for panel lines you can also use edge spilt modifier set to sharp edges and just select edges you want as panel gaps an set them as sharp( this method doesn't require splitting the mesh), for the amout of sharpness of the edge you can use bevel modifer that is set to edge weight and select the same edges and in the N menu set their edge weight to 1, that gives you more control over the panels
Amazing! You went from a Maya Pro to a Blender Pro in no time! Fantastic! I guess having experience in one 3D package helps when you are picking up another. Glad you stuck to the shortcuts and not force Blender to work like Maya. This video is a great resource for SUB-D modeling for Blender users!
Thank you for the video! This is super helpful! I was trying to figure out a way to reduce pinching on curvy panel line on my model that are wearing an armor. The solidify part clicked just nice on my model. Much appreciated. 🙏
You're making it more complicated that it needs to be. To simplify: Keep poles (E or N) away from cliffs. That's it! On the bottom of the hole, you get an N pole. add another inset. That'll push the pole away. You're done
That method can be useful, but not in every case. Here, he shows rerouting techniques, which are invaluable when insetting doesn't fix the problem, or makes it worse by adding unnecessary geo, or creating its own additional pinching. Definitely good for a quick fix in basic situations, but not for long-term, nuanced solutions.
@@argusbargus4301 can you describe a scenario where insetting won't fix it? Additionally, can you push poles away without adding geometry? You need a cut, you need something (I'm not trying to be mean, I'm genuinely curious)
good lord. Thanks a lot, dude. Now I have to go back and redo all my old blender projects.🤣 So many amazing tips crammed into a short video. I will need to rewatch a few times to get the info through the hard crusty coating on my old tired brain.
Great vid, one question, everything worked out but at 21:45 the rip function (V) caused slight pinching look along the horizontal seams where each panels vertical edges meet even though I also started with 20 segments, any idea if I missed something? All I can think to fix that would be start with the higher segment cylinder like the 45. Thanks!
👏 Another SUPER helpful training video my BEASTLY friend! 💪🙏 Extremely fun to watch you inspire with the jump to learning and adding Blender to your training stack. 🔥🔥🔥
Great videos! I have learned a lot of new important topology tricks by watching. Thanks for taking the time to share. My one question is....If that final object was for a video game, would I delete the internal faces?
Fantastic tutorial!!!, even though i did blender for many years im still learning topology as i mostly do ngon models HAHA XD!, anyways fantastic video and thanks for the knowledge.
Very - VERY nicely done. Would be great to see those focused areas with direct light reflection or even better with spherical mapped cubemap set to 100% of reflection. This map can be "any" but the best results will give you a thin black vertical 4x1024 map with few bright dots and gradients. This would show the true quality of those solutions.
This is so helpful and solved the pinching I was getting on a cylinder model! Now, what if I started with too low a density for the cylinder? Is there a way to solve low density without starting the whole cylinder over from scratch?
Upon creating the inset + extrude on the second model (19 minutes into the video) you did not bother to reflow the topology on the three "normal" corners the way you did on the initial model. Yet the corners came out fine without pinching. Was this merely because of using a higher resolution for the second base mesh?
It would be awesome if you do a video covering grid modeler for blender, it's a destructive workflow but from what I've heard produces really quick results ❤
@@Igor369 a little bit different than hardops, hardops is non destructive, grid modeler is very destructive but super quick to iterate. You could say that it's like CAD but it's actually not, you can model shapes extremely quick and precise with grid modeler!. Grid modeler beasically gives you a "GRID" so you can create shapes very efficiently, im using it a lot not just for hardsurface but also for organic stuff because you can snap really quick stuff into the surfaces.
Thanks a lot, I liked all variants, but in 4, with panels I have a question - can we some how manipulate with shading on panel edge? For example, we need to make it look more sharp.
Mark edges sharp and use bevel modifier set to weight. In N panel set edge data weight to 1 for full effect of the bevel value you have set. You can change the bevels strength on the edge through the weight value in the N panel.
Game assets that are realistically never going to deform such as FPP weapon models can be done on ngons. In fact it is preferrable as it saves some poly count. Also, fun fact - Star Citizen ships are full of ngons too.
To isolate a piece you pressed "Forward slash" - "/" but how is that function called in the settings? There are a lot of keyboards without "/" being a single key, like mine for example (it's on 7) and thus it's not working. Is it the inverted form of "hide" - "H"?
