Hey, so I just started viewing your videos along with picking up blender. Your tutorials are extremely helpful, and have taught me lots of both tricks and fundamentals for just starting out. While I know, seeing the videos you have people in the comments asking for functions such as “how do I do ‘X’” or “can I do ‘Z’ in blender?” and it can get frustrating, I have had a little difficulty with creating models myself, and I cant really point it to a specific feature in Blender that you haven’t covered. In truthfulness, I notice a lot of Users of blender make everything (pretty much like in this video) with solid cubes, or just a general shape and build upon it. I viewed a video by the name of “How to 3D model anything” by On Mars 3D, where he essentially used curves to fully create a model, bound the curves together to make a rough shape, finished up the rough shape, then fully sketched and modeled out the rest of his model. My question is kind of a two parter, but the first part is: Do you have to decide if you are going to make a model that it has to be either solely out of shapes (or the way he did it in his video) for simplicity sake, and if I were to use his methodology to quickly make a model, how would I do so in Blender? Because to be completely honest, his method of teaching modeling as a whole has helped me, while your videos have made me understand Blender as a whole-especially topography-and I am at a point almost as if, if I had a tutorial like his on blender with your explanation factors, it would be perfect for me to understand. Do you get what I am saying? I dunno I just kind of kept writing down whatever was coming to mind so it may have been a little bit convoluted or something along those lines. It’s just that last point pretty much was what I was leading up to, where his video on describing modeling things and your methods of teaching would make a perfect video, especially if the modeling software used was blender.
after doing the poly work add a 2 face bevel then mesh smooth and youll then remesh smooth cor dec etc. that way you influence the edges even more to be smoother. i think its important for people to know this method becuase its pretty easy to get complex hi polys without alot of bs....good job. i wish the quad remesh knew blender has face sets now....that would make it much easier to work with
Can you explain a bit more? Adding a bevel before the remesh changes nothing (at least if its a tight 2-face bevel, as I assume you mean?). While I use the remesh+smooth+decimate workflow a lot myself, I never looked into "smooth corrective" either. It seems "smooth corrective" with "only smooth" ticked behaves the same as a normal smooth with factor set to 1.0. What is a bevel + "mesh smooth"? And does the visual smoothing (shade smooth/autosmooth) play a role in corrective smooth or such?
I recommend using Subdivision my difier before Remesher (value of 2 is mostly enough). This helps to smooth all that curvy areas, esoecially if you use 32 sides cylinders.
Understanding proper workflow is so important, even for hobbyists, it saves you frustration which can limit your overall creativity. I started a project from a rough image file, manually drew vector trace, exported as svg, imported to blender perfectly, but i didnt understand how to work with curves and that i could leave them as imported, non destructive, and apply shape modifiers to give them dimension. Instead, i disliked how the topology looked once i manually converted them to mesh and extruded and beveled them, the curve resolution was stupid high, causing so many unnecessary vertices and edges, causing the bevel modifier to yield insane glitches, so had to be manually beveled in edit mode, then became fricken half a billion tris... Remesh i thought meant retopo (noob) so i tried it, but at a resolution that would reduce overall mesh density, it looked very blocky, and i couldnt fix the bevels anymore... And to add insult to injury, i inexplicably wrote over the original source vector AND the svg, and didnt use redundant saving... Learn. Your. Tools.
i wish blender remesh and decimate was as fast as zbrush. i have been using blender remesh for small simple objects and bigger stuff like weapon frames, slides etc in zbrush
Really helpful video! I just know you can do smooth repeat in scuplt mode, I used to increase the poly of the cutter, really tired to do it manually. BTW, is there a way to prevent Blender to slow down when the number of cutters increase? My blender just getting so laggy when I want to rerange the cutter in that situation.
The colors represent normal directions. If you blend or blur them so it makes a nice gradient (or not) you can fix them. Normals can be hand painted if you ever want to give that a shot sometime. 😉
Dumb question coming from someone who doesn't do game assets - why do you need to remesh at all for a hard surface model? Can't you just use the original boolean + bevel result for a much lower poly count? Are you just trying to avoid ngons on the flat faces for some reason?
Game models are low poly optimized meshes. Normals from a high poly are baked into a normal map to increase the lows quality. Bevels add more triangles and aren't always needed as the normal map will make sharp edged models look beveled.
