I struggle sifting through all the misinformation around blender. This was a great video highlighting common arguments that have no backing or context. PLZ MAKE MORE
My advice - for VFX industry - 1. If u wanna learn hard surface try to learn subd workflows first which will help u in learning the fundamental of hard surface like how bevels , edge flow , redirection of edge works . it will also help u in solving the topology where only quads r used . Highpoly assets have high details in them which r suitable for movies etc. after learning this it would be easy for u to make game ready assets where u can use tris and ngons .u would have a better understanding of where tris and ngons would be used in the mesh . High detailed textures r used in low poly models which makes a game more optimized (helps in rendering the game fast ) . And this channel usually shows boolean workflow which is great (used in only blocking stage in the pipeline and in concept arts).but not good for the production pipe line untill or unless u know how to actually solve the topology Also dont use addon first because it will never help u to understand how things actually work but use them after u know how to model things correctly . U can find many production artist on YT those who can teach u different workflows for different type of assets .
@@earth355 It is a choice some ppl prefer booleans and some prefer sculpting but ngl Retopo is also sometimes frustrating and sculpting approach in hard surface is also quite advance though
i guess the main problem that i've noticed with your content is that you try to convince people that direct modeling technique (hops/boxcutter/booleans) is basically all you need to be able to create anything, which simply is not true. it's a great technique, and i personally use it in conjunction with the mentioned addons when i get a task that i know will be done the fastest with these tools. it is best suitable for sci-fi or something realistic but really boxy, the complexity of which is built by combining primitives, beveling and cutting them. but that's the extent of this technique. yes, it's a wonderful technique. yes, you can make amazing work with it as well as some money. but the truth is that the last will be extremely challenging because of the extent of these tools' application. the solid knowledge of subdivision workflow does not only enable you to create ANY model, be it a car with lots of organic transitions or sci-fi models that incorporate smooth forms it their design, which simply cannot be done with direct modeling, it is also a basic requirement in most popular jobs related to 3d modeling and is a usual submission criteria required by the clients. 3d modeler for games - subd is required. 3d modeler of films - subd is required (don't fool yourself, you simply will not be functional for real production in these fields because 1. the submission requirements 2. the established pipelines 3. you'll be a nightmare for your co-workers if you manage to land a job in a studio somehow, since they can work with universal tools and you cannot). concept design/3d printing/engineering? - also a miss due to the mentioned limitations. if you're planning to work in a field where topology is not needed - plasticity (or any other CAD that you like) is what you're gonna need. why? because you can create absolutely any form with CAD and with direct modeling - it's only boxy angular shapes, the only smoothness of which comes form bevels. no smooth complicated forms or transitions. so what's the conclusion? in my opinion it's the following: 1. direct modeling is a great technique, especially if you combine it with the others such as subd, CAD and sculping for hardsurface models. this tool, as well as CAD and sculpting are such a timesaver and arguably are the best way to establish the FORM of your model. the next usual step for most tasks is converting this form into a subd model, therefore finalizing it for production. why subd is usually required for production if the model isn't gonna be deformed or animated? the answer is that it is done for it to be easily editable by other people in the future if needed. clients and studios need this reusability, since it's very often that new models are made using the old ones as a starting point. and since subd is considered the most versatile technique, it's an industry standard to submit your models with the proper topology (not everywhere, yes, but MOST often). an important notice: proper topology doesn't mean all quads, it just means it gets subdivided well. 2. using only direct modeling will not only limit your artistic potential, but will also form a deceptive mindset that you can achieve things with it that you practically cannot. 3. if you want to be a successful hardsurface artist, learn subd, direct modeling as well as hardsurface sculpting and CAD. the greatest results come from combining them, because each of them excels at a certain task. subd is the most versatile technique, the resulted models are easily editable, but it can be slow. direct modeling is best for sci-fi and boxy stuff, usually faster than cad for these subjects, very easily convertible into subd, limited. sculpting excels at creating organic sketches, exploring forms and overall brainstorming. the resulted sculps may serve as a basis for retopology or a loose reference. another great application of sculpting is cloth creation. CAD is a go to option for concept artists. you can do anything in CAD usually quite faster than with subd, but the resulting topology is a mess. also convertible into subd pretty easily. takes time tho. i personally, as well many of my fellow artists, use it for making all sorts of cast iron details, connectors or other small - mid-sized complex details. again, it's best when these techniques are used together. that's an opinion from a vehicle 3d artist with over 3 years of professional experience. the titles i worked on are Mud Runner, Snow Runner, Modern Warships, Armored Warfare ect. hope you guys find it helpful, cheers!
