these are great man, please keep posting more hard surface modeling workflows. there really isn't that much out there that covers these techniques so it's really exciting to have found this channel :)
Thanks a lot, I already have some more of these types of videos in the works. I may be putting out another poll soon to see what people interested in see covered.
dont forget to check "shading' tab inside the bevel modifier options and switch "Face Strength" to "Affected". After that "Weighted Normal" modifier gives right shading result with activated parameters - "Face Area" and "Face Influence"
Yes the low poly can largely be generated by removing the modifiers and deleting float geometry and other details. Retopology is something I try to save for more character art.
what would have happened if you had not used the subdivision surface, the remesh modifiers etc. ? That part looked almost the same without subdivision. It’s not easier to just use a bevel, a triangulation and a weighted normal? (Just trying to understand)
Hello. Thank you for the tutorial. I do not understand what difference remeshing makes vs a subdivided model? Isn't it exactly the same shape? Unless you want to sculpt some details?
aslo what iam interested when baking, isnt it better to vake model with 30% smooth because all angles look weird on low poly model without bevel modifier...so i guess low poly should have smooth 30% but high poly smooth 45% cus of bevel and subd to bake right?
As somebody new to blender i see lots of talk about how bad triangles are. I seems like you really don't care about them at all, and your results are amazing. Should I not care about them?
Over time you will learn where triangles are acceptable on your model, but is best to avoid them and focus on getting good quad topology. Everything will eventually get triangulated when it’s exported.
These are Awesome tips, but can you tell more about baking process, it's very hard to bake from high to low poly game ready models. Also, Have you used bevel shader for smoothing the edges of the lowpoly model?
I was gonna include a quick baking example in this video, but I realized there is probably a lot to talk about here. I got a decent result from baking inside of Blender but there is a lot to desire compared to other programs. I'm considering doing a rundown between the top programs for texture baking out there.
Bevel weights help to delineate what edges receive a bevel, while blender also selects these edge to have a sharp edge which is ideal for the low poly model. Edge crease similarly will create a sharp edge be can also be used to crease a sharp edge on sub divided surfaces without creating extra geometry with a bevel or edge loops. There are several technical differences between the two, that make them ideal for different circumstances.
if i could make a model like that i would be beyond pleased, but unfortunately i am faaaar off being able to do so. I wouldn't even know where to start ;(
@@Tosmo Ok I was dumb. I forgot to put the bevel method to "Weight" haha. Honestly this non-destructive method is mindblowing to me, especially coming from Maya. Why would I need to manually add edge loops anymore when I can just use bevel weight + modifiers? any reason?
@@ruok3351 I still add supporting edge loops to in some area for better topology and to manually control the falloff when I don't want a sharp edge on some surfaces. But the modifiers handle huge portion of this task.
how do you make such complex shapes as one object without getting artifacts? i create shape with little diversity and immidiatly i get artifacts expecially after using bevel and subd afterwards
Generally if you're making complex shapes from booleans, etc, you need to ensure that you have sufficient supporting loops and/or vertices near by for your cutout to connect to. Understanding edge flow even at a low-poly level can help!
these are great man, please keep posting more hard surface modeling workflows. there really isn't that much out there that covers these techniques so it's really exciting to have found this channel :)
Thanks a lot, I already have some more of these types of videos in the works. I may be putting out another poll soon to see what people interested in see covered.
dont forget to check "shading' tab inside the bevel modifier options and switch "Face Strength" to "Affected". After that "Weighted Normal" modifier gives right shading result with activated parameters - "Face Area" and "Face Influence"
Interesting, I hadn't seen that before, thanks for the tip 👍
Great info! highly underrated channel
Is your low-poly mesh the high-poly without all the modifiers or is it made around the high-poly mesh?
Yes the low poly can largely be generated by removing the modifiers and deleting float geometry and other details. Retopology is something I try to save for more character art.
@@Tosmo Alright, thanks for the info, stay cool!
what would have happened if you had not used the subdivision surface, the remesh modifiers etc. ? That part looked almost the same without subdivision. It’s not easier to just use a bevel, a triangulation and a weighted normal? (Just trying to understand)
0:20 Bwahahaha ! I like your sense of humor, man !
Perhaps a video on finding and using references would be appropriate?
Hello. Thank you for the tutorial. I do not understand what difference remeshing makes vs a subdivided model? Isn't it exactly the same shape? Unless you want to sculpt some details?
aslo what iam interested when baking, isnt it better to vake model with 30% smooth because all angles look weird on low poly model without bevel modifier...so i guess low poly should have smooth 30% but high poly smooth 45% cus of bevel and subd to bake right?
As somebody new to blender i see lots of talk about how bad triangles are. I seems like you really don't care about them at all, and your results are amazing. Should I not care about them?
Over time you will learn where triangles are acceptable on your model, but is best to avoid them and focus on getting good quad topology. Everything will eventually get triangulated when it’s exported.
These are Awesome tips, but can you tell more about baking process, it's very hard to bake from high to low poly game ready models. Also, Have you used bevel shader for smoothing the edges of the lowpoly model?
I was gonna include a quick baking example in this video, but I realized there is probably a lot to talk about here. I got a decent result from baking inside of Blender but there is a lot to desire compared to other programs. I'm considering doing a rundown between the top programs for texture baking out there.
What’s the difference between bevel weights and edge crease?
Bevel weights help to delineate what edges receive a bevel, while blender also selects these edge to have a sharp edge which is ideal for the low poly model. Edge crease similarly will create a sharp edge be can also be used to crease a sharp edge on sub divided surfaces without creating extra geometry with a bevel or edge loops. There are several technical differences between the two, that make them ideal for different circumstances.
What software are you using to view your model at the beginning of the video?
Marmoset Toolbag
if i could make a model like that i would be beyond pleased, but unfortunately i am faaaar off being able to do so. I wouldn't even know where to start ;(
My bevel weight does nothing? when I apply the subd modifier my bevel weighted edges didnt retain its form
Did you have the bevel modifier attached before the subD modifier?
@@Tosmo Ok I was dumb. I forgot to put the bevel method to "Weight" haha. Honestly this non-destructive method is mindblowing to me, especially coming from Maya. Why would I need to manually add edge loops anymore when I can just use bevel weight + modifiers? any reason?
@@ruok3351 I still add supporting edge loops to in some area for better topology and to manually control the falloff when I don't want a sharp edge on some surfaces. But the modifiers handle huge portion of this task.
how do you make such complex shapes as one object without getting artifacts? i create shape with little diversity and immidiatly i get artifacts expecially after using bevel and subd afterwards
Generally if you're making complex shapes from booleans, etc, you need to ensure that you have sufficient supporting loops and/or vertices near by for your cutout to connect to. Understanding edge flow even at a low-poly level can help!
Legends know it's M16 😉
That's an AR-10, not even close to an M16 😉
My smooth modifier doesn't do anything to the model :|
Have you increase the repeat value. I did 50 on mine because of the polygon density.
@@Tosmo i made 0.002 (0 more is imposible xD) pn remesh and 45 like in you'r video.
Lol starting 🤣🤣
dude work for COD or sth? xD
That would require more attention to detail.
my n
is that a fucking portugese AR-10
@@JamesDean-l1i damn right it is
@@Tosmo you got nice taste in guns my man