@@pzthree I'm still not sure I understand the purpose of the remesh though - isn't that just adding even more polygons? If you want minimal poly count, couldn't you just take the boolean + bevel model and bake the normals onto a copy with the bevels removed (and cylinder detail turned down)? Why do you need the higher detail remesh in between?
The remesh and smoothing acts as a method of a universal beveling tool bc you don't want any razor sharp edges, every edge gets averaged out I believe. Depending on the geometry, beveling every edge manually or with the bevel modifier doesn't always work, produces a lot of errors or takes a lot of time to get right. This method is very fast. If you have a rather simple model and/or enough time to make every bevel work without remeshing, then yes, you may not need to remesh it at all.@@dack42
You can do that. Think of this as an additional step in that same process. If I need surface deformations, damage, wear, I now have the ability to add that.
I am new to your videos, so please forgive me for asking something that may have been asked 37 times over the past 2 days... but... have you thought about maybe doing a screen keys/capture thing? You are clearly skilled, and this is not labeled as a 'tutorial', but for those of us that are pretty noob-ish, following along and trying to get some pointers is a bit of a hit-or-miss.
I get this question a good bit. I use custom hotkeys it doesn't help but even if I used the default ones, screencast doesn't display everything. I have an older video where I go over how I set it all up.... but I need to update it.
Check for double verts, look for holes, make sure mesh isn't overlapping to closely (face over face), look for free floating geo (verts). Sometime it can be hard to find the error. Use machin3 tools cleanup feature if possible. It can help sometimes to find the error or solve it.
Hey, so I just started viewing your videos along with picking up blender. Your tutorials are extremely helpful, and have taught me lots of both tricks and fundamentals for just starting out.
While I know, seeing the videos you have people in the comments asking for functions such as “how do I do ‘X’” or “can I do ‘Z’ in blender?” and it can get frustrating, I have had a little difficulty with creating models myself, and I cant really point it to a specific feature in Blender that you haven’t covered. In truthfulness, I notice a lot of Users of blender make everything (pretty much like in this video) with solid cubes, or just a general shape and build upon it. I viewed a video by the name of “How to 3D model anything” by On Mars 3D, where he essentially used curves to fully create a model, bound the curves together to make a rough shape, finished up the rough shape, then fully sketched and modeled out the rest of his model.
My question is kind of a two parter, but the first part is: Do you have to decide if you are going to make a model that it has to be either solely out of shapes (or the way he did it in his video) for simplicity sake, and if I were to use his methodology to quickly make a model, how would I do so in Blender? Because to be completely honest, his method of teaching modeling as a whole has helped me, while your videos have made me understand Blender as a whole-especially topography-and I am at a point almost as if, if I had a tutorial like his on blender with your explanation factors, it would be perfect for me to understand. Do you get what I am saying? I dunno I just kind of kept writing down whatever was coming to mind so it may have been a little bit convoluted or something along those lines. It’s just that last point pretty much was what I was leading up to, where his video on describing modeling things and your methods of teaching would make a perfect video, especially if the modeling software used was blender.
Fascinating workflow. Thanks for sharing!
after doing the poly work add a 2 face bevel then mesh smooth and youll then remesh smooth cor dec etc. that way you influence the edges even more to be smoother. i think its important for people to know this method becuase its pretty easy to get complex hi polys without alot of bs....good job. i wish the quad remesh knew blender has face sets now....that would make it much easier to work with
Nice tip. I heard quad remesher was due for a big update but It didn't make it into the latest version. Would be nice to see one, cross fingers.
Can you explain a bit more? Adding a bevel before the remesh changes nothing (at least if its a tight 2-face bevel, as I assume you mean?).
While I use the remesh+smooth+decimate workflow a lot myself, I never looked into "smooth corrective" either.
It seems "smooth corrective" with "only smooth" ticked behaves the same as a normal smooth with factor set to 1.0.
What is a bevel + "mesh smooth"? And does the visual smoothing (shade smooth/autosmooth) play a role in corrective smooth or such?
I never thought there was such a workflow. Thank you for the video it was very useful for me
I recommend using Subdivision my difier before Remesher (value of 2 is mostly enough). This helps to smooth all that curvy areas, esoecially if you use 32 sides cylinders.