I think a reason some people say to avoid SubD is because beginners tend to use it as a "crutch" or only learn via SubD but tend to get stuck in an awkward crevice using SubD in situations when they shouldn't be. I think it's easier to start learning with direct modeling, followed by SubD on top of that. Doing SubD first can confuse beginners which I've seen a lot. (my comments are relating to hard surface). In the end people learn in very different ways, and sometimes people can give advice that works for them, but not the person they are giving the advice to. It's mostly up to the learner to experiment and put the work in to understand what they are learning though.
@@mrmunkee true, very nicely put. i personally started my career with sculpting since i wanted to be a character artist at first. then i got my first job, but was assigned a hardsurface model to, so i had to learn subd on the fly. then it became my fav technique and later i transitioned into hardsurface completely. fun times
@@bigeyefedya bro, I am looking for a good course or TH-cam channel to learn hard surface modeling and animation. Since you are experienced in this field, could you kindly recommend a course or creator that would be suitable for me?
i dont recommend sculpting as your first technique if you want to built a career in 3d, thats the problem with a lot of people who want to be 3d artist, most of them are unwilling to learn the technical stuff and just want to sculpt, optimization is very important, unless if it is just a hobby
As I'm just starting out on my Blender adventure, these videos will be invaluable for sorting the wheat from the chaff. Very important information to someone who is heading down the hard surfacing route as an additional work skill. Thank you. Keep them coming
You guys always seem to work in life lessons and positive ways of shifting stress from negative to positive action, not just energy. Always happy when I see these deep thought videos because I know you both are being genuine and trying to help. I recently got over another lull/procrastination working on another personal project, so seeing this is great timing to light the fire and get going on the next one 💪
Your comment about finding a bottleneck and addressing it hit home. I have known two people who did this and reaped enormous rewards. My father was one. He found where his industry had bottlenecks, and he spent time every day, hour after hour, getting good at something until he mastered it, which took him many years. Growing up, we had famous people coming to the door because he had what people needed in his field and nobody else did. Those who don't use addons are stupid. I don't know what more can be said on the subject. Leave them to themselves to struggle for years when there are tools so close at hand to help them. I use AI now instead of a browser. It costs money since I use a prompt add-on for chatGpt but the time I save is enormous. The two Blender Brothers are at the top of their game and I don't want to learn from anyone who isn't. Their work speaks for itself. I don't think they need to defend themselves. Those who care about being the best will eventually find them.
Yup. Everything I say I stand by 100%. Absolutely zero apologies. Those who want to succeed, will find a way. The intellectually less fortunate can stick to complaining online, while the world keeps moving forward for everyone else. Appreciate the comment!
Work, especially for men, is the most important thing you can learn to do and enjoy. Competency in several things makes you feel good, and makes you valuable.
I learned hard surface modeling from you guys and as a result I added a significant value to my professional career. There is no way someone serious that wants to learn or elevate his/her skills to not understand how valuable your courses are.
Cheers George, well low iq over on Reddit might disagree here, but those with a functioning brain understand the value of time and proper information. Appreciate the support!
@ people in our times are disoriented as they are luck of education = critical minds. No matter what is happening around us we are continuing this journey and who ever is intelligent enough to get on board so be it for the rest let them be in the dark side of things.