Why has no one ever told me about Edge Data in the solidify modifier... I have literally wasted so much time manually edge creasing my models to counter act this and you're telling me it's literally been a float value in the modifier tab this whole time? breh... Awesome video btw I learned quite a few tricks from it
For me going from Maya down to Blender has been kinda rough. Like UV unwrapping and rigging a 3D character is so much easier in Maya than Blender. I do like Cycles a lot more than Arnold though. There is a lot less setup in Cycles than Maya Arnold. Hard surface modeling is more or less the same since you can keep using Maya shortcuts in Blender.
@@MrDromeror Do you mean like creating a material from scratch? I think Blender helps create nicer PBR textures on its own than Maya's Hypershade. Although I've used Substance Painter with Maya anyway to get good results with plugging textures back in Maya.
Hello sir the video was great it helped me a lot but sir i need some more help from you actually as a beginner 3d artist I have always been told that you should never use triangles in your 3d models but I have seen many 3d artists using triangles in some specific places of their 3d model and now I am confused that i should use triangles or not so can you please make a detailed video on this topic ,.please sir it will be a great help ❤
think of triangles as a tool. Use it where it makes sense and gets the job done. Topology can be a tricky topic but quads are not a "holy grail" of modeling.If it comes to hard surface modeling they are essential but there are cases when triangle can give you the result ( if demanded ) quad will be not able to. Look for Arrimus3d, he shows 100s tips and tricks on how to deal with topology. And most importantly, do not be afraid to make mistakes ! Those are "lessons" :)
For 3D animation you should try to keep quads on your model as much as possible. It's okay to have SOME Tris if it helps with edge flow throughout your model. Just try to be deliberate when you use Tris. Like around corners you can have Tris to leave a "Y" shape to wrap around the edge flow.
Sorry to disappoint you sir, but the most viewed 3D tutorial as far as I know is _Blender Gurus Tutorial for Complete Beginners: _*_The Donut,_* part 1 which has over *9M* views, but this one is cool too tho.
plenty of em are available , infact 3d artists are more valuable than graphic designers now make protfolio , apply in linked in or some other sites you'll definately get a job
@@Sylently it's the godamned YT that keeps littering my recommended with Blender stuff, also, I FOLLOW this guy cuz he is a Maya user and only begun uploading Blender stuff for views
@@Sylently you clearly don't, cuz no matter how much I avoid clicking, searching for it, if you watch anything related to 3D modelling/animation/sculpting, YT will dump Blender cr@p in your feed.. also, did you just miss the part where I said I'm subbed (or at least was, until today) to this dude? With there was a way to literally filter out specific terms from your feed, cuz it doesn't matter how many "I'm not interested" videos you mark, eventually YT will pollute my feed with Blender slop. And BTW it's hilarious that you have created a grudge against me for talking negatively about a program, aka a bunch of lines of code lol
@@Sylently ROFL just woke up, turned on my PC, checked the notifications and guess what? Another channel I'm subbed to that teaches Maya, 3ds, just uploaded a Blender tuto.... this awful cancer is everywhere, OMFG
🚀 Limited-time: Level up your 3D modeling skills in my free Hard Surface Masterclass-register now!
www.clkmg.com/jlmussi/hs-masterclass-24
I considered buying Decal Machine just to make panel lines but solidify with crease looks like the proper solution.
for panel lines you can also use edge spilt modifier set to sharp edges and just select edges you want as panel gaps an set them as sharp( this method doesn't require splitting the mesh), for the amout of sharpness of the edge you can use bevel modifer that is set to edge weight and select the same edges and in the N menu set their edge weight to 1, that gives you more control over the panels
Amazing! You went from a Maya Pro to a Blender Pro in no time! Fantastic! I guess having experience in one 3D package helps when you are picking up another. Glad you stuck to the shortcuts and not force Blender to work like Maya. This video is a great resource for SUB-D modeling for Blender users!
The "Angles" part is what I needed!!! Thanks
Thank you for the video!
This is super helpful! I was trying to figure out a way to reduce pinching on curvy panel line on my model that are wearing an armor.
The solidify part clicked just nice on my model.
Much appreciated. 🙏
You're making it more complicated that it needs to be. To simplify: Keep poles (E or N) away from cliffs. That's it! On the bottom of the hole, you get an N pole. add another inset. That'll push the pole away. You're done
That method can be useful, but not in every case. Here, he shows rerouting techniques, which are invaluable when insetting doesn't fix the problem, or makes it worse by adding unnecessary geo, or creating its own additional pinching. Definitely good for a quick fix in basic situations, but not for long-term, nuanced solutions.