That was a great video! So much to learn and practice here!
making sure Autosmooth is pretty high (90 degrees) also helps with those n-poles after remesh
Understanding proper workflow is so important, even for hobbyists, it saves you frustration which can limit your overall creativity. I started a project from a rough image file, manually drew vector trace, exported as svg, imported to blender perfectly, but i didnt understand how to work with curves and that i could leave them as imported, non destructive, and apply shape modifiers to give them dimension. Instead, i disliked how the topology looked once i manually converted them to mesh and extruded and beveled them, the curve resolution was stupid high, causing so many unnecessary vertices and edges, causing the bevel modifier to yield insane glitches, so had to be manually beveled in edit mode, then became fricken half a billion tris...
Remesh i thought meant retopo (noob) so i tried it, but at a resolution that would reduce overall mesh density, it looked very blocky, and i couldnt fix the bevels anymore... And to add insult to injury, i inexplicably wrote over the original source vector AND the svg, and didnt use redundant saving...
Learn. Your. Tools.
Impressive, this workflow could replace the dinamesh-polish workflow from Zbrush
i wish blender remesh and decimate was as fast as zbrush. i have been using blender remesh for small simple objects and bigger stuff like weapon frames, slides etc in zbrush
the face sets method is interesting!
Really helpful video! I just know you can do smooth repeat in scuplt mode, I used to increase the poly of the cutter, really tired to do it manually.
BTW, is there a way to prevent Blender to slow down when the number of cutters increase? My blender just getting so laggy when I want to rerange the cutter in that situation.
What a nice color of ur blender theme, can you share (ui) it, please?
A good way to avoid subd and topology studying at the cost of performance. By the way, how come Decimate didn't touch the edges?
Thanks for sharing your naledge. How do I brush out those poles in photoshop?😮
The colors represent normal directions. If you blend or blur them so it makes a nice gradient (or not) you can fix them.
Normals can be hand painted if you ever want to give that a shot sometime. 😉
@@pzthree thanks for sharing. I'm really enjoying these in depth advanced tutorials. Good shit
Dumb question coming from someone who doesn't do game assets - why do you need to remesh at all for a hard surface model? Can't you just use the original boolean + bevel result for a much lower poly count? Are you just trying to avoid ngons on the flat faces for some reason?
Game models are low poly optimized meshes. Normals from a high poly are baked into a normal map to increase the lows quality. Bevels add more triangles and aren't always needed as the normal map will make sharp edged models look beveled.
@@pzthree I'm still not sure I understand the purpose of the remesh though - isn't that just adding even more polygons? If you want minimal poly count, couldn't you just take the boolean + bevel model and bake the normals onto a copy with the bevels removed (and cylinder detail turned down)? Why do you need the higher detail remesh in between?
The remesh and smoothing acts as a method of a universal beveling tool bc you don't want any razor sharp edges, every edge gets averaged out I believe. Depending on the geometry, beveling every edge manually or with the bevel modifier doesn't always work, produces a lot of errors or takes a lot of time to get right. This method is very fast. If you have a rather simple model and/or enough time to make every bevel work without remeshing, then yes, you may not need to remesh it at all.@@dack42
You can do that. Think of this as an additional step in that same process. If I need surface deformations, damage, wear, I now have the ability to add that.
But that's a very messy mesh... you'd still need to have that retopologized no?
Not for baking, just transferring the details like the bevels and other intricate details
I am new to your videos, so please forgive me for asking something that may have been asked 37 times over the past 2 days... but... have you thought about maybe doing a screen keys/capture thing? You are clearly skilled, and this is not labeled as a 'tutorial', but for those of us that are pretty noob-ish, following along and trying to get some pointers is a bit of a hit-or-miss.
I get this question a good bit. I use custom hotkeys it doesn't help but even if I used the default ones, screencast doesn't display everything.
I have an older video where I go over how I set it all up.... but I need to update it.
@@pzthree well... there you go. My bad.
my mesh keeps colapsing when i remesh does anyone know whats the issue i checked the normals
Check for double verts, look for holes, make sure mesh isn't overlapping to closely (face over face), look for free floating geo (verts). Sometime it can be hard to find the error.
Use machin3 tools cleanup feature if possible. It can help sometimes to find the error or solve it.
What was the tool you used to cut the shape like that 0:35 seconds?
Boxcutter addon. If you don't have it, you can use a cube with bool tools addon that comes with blender.
what if oyu want diferent radiuses?
Bevel them.
Could ya share your theme please .? 🥹
It is on Gumroad.
360p gang here
That was my bad, I didn't hit schedule.
@@pzthree aight let me know if it fixed
@@nor_halim It is done processing.
cant complain, 1080 here :P