Yep, the ornaments are a whole other level of projects and skill on their own, although I mention them briefly, I'd say they are the most difficult element to recreate and the most crutial for this type of clasical architecture. That being said there are plenty of advanced ornament tutorials going into detail with the curves and using reference
@@Regoliste yes I agree. back in the years I was using 3ds max I had a 3d package of them and I was using them, although they were very heavy! but this method using spline it's way lighter and more efficient! it's kinda procedural
And thank you! You literally summed up my intentions when making videos, I just want it to be a super enjoying and supportive place of 3d content, go make some cool stuff!
This is so so useful, thank you! When you're talking about the steps, you use a lot of vocabulary--do you have any advice on learning that stuff? I want to learn to design more architecture but I get really lost trying to figure out what are important pieces of a structure and how to put them together to make it feel "right"
Haha it's honestly just a lot of off-screen research during modelling and recording the lines. You can easily look up the 'anatomy' or 'characteristics' of any particular architecture or subject to find out the dozens of features associated with different styles, contours, corners, arches..etc the list goes on.
Hey! I simply separated the window face from the rest of the mesh so I could isolate the loop cuts, doing this by separating by selection. I have an extended tutorial on this where you can pick this up along with answers to more of your questions throughout the video: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
@@DINGOS30 Both options good for different situations. Bevel modifier lets you go back and change the custom profile and settings later but bevels every edge uniformly. Ctrl+B shortcut lets you choose which edge is custom and the bevel length.
@@DINGOS30 bevel modifier bevels the whole thing, ctrl b just bevels the edge you select. I'm lazy so I always use modifier and change the threshold to a high angle
This was really good but I don’t recommend this for anyone trying to do big cities. This is definitely best for close ups and Ian Hubert’s method is best for middle distance and far away. Still a fantastic tutorial with a great result!
You definitely have a point, I'm exploring geometry node options, although you'd be surprised at how efficient arrays and instances are at preserving memory, but even so blender might be limited. Just imagine bringing this highly detailed mesh into something like Unreal Engine 5, and let their nanite technology take care of all the level of details, you could have an entire city! Have you seen their matrix demo? It's unreal.
What about if the city is not in the modern day or still has many old buildings (like Florence, Rome or parts of London)? Is for reducing the time creating the detail, or to allow the computer to process the render more easily? Thanks
@@DINGOS30 I'm not familiar with importing models from Blender to Unity but I'm guessing there's definitely ways to optimise high poly meshes to be game-ready assets, probably through the some memory saving techniques you mentioned.
TH-cam does indeed have a playback setting where you can slow the speed of the video to half, also consider checking out the 30 minute extended tutorial, where I go into my full process start to finish that you can understand better: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
@@Pyramid_Skeem Yeah I spent an entire week just studying architectural terms for this video. 'art nouveau' 'haussmann style' and 'facade' are just to name a few, there's so much going into the design aspect.
you can literally use google street view. You get multiple angles there. But the quickest if you have a front picture of the building in that case you do not have to think about the size of each part.
It's a hidden cut that's revealed in the extended version of this tutorial: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html But basically with the window selected in edit mode I separate it from the rest of the mesh so I can add edge loops on it's own.
The modeling technique is interesting but it could be useful to use actual classical reference when modeling classical architecture. At the moment the proportions of that building are totally off and there's not one single correct moulding, cornice, bracket or pediment.
Hey sorry there's a hidden cut that's revealed in the extended version of this tutorial: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html But basically with the window selected in edit mode I separate it from the rest of the mesh so I can add edge loops on it's own.
I'm not quite sure what the technical process looks like for transferring assets from Blender to Unreal, but I imagine you are free to texture it in Blender and export the linked image textures to be used in Unreal as well, if not I'm sure Unreal's Quixel bridge has thousands of usable materials.
Hey there! I searched the internet for non copyright bass boosted, remixed instrumental apashe songs to only use it fairly for that little intro, no problems so far! His music is super cool and I had to include it in a classical themed video. Also I loved your AgX series, been my color setting ever since.