@@argusbargus4301 can you describe a scenario where insetting won't fix it? Additionally, can you push poles away without adding geometry? You need a cut, you need something (I'm not trying to be mean, I'm genuinely curious)
good lord. Thanks a lot, dude. Now I have to go back and redo all my old blender projects.🤣
So many amazing tips crammed into a short video. I will need to rewatch a few times to get the info through the hard crusty coating on my old tired brain.
Really great knowlogde, thanks JL !!!
Greatings from Brazil. Congrats Man, very nice and interesting video. I learned a lot. Thank´s
Great vid, one question, everything worked out but at 21:45 the rip function (V) caused slight pinching look along the horizontal seams where each panels vertical edges meet even though I also started with 20 segments, any idea if I missed something? All I can think to fix that would be start with the higher segment cylinder like the 45. Thanks!
👏 Another SUPER helpful training video my BEASTLY friend! 💪🙏 Extremely fun to watch you inspire with the jump to learning and adding Blender to your training stack. 🔥🔥🔥
I always appreciate ya brother!
Autodesk Maya is great but unreachable by so many.
Great videos! I have learned a lot of new important topology tricks by watching. Thanks for taking the time to share. My one question is....If that final object was for a video game, would I delete the internal faces?
Great video, thx
Fantastic tutorial!!!, even though i did blender for many years im still learning topology as i mostly do ngon models HAHA XD!, anyways fantastic video and thanks for the knowledge.
I think you can also use H to hide a piece of geometry to act as an interrupter instead of actually modifying the mesh.
Gold rule of sub-d workflow: Keep to Quads. Silver rule of sub-d workflow: Keep N/E poles away from cliffs.
Quick tip if it hasn't yet been mentioned here: Ctrl+del dissolves, same as in Maya
you so cool bro thanks for this video appreciate the help
finally, another tan matcap enjoyer
Very - VERY nicely done. Would be great to see those focused areas with direct light reflection or even better with spherical mapped cubemap set to 100% of reflection. This map can be "any" but the best results will give you a thin black vertical 4x1024 map with few bright dots and gradients. This would show the true quality of those solutions.
I’d like to see your take on the nflow addon.
This is so helpful and solved the pinching I was getting on a cylinder model! Now, what if I started with too low a density for the cylinder? Is there a way to solve low density without starting the whole cylinder over from scratch?
I love this channel. I just can never get into blender after working with 3DS Max for so long. It just frustrates me.
I appreciate you stopping by the comments section. Yea Blenders initial learning curve can be tough.
yep, same here. I've tried MANY times, like more than 20 times few hours each... no hope for me I guess ;)
Upon creating the inset + extrude on the second model (19 minutes into the video) you did not bother to reflow the topology on the three "normal" corners the way you did on the initial model. Yet the corners came out fine without pinching. Was this merely because of using a higher resolution for the second base mesh?
It would be awesome if you do a video covering grid modeler for blender, it's a destructive workflow but from what I've heard produces really quick results ❤
Is not it just different flavor of Hard Ops / a CAD simulator in blender?
@@Igor369 a little bit different than hardops, hardops is non destructive, grid modeler is very destructive but super quick to iterate. You could say that it's like CAD but it's actually not, you can model shapes extremely quick and precise with grid modeler!. Grid modeler beasically gives you a "GRID" so you can create shapes very efficiently, im using it a lot not just for hardsurface but also for organic stuff because you can snap really quick stuff into the surfaces.
@@mrblonde7688 You can set hardops to be destructive, there is a setting, it looks like the only difference is the snappy grid plane TBH.
Thanks a lot, I liked all variants, but in 4, with panels I have a question - can we some how manipulate with shading on panel edge? For example, we need to make it look more sharp.
Mark edges sharp and use bevel modifier set to weight. In N panel set edge data weight to 1 for full effect of the bevel value you have set. You can change the bevels strength on the edge through the weight value in the N panel.
I consider buying decal
Yes topology matters, modeling in quads matters - 99% working in the actual real world know this...great tutorial by a great artist.
Game assets that are realistically never going to deform such as FPP weapon models can be done on ngons. In fact it is preferrable as it saves some poly count. Also, fun fact - Star Citizen ships are full of ngons too.