I guess it all depends on your goals. All of those haters seem to think that the 3D modelling sole purpose is to create assets for game dev industry, but that's just blatantly wrong. You need to learn things that are bringing you closer to your goals, why waste time on stuff you will barely aver touch? It's easier to outsource some part your project once in a while rather than spend 2k+ hours of learning time on things you would need maybe 2 times per year.
Modeling is all about problem solving. What you know helps you solve those problems. No one paradigm is the answer. some approaches may be faster, Cleaner etc. in the end the only thing that matters is that you learn how to tackle the problems.
@5:08 personnaly i'm really addicted to my phone like it mess up my sleep time but when i work on blender it requires me 0 effort so maybe if he can't work he should do small projet and have an orginized portfolio play a giant role in my opinion because it objectivly show you what you finished
I would recommend not relying on youtube tutorials 100%, especially at the very beginning. It may seem strange at first, but I think it's a big problem today. Most authors actually only show how they understand the essence of things, not what things really are. They start using paid addons and recommend them because they haven't fully figured out the topic themselves. I've seen many 3D artists who have an impressive portfolio, but they can't properly unwrap a cylinder without a paid addon or tutorial, and they spend lot of time to find video for every task instead of open manuals, learning basics and working on project.
who cares? if they can accomplish the same task by relying on an addon, then rely on the addon. It's like forcing yourself to manually compute a math equation - just use the calculator. It isn't "cheating". It's efficient and outsources manual labor.
@@JoshGambrell they actually can`t, in most cases )) It`s not about addons, addons are cool) I'm saying that many beginner 3D artists today believe they can find a tutorial on how to do anything on TH-cam , and when they don't find the right video, they're just confused and don't know how to complete the task because they don't know the basics. You need to understand the basics at first in order to know which addon you will need and for what. Many authors recommend an addon or a third-party tool, referring to the fact that Blender does not have such functions by default, but they are mistaken. They spread misinformation because they don't know Blender well enough themselves. if u dont understand the basics of unwrapping, u will suck at it, whatever tool u trying to use, RizomUV, Blender or Maya, paid or free addon) To recommend some advanced tools for beginners is a bad advice.
read The War of Art, Do the Work, and Turning Pro by Steven Pressfield. the Muse is real. control it. obsession and hard work. #keephammering #noeasyday
Man i would have loved to get yourr course but i am from pakistan and the amount of money even after discount is so much that i can live 2 months on it ..Blieve me its 27000rs for me😅😅😂😂😢😢😢😢😢😢😢
I honestly agree with most of the praise heaped upon Blenders hard surface tools made even better with addons like hard ops & box cutter all of which I have & use. My biggest criticism is when the HSM fanboys start comparing Blender to 3DCC’s like Maya & Houdini based only on the HSM tools while ignoring blenders abysmal UV tools and other sub par features such as cloth & VFX (smoke & Pyro) and the decrepid NLA motion clip system when you remind them about these things they get very defensive because they only do HSM. which is fine as long as they understand that their experience is limited to HSM and they should not be making comparisons to other apps they have not used.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator?el=hard_surface_advice
I struggle sifting through all the misinformation around blender. This was a great video highlighting common arguments that have no backing or context. PLZ MAKE MORE
Will do!
My advice -
for VFX industry -
1. If u wanna learn hard surface try to learn subd workflows first which will help u in learning the fundamental of hard surface like how bevels , edge flow , redirection of edge works . it will also help u in solving the topology where only quads r used . Highpoly assets have high details in them which r suitable for movies etc.
after learning this it would be easy for u to make game ready assets where u can use tris and ngons .u would have a better understanding of where tris and ngons would be used in the mesh .
High detailed textures r used in low poly models which makes a game more optimized (helps in rendering the game fast ) .
And this channel usually shows boolean workflow which is great (used in only blocking stage in the pipeline and in concept arts).but not good for the production pipe line untill or unless u know how to actually solve the topology
Also dont use addon first because it will never help u to understand how things actually work but use them after u know how to model things correctly .
