Thank you for watching, and for your feedback! I wanna keep these light, but also chalk-full of useful stuff for all levels, so that really helps us out! -Chunck :)
Aw shucks, you're too kind! You've set a high bar for me, I am looking forward to the challenge of upkeeping it! Got an Archimedes reference coming your way in the next video, so stay on your toes! -Chunck :D
Nice little step by step evolution video man! Having a fair amount of experience using the tools, to the point that I'm not necessarily finding myself asking "how" every two minutes, it's interesting to see your choices and following the process from a higher level. That gets you thinking about the alternatives for making your shapes, where no one option is necessarily right or wrong.
I several years ago inspired by a video describing some machine thing. The creator of that video said he used blender to build to a comment. I downloaded an old version and tried to follow a tutorial for the beginners but used to fall asleep while watching it😁. Anyways now I came back to blender to do a house construction modeling. I just learnt how much we can do with the blender if we could learn it.
That bevel+subsurf workflow seems really powerful, I've been learning how to use subsurf but feel like I'm overusing it and have to add loads of loops - this seems like a muuuch better method!
Couldn't begin to express how powerful it is. And because of its non-destructive nature, it's incredibly easy to go back to in case you need to fix up some edges. Loops are cool, but the second I learnt about this method it was as if I had learnt how to model all over again! -Chunck
This was a great way to help make things click. If I can model a lamp I have the confidence to build everything. Recently I've been getting more confident with how I approach objects and builds.
Hey that's awesome to hear! Thrilled it's helped so much! Everything is comprised of smaller pieces, if you take your time you really can model anything! -Chunck :)
I like how it all came together, well done. I usually get bored and don't spend time refining 😒, so I think this video taught me how perseverance pays off in the end... 😏👆🌼😌
Happy you liked it! I have that same trouble, friend. Normally I'm not satisfied with how my art is looking until around the 90% completed mark, but I also shouldn't be happy any sooner because it's only 90% done! Stick with your designs and don't be too hard on yourself. -Chunck :D
First! Also, thank you for this video, it helped me understand how to incorporate some techniques and tools I've learned into a proper workflow. Keep up the good work!
Uh oh, looks like I goofed on the visibility of this video so you got to see it early, you lucky duck! Happy to help out, sometimes it just helps to see how other people work through the same issue. All the best in your 3D and I hope you'll join me for future "Let's Build It" episodes. -Chunck :)
Nice workflow. Time to make the executive decision to start rounding individual seams.
4 ปีที่แล้ว +3
Great video. I would like to see tutorial about bevel+subsurf. Also uv mapping and materials for the model would be nice to see. Keep up the good work :)
Thanks Farhad! This will be the first in hopefully a long running series, so stay tuned and make sure to vote on videos in our Community tab! -Chunck :)
@@cg_cookie It would be productive to choose more complex shaped items in order to gain more experience, for example PlayStation gamepad or some old style portrait frames. The main goal should be is in the end of series your subs able to make any complex shape item they have see)) (sorry for bad English) (please don't consider it as an order - but only advice - i love this chanel and i appreciate your hard work!) In any case i wish you a good luck with this project!!
Well I will be the first one to admit, the Let's Build It series is a ton of trial and error before it finally gets condensed into a 10 minute video. Really, if you learn something from it I wouldn't consider that a failure either. That's learning! -Chunck :)
Are you rigging it too? I've tried to do a lamp like this but I just can't rig it as it has double joints everywhere. If not, do you know where to learn how to rig something like this with double joints?
Sadly no rigging will take place in this particular video. That being said, the "Let's Build It' series is likely going to cover building rigs in the future so make sure to watch out for the polls in our community tab to see when those videos will start coming out! There are several videos on the channel that cover rigging in different capacities, so taking a look there may help you out. As well, we have an awesome course on rigging a rifle that may be useful for those more mechanical rigging jobs (th-cam.com/video/G3lYabSIUD8/w-d-xo.html, timestamped primer video for you to a particular part that I think may help). -Chunck :)
I think I have found it, it is Ctrl+B, after selecting and edge and using scroll wheel to increase or decrease the cuts.. Still it acts on the geometry, and not via modifiers.
