High-Poly Modeling Techniques in Blender

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 41

  • @joshf6386
    @joshf6386 3 ปีที่แล้ว +23

    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 :)

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว +5

      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.

  • @dervitz9753
    @dervitz9753 3 ปีที่แล้ว +8

    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"

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว

      Interesting, I hadn't seen that before, thanks for the tip 👍

  • @Gemesil
    @Gemesil 3 ปีที่แล้ว +1

    Great info! highly underrated channel

  • @Cyber_Kriss
    @Cyber_Kriss 3 ปีที่แล้ว +2

    0:20 Bwahahaha ! I like your sense of humor, man !

  • @tacticalteamkilling6539
    @tacticalteamkilling6539 2 ปีที่แล้ว

    Perhaps a video on finding and using references would be appropriate?

  • @runerthereaper3320
    @runerthereaper3320 3 ปีที่แล้ว +5

    Is your low-poly mesh the high-poly without all the modifiers or is it made around the high-poly mesh?

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว +4

      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.

    • @runerthereaper3320
      @runerthereaper3320 3 ปีที่แล้ว +4

      @@Tosmo Alright, thanks for the info, stay cool!

  • @menso3852
    @menso3852 2 ปีที่แล้ว

    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?

    • @Tosmo
      @Tosmo  2 ปีที่แล้ว +3

      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.

  • @iNeeDzv
    @iNeeDzv ปีที่แล้ว +1

    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)

  • @MrFrost-xh6rf
    @MrFrost-xh6rf ปีที่แล้ว +1

    What’s the difference between bevel weights and edge crease?

    • @Tosmo
      @Tosmo  ปีที่แล้ว +3

      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.

  • @TomislavTomaskovic-yg8hp
    @TomislavTomaskovic-yg8hp ปีที่แล้ว

    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?

  • @IsUserADuck
    @IsUserADuck ปีที่แล้ว

    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?

  • @thebulletkin8393
    @thebulletkin8393 3 ปีที่แล้ว

    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 ;(

  • @guloth5546
    @guloth5546 2 ปีที่แล้ว +1

    What software are you using to view your model at the beginning of the video?

    • @Tosmo
      @Tosmo  2 ปีที่แล้ว

      Marmoset Toolbag

  • @Rude_soup_cat
    @Rude_soup_cat 3 ปีที่แล้ว +1

    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?

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว +1

      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.

  • @tomislavtomaskovic2831
    @tomislavtomaskovic2831 ปีที่แล้ว

    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

    • @JaredSvB
      @JaredSvB 8 หลายเดือนก่อน

      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!

  • @ruok3351
    @ruok3351 3 ปีที่แล้ว

    My bevel weight does nothing? when I apply the subd modifier my bevel weighted edges didnt retain its form

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว

      Did you have the bevel modifier attached before the subD modifier?

    • @ruok3351
      @ruok3351 3 ปีที่แล้ว +1

      @@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?

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว

      @@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.

  • @nimbooman3308
    @nimbooman3308 2 ปีที่แล้ว

    Legends know it's M16 😉

  • @shwarcoldarceneger1689
    @shwarcoldarceneger1689 3 ปีที่แล้ว

    My smooth modifier doesn't do anything to the model :|

    • @Tosmo
      @Tosmo  3 ปีที่แล้ว +1

      Have you increase the repeat value. I did 50 on mine because of the polygon density.

    • @shwarcoldarceneger1689
      @shwarcoldarceneger1689 3 ปีที่แล้ว

      @@Tosmo i made 0.002 (0 more is imposible xD) pn remesh and 45 like in you'r video.

  • @cooldragoncool3046
    @cooldragoncool3046 3 ปีที่แล้ว +1

    Lol starting 🤣🤣

  • @9words40
    @9words40 3 ปีที่แล้ว +6

    dude work for COD or sth? xD

  • @lucutes2936
    @lucutes2936 2 ปีที่แล้ว

    my n

  • @JamesDean-l1i
    @JamesDean-l1i 3 หลายเดือนก่อน

    is that a fucking portugese AR-10

    • @Tosmo
      @Tosmo  3 หลายเดือนก่อน

      @@JamesDean-l1i damn right it is

    • @JamesDean-l1i
      @JamesDean-l1i 3 หลายเดือนก่อน

      @@Tosmo you got nice taste in guns my man