Music is WOOLFSON - Learning : th-cam.com/video/DMLfcww_qh4/w-d-xo.html I get all my music from Artlist, so I have an unlimited license to hundreds of thousands of high quality music + sfx, totally changed my life. consider checking them out through my refer link!: artlist.io/Alex-3750946
@@Regoliste Yeah i'm not sure what i'm doing wrong. I had to cut it manually with a knife But anyway, thank you very much for this awesome tutorial and for replying!
@@JackJohnson-y5uAs I've mentioned it's odd. As long as you haven't modified the faces and edges in any way I can't think of a reason why loop cuts wouldnt work on extruded frames, they are simple loop faces, I hope you check out the extended tutorial to help yourself out
@@Regoliste first off, Wow! You replied fast and on a 2month old video. I really appreciate it. 1:58 when you were starting out in making the window itself. I dont see any edgeloops on the whole object itself, only the face in the video but when I tried it edgeloop the whole object. Still new to blender and I found this.
@@Derankii Ah yes so what happened is there are still edge rooms on the whole cube. I've just seperated the window face as it's own mesh and went into it's edit mode to better isolate the window and model freely without affecting the wall, I highly recommend you check out the extended tutorial of this to better understand as you'll be able to see my entire process start to finish right here: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
Thank you so much, Ill be frequenting this channel a whole lot more as I start my blender journey. I really appreciate your vids and help. Im looking forward to your future uploads.
I beg the differ that classical architecture is from Rome, it dates back alot further and is all around the world from America to Peru, Japan and Africa.
Thanks for the short education, and yeah I agree, I'm only noting the common architectural language present among different ages. Sure hope the tutorial educated you too tho.
Just flashing items on the screen and waving them around makes for very hard viewing and headaches all round, to say nothing of vomiting. Please focus on the item for at least 5 seconds and stop waving it (or your cameras) around as if enhances your work. It doesn't and it encourages switch off.
Brother there's a longer, slower and more detailed version on his channel, instead of complaining just look at the description of the video for more than 2 damn seconds
These are old buildings, so many won't have that level of accuracy in real life: they are hand designed and hand built. That said, some do. For example, St. Paul's Cathedral (London) is 365ft tall but it's columns and walls are only a maximum 2mm off from plumb straight, even after 350 years of wear (which included a direct hit bombing during the war), and the using the designing and building methods of the 17th century. Modern day architects have laser measured it and there is no noticable room for improvement.
the result seems like a complicated one, but actually you made it look like an easy task, great tutorial, thanks!
Glad you were able to realize how easy it is and its potential
This is good for blender users
I've been looking for a way to create details for Spanish City scapes and this is THE video i needed, thank you so much! I've subscribed
dude... I'm crying, this tutorial is something else, so clear, so good, it saved me a lot of time
Congratulations for the result and the method. Great tutorial for 3D historic buildings. Good boy!
Grazie! sono anche italiano
Grazie per questo video
Wow, so much useful information condensed into almost 5 minutes!
Truly amazing, thank you and I hope you'll continue making videos like this one! 👍
Love the video, I'm trying to be like you with that editing
Thanks, I hope you're inspired enough to go make great things :)
Finally been waiting for a tutorial like this for years!
the best part for me was the intelligent use of curves for modeling classical ornaments! amazing!!
Yep, the ornaments are a whole other level of projects and skill on their own, although I mention them briefly, I'd say they are the most difficult element to recreate and the most crutial for this type of clasical architecture. That being said there are plenty of advanced ornament tutorials going into detail with the curves and using reference
@@Regoliste yes I agree. back in the years I was using 3ds max I had a 3d package of them and I was using them, although they were very heavy! but this method using spline it's way lighter and more efficient! it's kinda procedural
Love your videos, i like that you keep them short. 2 hour videos are not that easy to get into.
Absolutely stunning tutorial! Brief, easy to follow, yet comprehensive! Subscribed!