I found this very useful and I love the organic feel each part has using the sub surf/bevel weight combo. I use it for most objects I make. However, I find that I am working with a high vertices /faces count. I am currently modelling a BMX using this method and I am nearly complete. I have just the bike in my scene and I am at 3million verts! It went up to 5 million when I used an array for the chain. Before any decimating. Any tips on keeping verts lower using this technique? Thanks for the great content, I really appreciate it
So after about 8 hours of learning n working, I got my face count down to 650,000. I used a mixture of unsubdividing, manually deleting edge loops and faces, limited dissolve, and the decimate modifier (but hardly used the decimate mod) Thanks again for pointing out this technique. I love it!
hahahah the tutorial was good but this was the most exciting tutorial I have ever seen .. ur jokes were too good .. that one we disappointed our parents by not becoming electricians omg i laughed a lot so good
Cool. Now... how do I rig that so it can move like a lamp ? I want limited arm tilt, rotation and springs stretching... oh, and then it has to make light too.
I figured the way to close that bulb without triangulation / ngons........it only works if you have an even number of vertices. Select the loop and use 'grid fill'.
Very nice. How would you create the hierarchy and set up the joints to manipulate the lamp into various poses? Even with the Parent to Empty add-on, it's quite a task... at least for me.
Top right of the viewport, to the left of the shading options there is a drop down button for the viewport overlays. Near the bottom, there should be one that says "Edge Length", that's the one you're looking for! -Chunck :)
This series is hopefully going to be pretty open to what we build (rigs, materials, modeling, etc), so I'd say you can tentatively expect to see some materials in the future. -Chunck :)
I'd been knowing this bevel + subsurf technique long time ago but ever since I never made any single successful result and end up using loop cut technique, which lead to memory overload, still couldn't find out the reason why, but now I've overcame this problem, I just simply stop blendering 😔😔😔 great job btw ✌️✌️✌️
The edge creases are very useful too, however they can result in harsh edges when trying to make more believable surfaces. Most surfaces normally have a rounded edge, if at a micro level. That being said, using edge creases is a totally viable option! -Chunck
As much as I love Blender... the development team really needs to get its act together to enable setting the pivot points and building a hierarchy. Even if you simply provide this finished model to an advanced Blender user, it would require an advanced maneuver to get it to mechanically operate like a poseable desktop lamp. Seems like it's something that is not in the nature of Blender... perhaps import into Maya to set up the hierarchy and animate?
I believe the same rules could apply when making a car, except maybe long stretches of smooth geometry where the bevel is non-constant along the surface, but even then, the support edges would then be used in combination to drive the weights of the bevel themselves. Would that be too far off-mark? As someone that has used a long time ago support loops every-freaking-where to make smooth hard surfaces, mostly trucks, helicopters, cars and planes... this is something that I would like to try as an effort to get back to proper 3D modeling.
Ultimately, one method doesn't outright trump the other. They both have areas that they perform better in, because they do different(ish) things with similar looking results. I use both in my workflow consistently, it's a matter of knowing where you'd want to use one over the other. -Chunck :)
I did one of those long time ago, even made some bones with the wires following properly the structure, the wires doesn't work anymore, don't know why...
These videos are so straight to the point, easy to understand, and entertaining. As a blender beginner I really love these
Thank you for watching, and for your feedback! I wanna keep these light, but also chalk-full of useful stuff for all levels, so that really helps us out! -Chunck :)
@@cg_cookie lol... "wanna keep these light" no pun intended of course
Really nice
Hands down the best instructor I’ve listened to! The perfect mix of seriousness, silliness and intellectuality.
Aw shucks, you're too kind! You've set a high bar for me, I am looking forward to the challenge of upkeeping it! Got an Archimedes reference coming your way in the next video, so stay on your toes! -Chunck :D
That was great! I like this tutorial style
Thanks for checking it out, Jared! Have a new one coming out next week, make sure to check it out too! -Chunck :)
Heeeeey...JARED THE LEGEND!!
And now: Do the Pixar-Lamp-Intro with it!
Yes
I is already in a very poor shape, it doesn't need another Luxo Jr.
Wow -- I didn't know about this bevel/subsurf workflow after 6 years of blender... Definitely a time (and loop cuts) saver.
the bevel and subsurf combo really saved me a lot of time. Thanks CG Cookie!!
These are some of the best blender videos I've seen on TH-cam, and I've seen a lot.
After pressing double G for edge side you can press E for evenness.
Also would suggest that you use the grid fill to close of circles
Was just about to comment about grid fill. Didn't know about the evenness trick, though. Good tip.
Just a tip for making lightbulbs. Use the UV sphere and remove the 2-3 bottom rings and extrude that part for the connector screw bit :)
I very much like this 'general' style of video (versus the click by click tutorial). Very informative.
tutorials
one of the finest i have ever seen.
thank you
Nice little step by step evolution video man! Having a fair amount of experience using the tools, to the point that I'm not necessarily finding myself asking "how" every two minutes, it's interesting to see your choices and following the process from a higher level. That gets you thinking about the alternatives for making your shapes, where no one option is necessarily right or wrong.