U can find many production artist on YT those who can teach u different workflows for different type of assets .
If u wanna go for boolean approach. Why not take a sculptural approach and just retopo it than getting frustrated with ngons and bad geometry?.
@@earth355 It is a choice some ppl prefer booleans and some prefer sculpting but ngl Retopo is also sometimes frustrating and sculpting approach in hard surface is also quite advance though
i guess the main problem that i've noticed with your content is that you try to convince people that direct modeling technique (hops/boxcutter/booleans) is basically all you need to be able to create anything, which simply is not true. it's a great technique, and i personally use it in conjunction with the mentioned addons when i get a task that i know will be done the fastest with these tools. it is best suitable for sci-fi or something realistic but really boxy, the complexity of which is built by combining primitives, beveling and cutting them. but that's the extent of this technique.
yes, it's a wonderful technique. yes, you can make amazing work with it as well as some money. but the truth is that the last will be extremely challenging because of the extent of these tools' application. the solid knowledge of subdivision workflow does not only enable you to create ANY model, be it a car with lots of organic transitions or sci-fi models that incorporate smooth forms it their design, which simply cannot be done with direct modeling, it is also a basic requirement in most popular jobs related to 3d modeling and is a usual submission criteria required by the clients. 3d modeler for games - subd is required. 3d modeler of films - subd is required (don't fool yourself, you simply will not be functional for real production in these fields because 1. the submission requirements 2. the established pipelines 3. you'll be a nightmare for your co-workers if you manage to land a job in a studio somehow, since they can work with universal tools and you cannot). concept design/3d printing/engineering? - also a miss due to the mentioned limitations. if you're planning to work in a field where topology is not needed - plasticity (or any other CAD that you like) is what you're gonna need. why? because you can create absolutely any form with CAD and with direct modeling - it's only boxy angular shapes, the only smoothness of which comes form bevels. no smooth complicated forms or transitions.
so what's the conclusion? in my opinion it's the following:
1. direct modeling is a great technique, especially if you combine it with the others such as subd, CAD and sculping for hardsurface models. this tool, as well as CAD and sculpting are such a timesaver and arguably are the best way to establish the FORM of your model. the next usual step for most tasks is converting this form into a subd model, therefore finalizing it for production. why subd is usually required for production if the model isn't gonna be deformed or animated? the answer is that it is done for it to be easily editable by other people in the future if needed. clients and studios need this reusability, since it's very often that new models are made using the old ones as a starting point. and since subd is considered the most versatile technique, it's an industry standard to submit your models with the proper topology (not everywhere, yes, but MOST often). an important notice: proper topology doesn't mean all quads, it just means it gets subdivided well.
2. using only direct modeling will not only limit your artistic potential, but will also form a deceptive mindset that you can achieve things with it that you practically cannot.
3. if you want to be a successful hardsurface artist, learn subd, direct modeling as well as hardsurface sculpting and CAD. the greatest results come from combining them, because each of them excels at a certain task. subd is the most versatile technique, the resulted models are easily editable, but it can be slow. direct modeling is best for sci-fi and boxy stuff, usually faster than cad for these subjects, very easily convertible into subd, limited. sculpting excels at creating organic sketches, exploring forms and overall brainstorming. the resulted sculps may serve as a basis for retopology or a loose reference. another great application of sculpting is cloth creation. CAD is a go to option for concept artists. you can do anything in CAD usually quite faster than with subd, but the resulting topology is a mess. also convertible into subd pretty easily. takes time tho. i personally, as well many of my fellow artists, use it for making all sorts of cast iron details, connectors or other small - mid-sized complex details. again, it's best when these techniques are used together.
that's an opinion from a vehicle 3d artist with over 3 years of professional experience. the titles i worked on are Mud Runner, Snow Runner, Modern Warships, Armored Warfare ect. hope you guys find it helpful, cheers!
