I've been trying (and failing) to model for over a decade now. My work is decent but I've yet to truly understand how you pros do this, with so much less time and effort. Thank you for sharing your methods. I learned quite a bit from this video, even if I'm still quite far from being as good as you. Also, cotton candy MatCap for the win.
gl mate you got this, im sure after a decade ur pretty good. Btw there’s actually a special use case for that specific matcap which I may go over in a future video lol. I have a 2500 page doc with all of my modeing tricks, so look forward to more videos revealing my methods in the future hopefully
@@brickolo_ I'd like to ask, while I got you here Do you have a tutorial planned for how to take a low poly model, add the modifiers mentioned in this video, then upscale it to highpoly, with as little effort as possible? I'm looking at trying to level up my modelling game, and I'm having a hard time understanding how med-high poly modellers manage so many polygons. What if a fender or a front corner isnt as curved, or a headlight is too narrow, wide etc? I've never understood how one would be able to adjust those elements quickly, in a high poly setup. This is why I stuck to low poly, I just never understood beyond my little bubble. Hopefully you post more info on how to manage these situations, and others. Thanks again.
i do want to put pretty much exactly that in some future video, the secret though basically is just using subdivision surface modifier and using it right. Even for very high poly models I’ll never be directly working with a more dense mesh then something similar to this 86.
very clean way of doing it! most of the time i just use bevel with 2 segments and profile curve set to 1. gives mostly correct normals straight away but uses a bit more polys. of course with split and normal transfer you are cleaner and less polys. nice workflow!
ty mate yea usually I do what you described aswell since it works properly with subdiv that way, but yea in this case wanted to keep as low poly count as possible
compared to 3d modeling, jbeaming has a much narrower user-base and use-case. This makes it not particularly worth making youtube videos about even if there’s a high demand from the few that want to learn it unfortunately. If you do seriously want to learn jbeaming though, the only way as of right now is reverse engineering existing jbeam files and reading the official beamng documentation. As much as I’d love it too sadly youtube doesnt have much for jbeam resources.
i don't model cars so idk why i'm here. nice model btw! you making these for assetto corsa and stuff? anyway, i need you to tell me the name of the song
Ah, starting off with racing lagoon? My god. Also, gonna try using Meshroom or whatever it's called. It's free and ghetto apparently but all I wanna do is make ghetto references to study.
The moment i saw the title i knew it was gonna be good
My body literally jolted as soon as I heard that Racing Lagoon OST
The memories man...
Racing Lagoon OST? Jeeeesh, you have fine taste
this is gold! just the any good tutorial should be!
I've been trying (and failing) to model for over a decade now. My work is decent but I've yet to truly understand how you pros do this, with so much less time and effort.
Thank you for sharing your methods. I learned quite a bit from this video, even if I'm still quite far from being as good as you.
Also, cotton candy MatCap for the win.
gl mate you got this, im sure after a decade ur pretty good. Btw there’s actually a special use case for that specific matcap which I may go over in a future video lol.
I have a 2500 page doc with all of my modeing tricks, so look forward to more videos revealing my methods in the future hopefully
@@brickolo_ I'd like to ask, while I got you here
Do you have a tutorial planned for how to take a low poly model, add the modifiers mentioned in this video, then upscale it to highpoly, with as little effort as possible?
I'm looking at trying to level up my modelling game, and I'm having a hard time understanding how med-high poly modellers manage so many polygons. What if a fender or a front corner isnt as curved, or a headlight is too narrow, wide etc?
I've never understood how one would be able to adjust those elements quickly, in a high poly setup. This is why I stuck to low poly, I just never understood beyond my little bubble.
Hopefully you post more info on how to manage these situations, and others. Thanks again.
i do want to put pretty much exactly that in some future video, the secret though basically is just using subdivision surface modifier and using it right. Even for very high poly models I’ll never be directly working with a more dense mesh then something similar to this 86.
An actual good tutorial at car modeling. Thank you so much, sir. 🙏
been modeling cars for 4 years, never knew about the edge split modifier, you're a godsent.
very clean way of doing it!
most of the time i just use bevel with 2 segments and profile curve set to 1. gives mostly correct normals straight away but uses a bit more polys. of course with split and normal transfer you are cleaner and less polys. nice workflow!
ty mate yea usually I do what you described aswell since it works properly with subdiv that way, but yea in this case wanted to keep as low poly count as possible
Thank you so much for the tips, just try out few way to modeling car but not so easy do done it well at the end.
hella clean model🔥and i have learned so many things today
Godsend, thanks bro
This is real low-poly, not that shit for 3-year kids.
nice!
Amazing!
a very interesting method, thank you very much
hell yeah racing lagoon music
Great work, I appreciate it! How are you with Jbeam in Beamng? There is a need for modelling and Jbeam edit videos on TH-cam
compared to 3d modeling, jbeaming has a much narrower user-base and use-case. This makes it not particularly worth making youtube videos about even if there’s a high demand from the few that want to learn it unfortunately.
If you do seriously want to learn jbeaming though, the only way as of right now is reverse engineering existing jbeam files and reading the official beamng documentation. As much as I’d love it too sadly youtube doesnt have much for jbeam resources.
i don't model cars so idk why i'm here. nice model btw! you making these for assetto corsa and stuff? anyway, i need you to tell me the name of the song
ty mate, yea i do mostly models for beamng, music names in the description
Ah, starting off with racing lagoon? My god. Also, gonna try using Meshroom or whatever it's called. It's free and ghetto apparently but all I wanna do is make ghetto references to study.
Ah yea i gave meshroom a try at some point, for me processing is just too slow lmao. Besides that its a pretty good program