general loops or you wanna establish a custom flow etc...
You are my savior with these videos. thank you very much
The topology master strikes again :o
It was a very nice explanatory tutorial for me. thank you so much
At 28:00 how are you achieving that merge vertex gesture? Great tutorial thanks.
Love these tutorials, please do more of that. That's really help a lot of people.
Halo bro welcome back 😁
Im using Maya 2023 @3:50 when you close the bevels with poly bevel my polybevel goes mitered even though I changed it to uniform
Bro please tell me your display size and some deatiles
Thank you for helping us understanding subD modeling with your great tutorials ♥️
Welcome back sir mario ❤
Deep learning, thanks a lot.
thank u so much for ur sincere effort..... really an awesome tutorial❤❤
Good morning.
In general, can I block a piece with primary details and then add more divisions to add finer details ?
Thanks
at 3:20, how did you select both edges at the same time? thank you
With symmetry
When modeling in general, do you follow a similar workflow to here? Where you make the object (model, boolean, sculpt, etc.) first and worry about topology and edge flow second?
Yes usually is form first then everything else
uff very nice hard practice but like you workflow
You're using Maya too? In 2022? Crazy.
I bought your modelling class out of a recommendation from a teacher, and also because your modelling is S+.
Keep up the great work!
I think it is an unclean mesh and with too much work. There are ways to do it with much simpler techniques and with much cleaner results. If the end justifies the means, that's fine, but...
@@Quimber100 he did it on purpose to explain topology. Of course he knows better ways, it’s just for practicing...
Perfect mannnn 🥲🤝❤️
you deserve million of views this timelapse helped me soooo soooo mucch in understanding how topology should be inn ri8 way I can't tell you ❤❤❤❤❤ keep uploading annnnd I see you growinng man than you again 🤍
How can I merge Vertices by distance in maya? Like optimize in C4D.
i really like your color interface,
Love it❤
Thank you for your amazing content! I have one question though: didnt using 16 sided cylinder at the beginning made the solving process harder? I ve seen other modelers starting with 8 sided cylinder (since they knew they were going to subd the model After anyway). does It come down ti personal preference? Dont get me wrong, just trying to understand the thought process behind. It s the most tedious thing to figure out for me when modeling. Thanks a lot!
Really depends... try to use 8, 12, 16 etc and see what results you're getting. From that point on it will be easier to evaluate the next time there is similar situation.
So thankful for your videos, tuts, etc..! One thing I noticed, you always select things one at a time. Do you hate pressing tab to have the multi select tool inside each select type, or is there a more practical reason? Sorry if I am saying this incorrectly, superNoob here. But TAB/select has been a love of mine since I learned it. Most helpful when selecting faces, but works for each type.
Really helpful info
Hello Sir, i want to learn Character modeling in your style! Can you please make some character modeling classes please!!! I'm ready to buy the course!! I love your work flow style so clean 🤍 Big Fan from India 🤍
Lets practice!!
Cool! Any software or Maya / C4D?
Can be done in any software, if I understand it correctly :)
Thank you...
very nice
Can I buy this class from India also?
I bought the class 2 times but got a refund.
May I know why this happened?
I wish you have nurbs or CAD method as well but Really happy to see how to model the right way and not model like the random boolean guy.
For your next videos, display your mouse and shortcuts please. thx.
great
nice
more c4d modeling tutorials please
Make more c4d stuff.
#Blender #HardOps #BoxCutter
noob
@@thiagordooo noob
Hello! How did you get such great shading in view port?
Why would anybody use this method of modeling in 2022? You could have done the same thing with any other workflow in like 5 minutes or less. Im genuinely interested why would someone do things this way
As someone who is very new to modeling, what other workflows could be used instead of this?
@@tae255 full boolean workflow instead of cleaning topology and using this workflow
Booleans while sometimes useful, they can be very restrictive and limiting to certain shapes. Just check my video on Creating Designs with Sub D, might help to get the general idea.
Think of it as anatomy. Its ok to use base meshes to get a quick start, but if you're serious about character creation, eventually you'll need to learn the real thing :) similar is with topology and hard surface
This is the film/cinema industry standard workflow. If that's your job goal, this is the way to learn modeling. If you are doing this just as a hobby, a boolean workflow will do the job, like you said, so much faster.
@@had0uk3n32 Orrrr, If you're doing this as your Job for game art to apply for a game studio or already are working for a game studio. Use the Boolean workflow either with Blender/Maya/3D Studio Max combined with Zbrush. Zbrush is much faster for generating the high poly version. I see zero reasons for this workflow when it comes to game asset creation since everything will be triangulated for the low poly anyways.