Thankyou for this man, really inspiring for some reason. .
at 3:05 i gave him a salute 'cause he deserves it 🫡🫡
realy nice guide dosent hold the viewers hand and you learn alot if there is a difficult part like the embellishments you provide a easy workaround
And thank you! You literally summed up my intentions when making videos, I just want it to be a super enjoying and supportive place of 3d content, go make some cool stuff!
hey thanks for this amazing video hopefully i can now finish my nyc animation
Fantastic Video!! big fan of historical stuffs.
Thanks! And same
*I NEED THIS SO HARD FOR MY NEXT IDEAS THANK YOU SO MUCH FOR BRINGING THIS TUTORIAL*
So happy to help
@@Regoliste *BRO PLEASE MADE A TUTORIAL ON ASIAN /FANTASY CHARACTER FACE IN CHARACTER CREATOR 4 IF POSSIBLE*
Amazing tutorial 👍 really enjoyed ann really helpful ❤️
Glad you enjoyed it!
thanks man just waiting full videos
some exact sizes for the wall wouldve been helpful
Even after watching the whole tutorial and replaying it, I thought the first shots were videos taken with a real camera
well explaind and the building looks great. keep it up 👌
Very nice to watch. Thank you.
Thank you for Quick explain love it
This is so so useful, thank you! When you're talking about the steps, you use a lot of vocabulary--do you have any advice on learning that stuff? I want to learn to design more architecture but I get really lost trying to figure out what are important pieces of a structure and how to put them together to make it feel "right"
Haha it's honestly just a lot of off-screen research during modelling and recording the lines. You can easily look up the 'anatomy' or 'characteristics' of any particular architecture or subject to find out the dozens of features associated with different styles, contours, corners, arches..etc the list goes on.
This is what I exactly looking for❤
At 1:59 how are you adding loop cuts to just the window and not the whole model?
Hey! I simply separated the window face from the rest of the mesh so I could isolate the loop cuts, doing this by separating by selection. I have an extended tutorial on this where you can pick this up along with answers to more of your questions throughout the video: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
@@Regoliste Thank you so much. This means a lot
AWESOME!
Well explained 🎉
THANK YOU VERY MUCH
YOU'RE WELCOME!
Absolutely amazing! Subscribed 😎
magical
Great video! Easy to follow and useful links.
Amazing tutorial, thanks !
Thank you this is so good!
Thanks man
I just make it
awesome. thx
Don't forget the bevel modifier for some edges
Yep I bet some viewers have great tips like these
I'm confused as to whether Ctrl+b or the bevel modifier is best. Is that just the shortcut?
@@DINGOS30 Both options good for different situations. Bevel modifier lets you go back and change the custom profile and settings later but bevels every edge uniformly. Ctrl+B shortcut lets you choose which edge is custom and the bevel length.
@@DINGOS30 bevel modifier bevels the whole thing, ctrl b just bevels the edge you select. I'm lazy so I always use modifier and change the threshold to a high angle
Thank you
This was really good but I don’t recommend this for anyone trying to do big cities. This is definitely best for close ups and Ian Hubert’s method is best for middle distance and far away. Still a fantastic tutorial with a great result!
You definitely have a point, I'm exploring geometry node options, although you'd be surprised at how efficient arrays and instances are at preserving memory, but even so blender might be limited. Just imagine bringing this highly detailed mesh into something like Unreal Engine 5, and let their nanite technology take care of all the level of details, you could have an entire city! Have you seen their matrix demo? It's unreal.
@@Regoliste oh yes that’s true I forgot about unreal engine thank you 👍🏻
What about if the city is not in the modern day or still has many old buildings (like Florence, Rome or parts of London)? Is for reducing the time creating the detail, or to allow the computer to process the render more easily? Thanks
@@Regoliste Will I be able to use such detailed meshes in Unity if I use memory saving techniques like imposters LODs & Occlusion Culling?
@@DINGOS30 I'm not familiar with importing models from Blender to Unity but I'm guessing there's definitely ways to optimise high poly meshes to be game-ready assets, probably through the some memory saving techniques you mentioned.
dude, the shortcuts on the corner make your video from 5 to 10, thank you
Awesome!!!!
