Just the first two minutes of this has been so helpful for me. I agonise over how to use bevels in hard surface modelling - whether destructively or non-destructively, what edges they should be applied to and at what stage in the process etc. Super helpful tips there.
Damn this is absolutely brilliant! I’ve never seen anyone utilize the bevel weight feature. My life is forever changed, thank you to the max for this. Game changer
I recently watched one of your videos where you were creating a face-like structure, and you built up various geometric forms that were then attached to a wall (or surface). I believe you were using normals or another method to achieve this, but I’m not entirely sure. I’ve been trying to find this video again but haven’t had any luck. Could you please point me to the video or let me know what specific technique or terminology I should search for to find it? Thanks in advance, and I really appreciate your work!
Did you make any experiments with the PolyQuilt tool and the geometry nodes retopo tools that blender used for one of their movies? Not that it would be any faster (it wouldn't be) or more convenient (also no) but I find it a very interesting method to model something relatively basic and then getting a good sub d model from that. It still is defeating the purpose of not having to retopo manually but the polyquilt and the geo nodes tools make it actually somewhat fun for me and the set-up makes it somewhat completely non destructive from top to bottom, depending on how it is set up ofc. Anyway, great videos!
@@pzthree Newbie query - is it enough to just use an NGons approach if we aren't intending to use the meshes as anything other than static meshes (no defromers needed)? Or do you wuad-remesh to aid with having non-stretched UVs?
Tip: Decimate after remesh/smoothing to save some triangles.
Just the first two minutes of this has been so helpful for me. I agonise over how to use bevels in hard surface modelling - whether destructively or non-destructively, what edges they should be applied to and at what stage in the process etc. Super helpful tips there.
Damn this is absolutely brilliant! I’ve never seen anyone utilize the bevel weight feature. My life is forever changed, thank you to the max for this. Game changer
pzthree the goat dropped🙀
I recently watched one of your videos where you were creating a face-like structure, and you built up various geometric forms that were then attached to a wall (or surface). I believe you were using normals or another method to achieve this, but I’m not entirely sure.
I’ve been trying to find this video again but haven’t had any luck. Could you please point me to the video or let me know what specific technique or terminology I should search for to find it?
Thanks in advance, and I really appreciate your work!
Did you make any experiments with the PolyQuilt tool and the geometry nodes retopo tools that blender used for one of their movies? Not that it would be any faster (it wouldn't be) or more convenient (also no) but I find it a very interesting method to model something relatively basic and then getting a good sub d model from that. It still is defeating the purpose of not having to retopo manually but the polyquilt and the geo nodes tools make it actually somewhat fun for me and the set-up makes it somewhat completely non destructive from top to bottom, depending on how it is set up ofc. Anyway, great videos!
No, been working on some stuff.
Apparently Blender is (hoping) to add SDF and NuRBs ways of working. What's your opinion?
Sdf is awesome (already an addon). Nurbs is good too. I want it all and more better quad remeshing.
@@pzthree Newbie query - is it enough to just use an NGons approach if we aren't intending to use the meshes as anything other than static meshes (no defromers needed)? Or do you wuad-remesh to aid with having non-stretched UVs?
@benveasey7474 best to retopo if needed or reduce.
You should consider making a discord server:)
It already exists