I think a reason some people say to avoid SubD is because beginners tend to use it as a "crutch" or only learn via SubD but tend to get stuck in an awkward crevice using SubD in situations when they shouldn't be. I think it's easier to start learning with direct modeling, followed by SubD on top of that. Doing SubD first can confuse beginners which I've seen a lot. (my comments are relating to hard surface).
In the end people learn in very different ways, and sometimes people can give advice that works for them, but not the person they are giving the advice to. It's mostly up to the learner to experiment and put the work in to understand what they are learning though.
@@mrmunkee true, very nicely put. i personally started my career with sculpting since i wanted to be a character artist at first. then i got my first job, but was assigned a hardsurface model to, so i had to learn subd on the fly. then it became my fav technique and later i transitioned into hardsurface completely. fun times
@@bigeyefedya bro, I am looking for a good course or TH-cam channel to learn hard surface modeling and animation. Since you are experienced in this field, could you kindly recommend a course or creator that would be suitable for me?
@@Sadek-sb2iv Thomas Colins3d is great and free.
i dont recommend sculpting as your first technique if you want to built a career in 3d, thats the problem with a lot of people who want to be 3d artist, most of them are unwilling to learn the technical stuff and just want to sculpt, optimization is very important, unless if it is just a hobby
As I'm just starting out on my Blender adventure, these videos will be invaluable for sorting the wheat from the chaff. Very important information to someone who is heading down the hard surfacing route as an additional work skill. Thank you. Keep them coming
You guys always seem to work in life lessons and positive ways of shifting stress from negative to positive action, not just energy. Always happy when I see these deep thought videos because I know you both are being genuine and trying to help. I recently got over another lull/procrastination working on another personal project, so seeing this is great timing to light the fire and get going on the next one 💪
Thanks brother!
I'm not strictly a hard surface modeler but you guys have helped me along the way. I appreciate the videos and everything you guys do.
Thanks brother!
This is such a good video, i found it very enlightening, especially the dopamine part and sticking to your own style.
Your comment about finding a bottleneck and addressing it hit home. I have known two people who did this and reaped enormous rewards. My father was one. He found where his industry had bottlenecks, and he spent time every day, hour after hour, getting good at something until he mastered it, which took him many years. Growing up, we had famous people coming to the door because he had what people needed in his field and nobody else did.
Those who don't use addons are stupid. I don't know what more can be said on the subject. Leave them to themselves to struggle for years when there are tools so close at hand to help them. I use AI now instead of a browser. It costs money since I use a prompt add-on for chatGpt but the time I save is enormous.
The two Blender Brothers are at the top of their game and I don't want to learn from anyone who isn't. Their work speaks for itself. I don't think they need to defend themselves. Those who care about being the best will eventually find them.
Yup. Everything I say I stand by 100%. Absolutely zero apologies. Those who want to succeed, will find a way. The intellectually less fortunate can stick to complaining online, while the world keeps moving forward for everyone else. Appreciate the comment!
I am a relatively new addon Dev but "Addons Save Time", every time :)
I have learnt a lot from your videos, keep it up please, because I have used so many of your tips and techniques in my hobby work. Thanks.
Cheers brother!
Work, especially for men, is the most important thing you can learn to do and enjoy. Competency in several things makes you feel good, and makes you valuable.
spot on, i've slowly begun learning this myself the past few years
6 figures doing product render for ads, sorry but i don't buy that
Clearly you don’t understand eCommerce then.
I learned hard surface modeling from you guys and as a result I added a significant value to my professional career. There is no way someone serious that wants to learn or elevate his/her skills to not understand how valuable your courses are.
Cheers George, well low iq over on Reddit might disagree here, but those with a functioning brain understand the value of time and proper information. Appreciate the support!
@ people in our times are disoriented as they are luck of education = critical minds. No matter what is happening around us we are continuing this journey and who ever is intelligent enough to get on board so be it for the rest let them be in the dark side of things.
