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
The whole process is more like a week, gathering concept images and stuff, then maybe 2-4 sessions for 30 min to an hour spread over a few days. But the real "unseen" process is just from practicing modeling almost everyday for 7 years as an architecture student and 3D hobbyist.
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
@@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!
@@STUDIO7Collectibles RTX 4070, Intel i9 13900H, 16gb RAM, 1tb storage but it's upgradable. Same with the RAM. The screen is 2560x1600. My PC is running a Ryzen 5 7800X and a RTX 3070, 32gb RAM, 1080p display. So my laptop renders faster, has less lag, and has higher a resolution screen. The renders for this project took around 30 seconds at 300 samples. The turntable render was around 20 minutes at 100 samples for 250 frames. All renders were done at 1080p.
@@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.
@@Frog-off It's all procedural shaders, no manual texturing or UV unwrapping. I got them from the BlenderKit addon by searching "Procedural Worn Metal" and then tweaking them until I was happy.
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
@@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.
@@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.
this looks so good! the fact you got inspiration from gundam make it even better ! tough is also giving me armored core vibes 🙂
@@alvaro_s2812 Thanks! I also love armored core as well
Bro I just found you today and I couldn’t be happier this is exactly what I’ve been looking for keep it up!
@@-NathanB- Thanks!
Oh my gosh that looks amazing! 4 hours well spent!
this is so cool, hope to be able to just model a mech like this some day
@@jayosmond8296 Practice modeling small projects every few days!
So clean
also, very impressive mech!
if you can do that in 4 hours, i'll do that in 6 weeks or longer haha (i'm a beginner)
definetely not 4 hours, the idea will take much more longer. 4 hours is "seen" process, "unseen" process may vary from days-years.
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
same here😂.
The whole process is more like a week, gathering concept images and stuff, then maybe 2-4 sessions for 30 min to an hour spread over a few days.
But the real "unseen" process is just from practicing modeling almost everyday for 7 years as an architecture student and 3D hobbyist.
Wonderful job, fam \o/ Good proportions.
Thanks!
i started doing my own but had to leave to go out of state for work might need a laptop
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
@@ohmycaaat You are absolutely correct I did forget to apply scale to the shield!
This is cool as heck! How would you go about rigging something mechanical like this I wonder?
@@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!
@nocluse1 Keeping it separate makes it modular which is good as you can mix and match parts. Also games like armor core do that.
are you gonna make a part two to the duck tutorial? with particles and stuff?
yeah, that stuff takes a while. Timelapses are super easy to film and edit though, so that's why they come out faster.
Почему таких не берут на высоко оплачиваемую работу?
i am learning blender but i cannot make irregular shapes in blenders
quick question : how to get the Hand you are using ? is it an add on ?
@@thedgilsc1579 modeled in previous mech video, reusing it.
Where's part 2 of how to make a cute duck?
@@drawcanoe coming after midterms
I've been looking at these legions for the past year trying to decide if good enough for Blender. What specs is your's running?
@@STUDIO7Collectibles RTX 4070, Intel i9 13900H, 16gb RAM, 1tb storage but it's upgradable. Same with the RAM. The screen is 2560x1600.
My PC is running a Ryzen 5 7800X and a RTX 3070, 32gb RAM, 1080p display. So my laptop renders faster, has less lag, and has higher a resolution screen. The renders for this project took around 30 seconds at 300 samples. The turntable render was around 20 minutes at 100 samples for 250 frames. All renders were done at 1080p.
@@nocluse1 Thanks for the reply :) Appreciate it
Can you do full tutorial on texturing?
@@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.
@@nocluse1 Thanks for you reply
please make a tutorial on blender 3d
I have a crash course and one that is about making a duck robot!
What’s the modifier you’re using that starts with “hops”?
@@ElijahMoore-Restfulnights Hard Ops mirror. I use HardOps, a great hard surface addon for quickly adding modifiers like bevel, mirror, and booleans.
How to do that texture?
@@Frog-off It's all procedural shaders, no manual texturing or UV unwrapping. I got them from the BlenderKit addon by searching "Procedural Worn Metal" and then tweaking them until I was happy.
@@nocluse1 You are the fastest person to answer the question.
@@nocluse1 You are the fastest person to answer the question.
@@Frog-offWell I don't get comments too often and you commented at a time when I happened to be on my phone!
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
@@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.
@@nocluse1 tanks for responding
Was this from a reference or all freehannd?
by the speed and the non hesitation I guess it was froma a detailed concept art probably
@@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.
i am learning blender but i cannot make irregular shapes in blenders
@@AdyanAhmad-m2p Play with the Subdivision Surface modifier and you can get some irregular shapes.
i am learning blender but i cannot make irregular shapes in blenders