I several years ago inspired by a video describing some machine thing. The creator of that video said he used blender to build to a comment. I downloaded an old version and tried to follow a tutorial for the beginners but used to fall asleep while watching it😁. Anyways now I came back to blender to do a house construction modeling. I just learnt how much we can do with the blender if we could learn it.
That bevel+subsurf workflow seems really powerful, I've been learning how to use subsurf but feel like I'm overusing it and have to add loads of loops - this seems like a muuuch better method!
Couldn't begin to express how powerful it is. And because of its non-destructive nature, it's incredibly easy to go back to in case you need to fix up some edges. Loops are cool, but the second I learnt about this method it was as if I had learnt how to model all over again! -Chunck
This was a great way to help make things click. If I can model a lamp I have the confidence to build everything. Recently I've been getting more confident with how I approach objects and builds.
Hey that's awesome to hear! Thrilled it's helped so much! Everything is comprised of smaller pieces, if you take your time you really can model anything! -Chunck :)
Wow you make it look so effortless.
I'm almost a year without using the blender, these tutorials are good for me to remember what I forgot
Some have even forgotten more than I ever knew…😨
clicked the video thinking that i wouldnt see anything new... was i surprised. Thanks!
I’m new to Blender, and this video is awesome! Love the concept. I’m looking forward to more videos from you! #letsbuildit 😎
This was really good. Nice pace and explanation as you modeled. Thank you.
Amazing idea !!! Keep making videos like this. Short and meaningfull
Super cool! That duo of smoothing is very cool
Love the CGMatter reference at the end 😅
Was honestly an unintentional homage to another great channel, could not for the life of me remember why it sounded familiar! -Chunck :D
CG Cookie the subconscious mind is an amazing thing 😅
4:44 that was some deep shit right there. Awesome tutorial, man, as always!
amazing tutorial! Really enjoyed it.
I like how it all came together, well done. I usually get bored and don't spend time refining 😒, so I think this video taught me how perseverance pays off in the end... 😏👆🌼😌
Happy you liked it! I have that same trouble, friend. Normally I'm not satisfied with how my art is looking until around the 90% completed mark, but I also shouldn't be happy any sooner because it's only 90% done! Stick with your designs and don't be too hard on yourself. -Chunck :D
its beautiful
First! Also, thank you for this video, it helped me understand how to incorporate some techniques and tools I've learned into a proper workflow. Keep up the good work!
Uh oh, looks like I goofed on the visibility of this video so you got to see it early, you lucky duck! Happy to help out, sometimes it just helps to see how other people work through the same issue. All the best in your 3D and I hope you'll join me for future "Let's Build It" episodes. -Chunck :)
Nice workflow. Time to make the executive decision to start rounding individual seams.
Great video. I would like to see tutorial about bevel+subsurf. Also uv mapping and materials for the model would be nice to see. Keep up the good work :)
bevel subsurf dream team 😂😂😂 so good!!
Great job!
Can someone please clarify how he did this? 3:14
yeah this is where I gave up and went to a different video
I want another series called "Let's Rig it in Blender" and continue with this one
3:14 how did you do that with only 3 vertices? When I press f it creates a triangle please help
Really nice video, thank you!
Great tutorial! Tnks for sharing, keep up with the awesome work!!
How did u do the thing in the 3:14?
great bro!!!!
Thank´s. Very nice tutorial, a lot of useful tips!
Best video ❤️
I would like to see more content like this.
Amazing job!!! Yes i love it soo plz continue ❤️
Thanks Farhad! This will be the first in hopefully a long running series, so stay tuned and make sure to vote on videos in our Community tab! -Chunck :)
@@cg_cookie It would be productive to choose more complex shaped items in order to gain more experience, for example PlayStation gamepad or some old style portrait frames. The main goal should be is in the end of series your subs able to make any complex shape item they have see)) (sorry for bad English) (please don't consider it as an order - but only advice - i love this chanel and i appreciate your hard work!) In any case i wish you a good luck with this project!!
RenderMan: Wait, that's illegal
"they got more curves than the michelin man" hhhhhhhhhhhhhhhh got me dead
Hi, what did he do at 3:12 ??
I did V shortcut, but only face ripped from cylinder😢
wait a second!! lets talk about that screw modifier!
It's super handy! -Chunck :)
NGL I laughed wayyyyyy to hard at that opening shit was gold
Amazing!
