You are an excellent teacher! I'm concentrating on character and environment modelling at the moment, but will certainly check out your course if I get into hard surface modelling.
I've been using Blender for so long and I never discovered Bevel weight, but to choose what I wanted to bevel in a non destructive way was something I could have used several times. Thanks for this great tip!
I wish I had found this video earlier, I've being battling with edge loops all evening on a vehicle project 😄 I can't wait to adopt this method tomorrow, thanks for sharing 👍
The problem with either edge crease or bevel weight is the way the creases fade. If there is a way to make them fade gradually and not pinch, then that will be a game-changer.
I agree. I think the best way to achieve this is to do what Berk is doing at 3:12. Additionally, delete the edge in the newly formed triangle on the left side, starting from the vertices that were merged
Abi ağzına sağlık, subd + bevel modifier workflowunun bu kadar güçlü olduğunun ve konsept tasarımlar için bu kadar elzem olabileceğini hayal dahi etmemiştim. Şahane bir tutorial olmuş 👏👏👏
ismini görene kadar amerikalı olduğunu sandım. belkide amerikalısındır yanlış anlaşılmasın ama blenderı çok iyi biliyorsun ve anlatıyorsun. teşekkürler.
Say I know of another TH-camr who uses the edge crease and mark sharp option to get the same effect. Is it bad to do that? Because I followed that method for my design and it still came out decent.
I just watched this and instantly subbed and turned on the notifications for your channel. It is good to see people doing videos while explaining why and how, which is very valuable for people like me. :)
Hi! Is UV Editing part of the Course? This is where I struggle the most after I modeled a Car. I usually do Formula style Cars and I struggle a lot with the UV.
Is it better to use mean crease on the subdivided mesh and no Bevel or Subdivision + Bevel modifier and the bevel weight? is there any big tris count difference between these two methods?
in many ways its seems a little easier to make more organic looking cars. I am doing a 1970's hyundai pony and it has a lot of square and triangular bits. seems really tricky ( to me at least)
Autodesk alias has a function to manage proportional editing along the x edgeloop vs the y edgeloop. You basically move a vertex and then decide how much the movement pulls other points along both connected edgeloops seperately. Is there something like that in blender?
I notice you let some triangles slide sometimes in your models. I find it quite hard not to have a triangle sometimes. And if I try to fix it the quad next to it becomes an ngon.
as long as it doesn't affect your reflections in a horrible way, triangles and ngons are fine :) sometimes it's not worth to try to convert them into quads. I have more tips on my advanced course :) you can see more details here: www.berkkaplan.com
Oh yes, bevel weights, and occasionally also vertex weights, are key to great subdivision modeling. Best to maintain quad topology in the base polygon mesh. A beautiful concept car, btw. (ツ)☕☕(ツ)
Berk вы работаете в автомобильном дизайн студио..сколько зарабатываете..пожалуйста скажите пожалуйста где можно продвигать или продавать свои дизайн продукты..пожалуста напишите ответ
I try to model a car for almost 1 year. I always have difficulties with topology, and after watching many videos, I still don't know how to do topology, I still don't understand how to keep similar curbs on parts border when parts don't have same amount of vertices... I already knew this bevel feature, but that doesn't help me. I don't see how it is a game changer If it not finished in 1 year (which is most likely) I'll definitvely quit 3d modeling, If I can't create a car after almost 10 years using blender it is way too frustrating
I understand if you followed different youtube tutorials you may get confused. Did you enroll to my course? There I start from zero and develop a car. Please check it on my website: www.berkkaplan.com . Sounds like you need a step by step guide for full car modelling process :)
I use crease for setting up the design, but use bevels when collaborating with maya or c4d users. Crease is much faster, but requires high subdivision, bevel is more precise for setting up product design radii.
Sigh... this might have been an interesting video, but you just had to put a loud background music over your narration, right? What is it with creators when they think every video has to have music in the background. NO! I want my information as information, not as a form of pseudo entertainment elevator music session. Oh, thank god.. starting from 2:30 the BG music is gone. Thank you so much. (I effin' HATE background music.)
