Blender 3D Timelapse - Modeling a MECH - Arbalest Mobile Suit

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  • เผยแพร่เมื่อ 14 ต.ค. 2024

ความคิดเห็น • 27

  • @alvaro_s2812
    @alvaro_s2812 2 วันที่ผ่านมา +5

    this looks so good! the fact you got inspiration from gundam make it even better ! tough is also giving me armored core vibes 🙂

    • @nocluse1
      @nocluse1  2 วันที่ผ่านมา

      @@alvaro_s2812 Thanks! I also love armored core as well

  • @CriminallyUnderatted
    @CriminallyUnderatted 2 วันที่ผ่านมา +3

    Oh my gosh that looks amazing! 4 hours well spent!

  • @-NathanB-
    @-NathanB- 2 วันที่ผ่านมา +3

    Bro I just found you today and I couldn’t be happier this is exactly what I’ve been looking for keep it up!

    • @nocluse1
      @nocluse1  2 วันที่ผ่านมา

      @@-NathanB- Thanks!

  • @ExthreeX
    @ExthreeX 2 วันที่ผ่านมา +2

    also, very impressive mech!

  • @ohmycaaat
    @ohmycaaat วันที่ผ่านมา +1

    Fast! Nice results and very cool worn edges materials. I think you forgot to apply scale on his shield, idk. Because edges in the shield look smaller. But edges on his head, shoulders and front armor plate look soo cool with worn edges! Really nice touch

    • @nocluse1
      @nocluse1  วันที่ผ่านมา

      @@ohmycaaat You are absolutely correct I did forget to apply scale to the shield!

  • @artificercascadia7651
    @artificercascadia7651 วันที่ผ่านมา

    Wonderful job, fam \o/ Good proportions.

  • @kre8or465
    @kre8or465 วันที่ผ่านมา +1

    This is cool as heck! How would you go about rigging something mechanical like this I wonder?

    • @nocluse1
      @nocluse1  วันที่ผ่านมา +1

      @@kre8or465 I do it the lazy way and keep all the parts as separate objects and just parent them to the relevant bones.
      I know other people join the entire mech into one object and assign vertex groups, or instance collections of each body part and then parent those to bones, but I straight up just select all the forearm pieces and parent them to the forearm bone.
      I also have a tutorial on how I rigged a robot duck!

  • @KDN.Blend1
    @KDN.Blend1 16 ชั่วโมงที่ผ่านมา +1

    are you gonna make a part two to the duck tutorial? with particles and stuff?

    • @nocluse1
      @nocluse1  39 นาทีที่ผ่านมา

      yeah, that stuff takes a while. Timelapses are super easy to film and edit though, so that's why they come out faster.

  • @ExthreeX
    @ExthreeX 2 วันที่ผ่านมา +6

    if you can do that in 4 hours, i'll do that in 6 weeks or longer haha (i'm a beginner)

    • @arkapadma
      @arkapadma วันที่ผ่านมา +2

      definetely not 4 hours, the idea will take much more longer. 4 hours is "seen" process, "unseen" process may vary from days-years.

    • @MICROKNIGHT3000
      @MICROKNIGHT3000 22 ชั่วโมงที่ผ่านมา +1

      Yeah its not like one takr or sitting. If you can do that ur either insanely skilled or just have nonstop ideas that u incorporate right away instead of thinking more or exploring options. Im not an artist but I play building games I inmagine theres some similarities xd

    • @AshenH20
      @AshenH20 5 ชั่วโมงที่ผ่านมา

      same here😂.

  • @generalgar
    @generalgar 2 วันที่ผ่านมา +2

    Почему таких не берут на высоко оплачиваемую работу?

  • @danyloboiko9011
    @danyloboiko9011 22 ชั่วโมงที่ผ่านมา

    when making the shoulder you used ctrl b to smooth a corner, that breaks the loops, any way of fixing it with an add-on or any other tool? doing it by hand tires me

    • @nocluse1
      @nocluse1  17 ชั่วโมงที่ผ่านมา +1

      @@danyloboiko9011 Not that I know of. Manually joining verts (J) or using the knife tool (K) is how I do it, but I am a very destructive modeler and I don't care about topology at all, so I just continue modeling without fixing it half the time.

    • @danyloboiko9011
      @danyloboiko9011 15 ชั่วโมงที่ผ่านมา

      @@nocluse1 tanks for responding

  • @bbrother92
    @bbrother92 21 ชั่วโมงที่ผ่านมา

    Can you do full tutorial on texturing?

    • @nocluse1
      @nocluse1  17 ชั่วโมงที่ผ่านมา +1

      @@bbrother92 Maybe, but I actually did 0 texturing work for this project (I don't texture most of my mechs). The materials are all procedural, all the weathering you see is just noise textures and mix-shader nodes. The edge weathering uses the bevel shader node.
      I took some free procedural worn metal materials from BlenderKit (an in-app user-made content library addon) and tweaked them / added on to them. For the text and logos, I use DECALMachine or just project text / image planes onto the armor pieces.
      I might show the shader tree in another video.

    • @bbrother92
      @bbrother92 16 ชั่วโมงที่ผ่านมา

      @@nocluse1 Thanks for you reply

  • @daichimurokami
    @daichimurokami วันที่ผ่านมา

    Was this from a reference or all freehannd?

    • @r3d678
      @r3d678 วันที่ผ่านมา

      by the speed and the non hesitation I guess it was froma a detailed concept art probably

    • @nocluse1
      @nocluse1  16 ชั่วโมงที่ผ่านมา

      @@r3d678 It was from a bunch of concept images, and I don't really think when I model too much. I treat these like 3D doodles. The overall shape is inspired by some stuff, but the details are all made up as I go. Most of the back portion and the shield-arm is all just freehand.