That's nice.
wow wow wow
Question may I use floor planner as a reference to build my architectural design?
WOW
3:57 what is between "image texture" and "Bump" ?
Thank youuuuuu
How did you make the models in 3:30, they are so beautiful
are these game ready or you'd have to bake that into a lower poly?
definitely not game ready, probably 1mil polygons each building
Great video. Wish there was a speed control on this video so I could slow it down to half speed so my meager brain can follow along.
TH-cam does indeed have a playback setting where you can slow the speed of the video to half, also consider checking out the 30 minute extended tutorial, where I go into my full process start to finish that you can understand better: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
thank you.
Great explanation dude! Thank u so much!!
Hi, what CPU and graphics card are you using?
Intel i5-10500 and RTX 3070. Mid tier pc build from 2021. In 2024 standards that's an i5-14500 and RTX 4070.
@@Regoliste Thank you
Great!!!
Love this., definitely going to watch the extended tutorial. Where did you get all your references from?
Got my references just from searching basic terms on google for example 'liberty style architecture' or 'renaissance'
@Regoliste aaah, thanks. I usually use pinterest. It's the jargon like "liberty style" that i need to learn then.
@@Pyramid_Skeem Yeah I spent an entire week just studying architectural terms for this video. 'art nouveau' 'haussmann style' and 'facade' are just to name a few, there's so much going into the design aspect.
you can literally use google street view. You get multiple angles there.
But the quickest if you have a front picture of the building in that case you do not have to think about the size of each part.
thanks
How do you add loop cuts to the internally extruded face only to create the window frame?
I've seen the answer below :)
At 1.58 how did you add edge loops to only that face and not the rest of the model?
It's a hidden cut that's revealed in the extended version of this tutorial: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
But basically with the window selected in edit mode I separate it from the rest of the mesh so I can add edge loops on it's own.
The modeling technique is interesting but it could be useful to use actual classical reference when modeling classical architecture. At the moment the proportions of that building are totally off and there's not one single correct moulding, cornice, bracket or pediment.
What's the polycount though
I'm having troubles with adding edge loops onto the inwards-extruded window frame. It keeps adding it onto the whole model.
Hey sorry there's a hidden cut that's revealed in the extended version of this tutorial: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
But basically with the window selected in edit mode I separate it from the rest of the mesh so I can add edge loops on it's own.
Does the texturing part matters if you put it into Unreal Engine at the end? Or only if you don't change it's material in Unreal?
I'm not quite sure what the technical process looks like for transferring assets from Blender to Unreal, but I imagine you are free to texture it in Blender and export the linked image textures to be used in Unreal as well, if not I'm sure Unreal's Quixel bridge has thousands of usable materials.
question please, when it comes to modelling building. is it okey if all the building made by seperate object ? or should i retopo the building ?
hey, where is the extended tutorial? I can't find it :/
It is linked in the description of this video or alternatively you can find it through here: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
@@Regoliste Thank You, :) do You have any paid tutorials in udemy or any other platform? I would most definitely buy those, just to learn from You
Love Apashe! How’d you get the rights to use his song?
Fantastic tutorial!
Hey there! I searched the internet for non copyright bass boosted, remixed instrumental apashe songs to only use it fairly for that little intro, no problems so far! His music is super cool and I had to include it in a classical themed video. Also I loved your AgX series, been my color setting ever since.
@@Regoliste well, excellent choice! Also, your tutorials are stellar. I’ll be taking notes on your pacing. Thanks for the kind words.
Great tutorial made me save a lot of time ! I only have one question : what music did you use at 3:55 ? Thanks for all !
Music is WOOLFSON - Learning : th-cam.com/video/DMLfcww_qh4/w-d-xo.html
I get all my music from Artlist, so I have an unlimited license to hundreds of thousands of high quality music + sfx, totally changed my life.
consider checking them out through my refer link!: artlist.io/Alex-3750946
@@Regoliste you sir just won a subscriber, thanks a lot man !