If you have to play music while you are talking, at least play it softly in the background so we can hear you talk, not play it at the same level that you are talking .. As we are here to listen to you and not watch a music video :(
There is something scaring me about car design in Blender and its called "Guide meshes"... How important is it to use guide meshes when modelling a car in blender
I use it only at the end of designing the cars. I know what you mean and I don't like to mess up with "guide mesh" and limit my design at the beginning :) you can learn the way I approach it on my course. The Alfa Romeo is only 5 hours in the course 🤙😄
Here's my two cents on it after seeing a lot of questions about it. I developed the Guide Mesh technique, and many swear by it, but some don't like it at all. Like with any technique, if you know the proper way to use it, and especially when to use it, it can do nothing but help your workflow and give you greater control over the final topology and surface quality of your model. It's not useful in every situation though, and knowing how to apply it is important to it being useful at all. There's also a learning curve, and there are specific rules to follow because shrinkwrapping subsurfed geometry can complicate things. And like Berk mentions, for an actual design process it'll be more helpful in later stages so it doesn't limit your editing freedom. One problem I see though, is as the technique gets more popular and more videos pop up using it, a lot of critical information on the technique is left out, including the most recent updates to it. This might leave people frustrated when trying to apply the technique themselves, and that's not going to help build confidence in it. Some people also mistake the technique for a crutch that can bypass needing good topology, so they see it as a lazy approach, but this isn't fully the case. You'll still need perfect topology for your guide mesh, but you do have more freedom with your final mesh's topology, within reason. Though this freedom works both ways. Your final mesh doesn't need perfect topology to still look perfect, but you'll also have the ability to more easily achieve perfect topology if you need to. All artists have their preferences and the technique won't click with everyone, but after 23 years of modeling I haven't seen a more effective method for quality control when it comes to polygon modeling. Even beyond the general usefulness of the technique, there are many unique tricks you can pull off with it that would just be a massive headache any other way.
thought this was a video about rendering. Why the f are you "designing" in blender? And deal with topology? That's why most use CAD, not only because you can actually manufacture the design afterwards, no because its so much easier to design without all the technicalities of polygon modelling being in your way.
You are an excellent teacher! I'm concentrating on character and environment modelling at the moment, but will certainly check out your course if I get into hard surface modelling.
Bevel weight is a better choice for those who want more realistic details, comparing to using crease to create sharp shape
I've been using Blender for so long and I never discovered Bevel weight, but to choose what I wanted to bevel in a non destructive way was something I could have used several times. Thanks for this great tip!
I wish I had found this video earlier, I've being battling with edge loops all evening on a vehicle project 😄 I can't wait to adopt this method tomorrow, thanks for sharing 👍
The problem with either edge crease or bevel weight is the way the creases fade. If there is a way to make them fade gradually and not pinch, then that will be a game-changer.
I agree. I think the best way to achieve this is to do what Berk is doing at 3:12. Additionally, delete the edge in the newly formed triangle on the left side, starting from the vertices that were merged
Change your name to "Ngone Guy"
So real
NGuy
I have done your course but I can already say you probably have the best course out there.
This is so nice, making the n vision 74 currently & this was a huge help
Great to hear! You can learn more from my course :) berkkaplan.com
Thank you so much for this great tip!
i just want to say i LOVE that alfa design and i legit would want to see it made into a real car
just use shift + E..... i tried both and they gave me the same result and for me its much easier and more controllable
Abi ağzına sağlık, subd + bevel modifier workflowunun bu kadar güçlü olduğunun ve konsept tasarımlar için bu kadar elzem olabileceğini hayal dahi etmemiştim. Şahane bir tutorial olmuş 👏👏👏
Use Creases instead of Bevel weights. Ctrl + E
Nice. Not only lesson, but also simple and warm scene including 2000K light reflecting in the plane. Taste and confidence))
ismini görene kadar amerikalı olduğunu sandım. belkide amerikalısındır yanlış anlaşılmasın ama blenderı çok iyi biliyorsun ve anlatıyorsun. teşekkürler.
teşekkürler çok temiz bir açıklama olmuş, bu özelliği yeni keşfettiğime üzüldüm sadece :)
At 3:55, you use the addon "set flow" by Benjamin sauder, it fix the edge loop with single click.