To isolate a piece you pressed "Forward slash" - "/" but how is that function called in the settings?
There are a lot of keyboards without "/" being a single key, like mine for example (it's on 7) and thus it's not working.
Is it the inverted form of "hide" - "H"?
its called "local view" in blender's keymap settings
Why has no one ever told me about Edge Data in the solidify modifier... I have literally wasted so much time manually edge creasing my models to counter act this and you're telling me it's literally been a float value in the modifier tab this whole time?
breh...
Awesome video btw I learned quite a few tricks from it
Isn't pinching reduced if the faces are the same size relative to the surface? 🤔
I really need your short-cut pop up on the tutorial
Do you think wich is harder, from maya to blender or from blender to maya?.
For me going from Maya down to Blender has been kinda rough. Like UV unwrapping and rigging a 3D character is so much easier in Maya than Blender. I do like Cycles a lot more than Arnold though. There is a lot less setup in Cycles than Maya Arnold. Hard surface modeling is more or less the same since you can keep using Maya shortcuts in Blender.
@@ReceiveMusic thank for your opinion, and what about of setting materials?
@@MrDromeror Do you mean like creating a material from scratch? I think Blender helps create nicer PBR textures on its own than Maya's Hypershade. Although I've used Substance Painter with Maya anyway to get good results with plugging textures back in Maya.
Hello sir the video was great it helped me a lot but sir i need some more help from you actually as a beginner 3d artist I have always been told that you should never use triangles in your 3d models but I have seen many 3d artists using triangles in some specific places of their 3d model and now I am confused that i should use triangles or not so can you please make a detailed video on this topic ,.please sir it will be a great help ❤
think of triangles as a tool. Use it where it makes sense and gets the job done. Topology can be a tricky topic but quads are not a "holy grail" of modeling.If it comes to hard surface modeling they are essential but there are cases when triangle can give you the result ( if demanded ) quad will be not able to. Look for Arrimus3d, he shows 100s tips and tricks on how to deal with topology. And most importantly, do not be afraid to make mistakes ! Those are "lessons" :)
For 3D animation you should try to keep quads on your model as much as possible. It's okay to have SOME Tris if it helps with edge flow throughout your model. Just try to be deliberate when you use Tris. Like around corners you can have Tris to leave a "Y" shape to wrap around the edge flow.
Haven't seen the whole thing yet. But I'm already sure that it's great!
Dear, how to join a downloaded 3d rigged body. Make a tutorial.
Sorry I can´t like twice. Great tips.
👏👏👏👏👏🙌
💯💯💯
лучший
Sorry to disappoint you sir, but the most viewed 3D tutorial as far as I know is _Blender Gurus Tutorial for Complete Beginners: _*_The Donut,_* part 1 which has over *9M* views, but this one is cool too tho.
He clearly said it was a hard surface topology video, not a generic 3D modelling video
Did you steal from elementeza?
hjahahaha I was thinking the exact same thing as soon as I saw the thumbnail elementza is my master btw he is a jedi master high level . hahahahah
Ниочем
No jobs for 3d artist freshers in India
plenty of em are available , infact 3d artists are more valuable than graphic designers now
make protfolio , apply in linked in or some other sites
you'll definately get a job
Blender? 🤢 no thanks
this is the second time i’ve seen you say this on a completely different video……………. why are you watching blender videos just to comment this LMFAO
@@Sylently it's the godamned YT that keeps littering my recommended with Blender stuff, also, I FOLLOW this guy cuz he is a Maya user and only begun uploading Blender stuff for views
@ do you have any idea how algorithms work?
@@Sylently you clearly don't, cuz no matter how much I avoid clicking, searching for it, if you watch anything related to 3D modelling/animation/sculpting, YT will dump Blender cr@p in your feed.. also, did you just miss the part where I said I'm subbed (or at least was, until today) to this dude? With there was a way to literally filter out specific terms from your feed, cuz it doesn't matter how many "I'm not interested" videos you mark, eventually YT will pollute my feed with Blender slop.
And BTW it's hilarious that you have created a grudge against me for talking negatively about a program, aka a bunch of lines of code lol
@@Sylently ROFL just woke up, turned on my PC, checked the notifications and guess what? Another channel I'm subbed to that teaches Maya, 3ds, just uploaded a Blender tuto.... this awful cancer is everywhere, OMFG