Awesome! Can you show me how to do Sonic and Sally Acorn in modern forms from archie Sonic
can you do a tutorial from scratch pls ?
ive ad trouble with my array, always can see a slight line where the two are seperated, more obvious in cycles than eevee but i can still see it.
2:05 for some reason cant make this loop cut inside the extruded frame
That's odd, be sure to check out the extended tutorial to see if that can show you how it's done.
@@Regoliste Yeah i'm not sure what i'm doing wrong. I had to cut it manually with a knife
But anyway, thank you very much for this awesome tutorial and for replying!
I had the same problem@@Regoliste
@@JackJohnson-y5uAs I've mentioned it's odd. As long as you haven't modified the faces and edges in any way I can't think of a reason why loop cuts wouldnt work on extruded frames, they are simple loop faces, I hope you check out the extended tutorial to help yourself out
@@Regoliste yeah maybe just blender being itself
At 2:24 mine is moving much more towards the x-axis than the y axis so its very disproportianate
How did you edgeloop the face only when making the windows?
If you can be more specfic and link a timestamp I might be able to better understand what it is you're asking
@@Regoliste first off, Wow! You replied fast and on a 2month old video. I really appreciate it. 1:58 when you were starting out in making the window itself. I dont see any edgeloops on the whole object itself, only the face in the video but when I tried it edgeloop the whole object. Still new to blender and I found this.
@@Derankii Ah yes so what happened is there are still edge rooms on the whole cube. I've just seperated the window face as it's own mesh and went into it's edit mode to better isolate the window and model freely without affecting the wall, I highly recommend you check out the extended tutorial of this to better understand as you'll be able to see my entire process start to finish right here: th-cam.com/video/CmfZwm1OQbc/w-d-xo.html
Thank you so much, Ill be frequenting this channel a whole lot more as I start my blender journey. I really appreciate your vids and help. Im looking forward to your future uploads.
this is a great tutorial but I'm a max user, does anyone know at 3:02 knows how to do that in 3ds max?
🤩
Hi Regoliste, (or anyone who answers first)! Could someone send me a pre-textured model of the windows? Thanks a lot!!!!
I beg the differ that classical architecture is from Rome, it dates back alot further and is all around the world from America to Peru, Japan and Africa.
Nope. It's from Greece and Rome.
Ah, I thought you were going to use a photo and create a model based on that so you can map it.
That's only one side, not the whole building. I know how to make one side as well
Make 4 sides then
Lmao
APASHE FO'LIfe
The history of these buildings is very, very Eurocentric. Buildings didn’t begin in Greece. Don’t get mad. Get educated.
Sure true, could've said it nicely and be thankful for the tutorial tho. But don't get mad.
Thanks for the short education, and yeah I agree, I'm only noting the common architectural language present among different ages. Sure hope the tutorial educated you too tho.
Just flashing items on the screen and waving them around makes for very hard viewing and headaches all round, to say nothing of vomiting. Please focus on the item for at least 5 seconds and stop waving it (or your cameras) around as if enhances your work. It doesn't and it encourages switch off.
Brother there's a longer, slower and more detailed version on his channel, instead of complaining just look at the description of the video for more than 2 damn seconds
my boy gothic is not classical, nor are half the kinds you been named in here
fella even showing art nouveau in here calling it classical
Oh shi you're right, I js remembered that it ain't
you guys are lucky you can model it easily. my brain wont let me because i use cad since i was 15. i cant even stand 0.001mm imperfections.
Haha I think architectural perfection accuracy sounds like an interesting way to model, and you can take pride in it being realistic too.
These are old buildings, so many won't have that level of accuracy in real life: they are hand designed and hand built. That said, some do. For example, St. Paul's Cathedral (London) is 365ft tall but it's columns and walls are only a maximum 2mm off from plumb straight, even after 350 years of wear (which included a direct hit bombing during the war), and the using the designing and building methods of the 17th century. Modern day architects have laser measured it and there is no noticable room for improvement.
It got old fast 😂 AI is here