I guess it all depends on your goals. All of those haters seem to think that the 3D modelling sole purpose is to create assets for game dev industry, but that's just blatantly wrong. You need to learn things that are bringing you closer to your goals, why waste time on stuff you will barely aver touch? It's easier to outsource some part your project once in a while rather than spend 2k+ hours of learning time on things you would need maybe 2 times per year.
Modeling is all about problem solving. What you know helps you solve those problems. No one paradigm is the answer. some approaches may be faster, Cleaner etc. in the end the only thing that matters is that you learn how to tackle the problems.
Agreed
good vid
Enjoyed the video, thanks Josh :)
cheers rachele!
@5:08 personnaly i'm really addicted to my phone like it mess up my sleep time but when i work on blender it requires me 0 effort so maybe if he can't work he should do small projet and have an orginized portfolio play a giant role in my opinion because it objectivly show you what you finished
Since i started working with Blender, I cant stand working with 3ds max anymore. Blender is so much more advanced for modeling specially hard surface.
Possibly one of these once a month?
I would recommend not relying on youtube tutorials 100%, especially at the very beginning. It may seem strange at first, but I think it's a big problem today. Most authors actually only show how they understand the essence of things, not what things really are. They start using paid addons and recommend them because they haven't fully figured out the topic themselves.
I've seen many 3D artists who have an impressive portfolio, but they can't properly unwrap a cylinder without a paid addon or tutorial, and they spend lot of time to find video for every task instead of open manuals, learning basics and working on project.
who cares? if they can accomplish the same task by relying on an addon, then rely on the addon. It's like forcing yourself to manually compute a math equation - just use the calculator. It isn't "cheating". It's efficient and outsources manual labor.
@@JoshGambrell they actually can`t, in most cases ))
It`s not about addons, addons are cool) I'm saying that many beginner 3D artists today believe they can find a tutorial on how to do anything on TH-cam , and when they don't find the right video, they're just confused and don't know how to complete the task because they don't know the basics.
You need to understand the basics at first in order to know which addon you will need and for what.
Many authors recommend an addon or a third-party tool, referring to the fact that Blender does not have such functions by default, but they are mistaken. They spread misinformation because they don't know Blender well enough themselves.
if u dont understand the basics of unwrapping, u will suck at it, whatever tool u trying to use, RizomUV, Blender or Maya, paid or free addon)
To recommend some advanced tools for beginners is a bad advice.
What render engine did you use for them sweet biceps.🤤
Protein Engine 2.0
The drama did make it more interesting lol😂
you mean the free promotion? i love those guys
You only need good basics & addons skills to succeed.
read The War of Art, Do the Work, and Turning Pro by Steven Pressfield. the Muse is real. control it. obsession and hard work. #keephammering #noeasyday
More videos like this
U r great man ..now give me a free premium tutorial😂😂
خوب است
Man i would have loved to get yourr course but i am from pakistan and the amount of money even after discount is so much that i can live 2 months on it ..Blieve me its 27000rs for me😅😅😂😂😢😢😢😢😢😢😢
You have TH-cam brother, use that.
this means if you land a single job, you can work for one week and have money for a year... you can achieve this with free youtube videos
I love how you make it sound (so easy)@@Wildgarden1
First comment
I honestly agree with most of the praise heaped upon Blenders hard surface tools
made even better with addons like hard ops & box cutter all of which I have & use.
My biggest criticism is when the HSM fanboys start comparing Blender to 3DCC’s like Maya & Houdini based only on the HSM tools while ignoring blenders abysmal UV tools and other sub par features such as cloth & VFX (smoke & Pyro) and the decrepid NLA motion clip system
when you remind them about these things
they get very defensive because they only do HSM.
which is fine as long as they understand that their experience is limited to HSM and they should not be making comparisons to other apps they have not used.
well that's neither here nor there. but yes, some tools/software are superior for certain tasks
First