That still is a manual operation, compared to the automatic nature of modifiers
@@ScorgRusYou have to add modifierd
Say I know of another TH-camr who uses the edge crease and mark sharp option to get the same effect. Is it bad to do that? Because I followed that method for my design and it still came out decent.
This was a critical lesson for me. Thank you for sharing.
I just watched this and instantly subbed and turned on the notifications for your channel. It is good to see people doing videos while explaining why and how, which is very valuable for people like me. :)
"Crispy" 😂 I like your style.
wow thanks really for posing this for free
I just realized I have been using the mean crease tool by mistake. This bevel weight tool is absolutely amazing.
Thanks! Didnt know about this tool!
Awesome tips! Thanks a lot!
nice teaser! gotta have that one
İsme bi baktım Berk Kaplan yazıyor abooooow as bayrakları :D
Hello Berk, when will you be doing another video of reviewing our sketches?
Soon! :)
Hi! Is UV Editing part of the Course? This is where I struggle the most after I modeled a Car. I usually do Formula style Cars and I struggle a lot with the UV.
Hi, I don't go deep onto UV editing, I show it for how to make the Tire. Not for whole car. It's tricky I agree :)
Is it better to use mean crease on the subdivided mesh and no Bevel or Subdivision + Bevel modifier and the bevel weight? is there any big tris count difference between these two methods?
How do you get rid of shader artifacts by using bevel modifier + subd?
in many ways its seems a little easier to make more organic looking cars. I am doing a 1970's hyundai pony and it has a lot of square and triangular bits. seems really tricky ( to me at least)
Well done brother 🎉
Thanks, that helps me a lot :)
Nice tip! Thanks!
I need to grease up my wife’s and Miy bike for ciclavia this October 👋🏽
Do you know when your AI design course will be done?
I'm waiting some Vizcom updates, then I will finalize it :) Thanks for the interest! Shouldn't be later than May..
Thank you Berk! It was very helpful and useful
Autodesk alias has a function to manage proportional editing along the x edgeloop vs the y edgeloop. You basically move a vertex and then decide how much the movement pulls other points along both connected edgeloops seperately. Is there something like that in blender?
yes
I notice you let some triangles slide sometimes in your models. I find it quite hard not to have a triangle sometimes. And if I try to fix it the quad next to it becomes an ngon.
as long as it doesn't affect your reflections in a horrible way, triangles and ngons are fine :) sometimes it's not worth to try to convert them into quads. I have more tips on my advanced course :) you can see more details here: www.berkkaplan.com
Which system can operate this software? 8gb is enough?
Oh yes, bevel weights, and occasionally also vertex weights, are key to great subdivision modeling. Best to maintain quad topology in the base polygon mesh. A beautiful concept car, btw.
(ツ)☕☕(ツ)
Thank you!
Abim Türkiye'ye özel fiyatlandırma yok mu ya alamıyoruz kursu :(((((((((
This was actually quite insightful I am building the confidence to model a proper car, I am currently working on a toy car.
Would you make a tutorial of lamborghini aventador SVJ modeling series by blender?😊🙂
Berk вы работаете в автомобильном дизайн студио..сколько зарабатываете..пожалуйста скажите пожалуйста где можно продвигать или продавать свои дизайн продукты..пожалуста напишите ответ
Now someone just needs to make a procedural car generator. We already have the aircraft version.
will u also rig it in the course?
abi siz amerikanyadamı yaşıyor sunuz?
I try to model a car for almost 1 year. I always have difficulties with topology, and after watching many videos, I still don't know how to do topology, I still don't understand how to keep similar curbs on parts border when parts don't have same amount of vertices... I already knew this bevel feature, but that doesn't help me. I don't see how it is a game changer
If it not finished in 1 year (which is most likely) I'll definitvely quit 3d modeling, If I can't create a car after almost 10 years using blender it is way too frustrating
I understand if you followed different youtube tutorials you may get confused. Did you enroll to my course? There I start from zero and develop a car. Please check it on my website: www.berkkaplan.com . Sounds like you need a step by step guide for full car modelling process :)
@@BerkKaplanDesigner That won't help me, unless the video is about the exact same car I'm modeling and I can't afford your course unfortunately
I love the great work you have put in ur craft, the price ,we that we are in Africa kindly do something about the price, so we can lean it too sdir
Thank you!
As bayrakları as as!!!!
Could you please turn up the music a little bit, i really enjoy that music
Very good performance
Awesome ❤👍💪
is this tool not very much similar to crease?Just asking, because crease is my usual tool...
Same
I use crease for setting up the design, but use bevels when collaborating with maya or c4d users. Crease is much faster, but requires high subdivision, bevel is more precise for setting up product design radii.
crease does not add more geometry near the edge, hence it has a little worse resolution
cool tips
Hallo
i like it😍
bende dıyom ben bu kadar ıngılızce anlayamazdım hayırdır ınsallah bıde baktım kanalın adına jeton dustu :D
Awesome
so now you know :)
🙏🙏🙏👏👏👏👍👍
Abi kursun çok güzel inceledimfakat bir türk öğrenci olarak benim için pek mümkün değil 130 dolar üzüldüm cidden :(
Free kurslarınla yola devam :)
спасибо из россии, помог
Please dont use red color in youtube videos, because its rendering in half resolution compared to other colors, and thanks for the guide!
Sigh... this might have been an interesting video, but you just had to put a loud background music over your narration, right?
What is it with creators when they think every video has to have music in the background.
NO! I want my information as information, not as a form of pseudo entertainment elevator music session.
Oh, thank god.. starting from 2:30 the BG music is gone. Thank you so much. (I effin' HATE background music.)
If you have to play music while you are talking, at least play it softly in the background so we can hear you talk, not play it at the same level that you are talking .. As we are here to listen to you and not watch a music video :(
There is something scaring me about car design in Blender and its called "Guide meshes"... How important is it to use guide meshes when modelling a car in blender
I use it only at the end of designing the cars. I know what you mean and I don't like to mess up with "guide mesh" and limit my design at the beginning :) you can learn the way I approach it on my course. The Alfa Romeo is only 5 hours in the course 🤙😄
Here's my two cents on it after seeing a lot of questions about it. I developed the Guide Mesh technique, and many swear by it, but some don't like it at all. Like with any technique, if you know the proper way to use it, and especially when to use it, it can do nothing but help your workflow and give you greater control over the final topology and surface quality of your model. It's not useful in every situation though, and knowing how to apply it is important to it being useful at all. There's also a learning curve, and there are specific rules to follow because shrinkwrapping subsurfed geometry can complicate things. And like Berk mentions, for an actual design process it'll be more helpful in later stages so it doesn't limit your editing freedom.
One problem I see though, is as the technique gets more popular and more videos pop up using it, a lot of critical information on the technique is left out, including the most recent updates to it. This might leave people frustrated when trying to apply the technique themselves, and that's not going to help build confidence in it. Some people also mistake the technique for a crutch that can bypass needing good topology, so they see it as a lazy approach, but this isn't fully the case. You'll still need perfect topology for your guide mesh, but you do have more freedom with your final mesh's topology, within reason. Though this freedom works both ways. Your final mesh doesn't need perfect topology to still look perfect, but you'll also have the ability to more easily achieve perfect topology if you need to.
All artists have their preferences and the technique won't click with everyone, but after 23 years of modeling I haven't seen a more effective method for quality control when it comes to polygon modeling. Even beyond the general usefulness of the technique, there are many unique tricks you can pull off with it that would just be a massive headache any other way.
isnt bevel weight cheating?
You are European, I am European, why is this in DOLLARS? That s stupid
thought this was a video about rendering. Why the f are you "designing" in blender? And deal with topology?
That's why most use CAD, not only because you can actually manufacture the design afterwards, no because its so much easier to design without all the technicalities of polygon modelling being in your way.
topologynin içine etmişsin