Can't wait to see you there, skeppy! -Chunck :)
3:13 how did u do this part right here?
I love when gods talk about their fail attempts cause they're motivating
Well I will be the first one to admit, the Let's Build It series is a ton of trial and error before it finally gets condensed into a 10 minute video. Really, if you learn something from it I wouldn't consider that a failure either. That's learning! -Chunck :)
@@cg_cookie well that definitely wasn't even close to failure because I learned bunch of new stuff. Thanks for the shared knowledge :)
Great video
Are you rigging it too? I've tried to do a lamp like this but I just can't rig it as it has double joints everywhere. If not, do you know where to learn how to rig something like this with double joints?
Sadly no rigging will take place in this particular video. That being said, the "Let's Build It' series is likely going to cover building rigs in the future so make sure to watch out for the polls in our community tab to see when those videos will start coming out!
There are several videos on the channel that cover rigging in different capacities, so taking a look there may help you out. As well, we have an awesome course on rigging a rifle that may be useful for those more mechanical rigging jobs (th-cam.com/video/G3lYabSIUD8/w-d-xo.html, timestamped primer video for you to a particular part that I think may help). -Chunck :)
I liked this video..make more like this
You should make a video where you add a rig to this model, I think it would be very helpful
9:48 omg why you do this to me
Sorry friend... They say art imitates life, the best art is drawn from life experience. ;D -Chunck
i wished you posted the link to the reference, makes it easier. thank you for this though!
I think I have found it, it is Ctrl+B, after selecting and edge and using scroll wheel to increase or decrease the cuts.. Still it acts on the geometry, and not via modifiers.
I found this very useful and I love the organic feel each part has using the sub surf/bevel weight combo. I use it for most objects I make.
However, I find that I am working with a high vertices /faces count. I am currently modelling a BMX using this method and I am nearly complete. I have just the bike in my scene and I am at 3million verts! It went up to 5 million when I used an array for the chain. Before any decimating.
Any tips on keeping verts lower using this technique?
Thanks for the great content, I really appreciate it
So after about 8 hours of learning n working, I got my face count down to 650,000. I used a mixture of unsubdividing, manually deleting edge loops and faces, limited dissolve, and the decimate modifier (but hardly used the decimate mod)
Thanks again for pointing out this technique. I love it!
hahahah the tutorial was good but this was the most exciting tutorial I have ever seen .. ur jokes were too good .. that one we disappointed our parents by not becoming electricians omg i laughed a lot so good
Promise to leave your brain to blender science
Cool. Now... how do I rig that so it can move like a lamp ? I want limited arm tilt, rotation and springs stretching... oh, and then it has to make light too.
Nice😍
I figured the way to close that bulb without triangulation / ngons........it only works if you have an even number of vertices.
Select the loop and use 'grid fill'.
gamer lamp
great
can u please share with us the reference photos so we can try stuff :)
what I learn today, use bevel+ subsurface modifiers is so powerful
Possibly the best modifier combo I use regularly! -Chunck :D
Very nice. How would you create the hierarchy and set up the joints to manipulate the lamp into various poses? Even with the Parent to Empty add-on, it's quite a task... at least for me.
7:47 - wow wow wow.. wait up.. how did you get those measurements there?!?!?
Top right of the viewport, to the left of the shading options there is a drop down button for the viewport overlays. Near the bottom, there should be one that says "Edge Length", that's the one you're looking for! -Chunck :)
loved the instancing stick :.(
How do you achieve that non-default Viewport Shading look? 0:55
Can you make a video on the Bevel advance features you are using like weight and that stuff... 🙄
Can I start the Season 1 projects series after I finish the Basics series in this channel ?
looking forward to your new video
Same I set a reminder
Will you be going over materials in this series, or focus on modeling?
This series is hopefully going to be pretty open to what we build (rigs, materials, modeling, etc), so I'd say you can tentatively expect to see some materials in the future. -Chunck :)
I'd been knowing this bevel + subsurf technique long time ago but ever since I never made any single successful result and end up using loop cut technique, which lead to memory overload, still couldn't find out the reason why,
but now I've overcame this problem, I just simply stop blendering 😔😔😔
great job btw ✌️✌️✌️
This is pretty helpful thank you. but why dont you use the shift + E to make the angles sharper instead of making ne extra edges
The edge creases are very useful too, however they can result in harsh edges when trying to make more believable surfaces. Most surfaces normally have a rounded edge, if at a micro level. That being said, using edge creases is a totally viable option! -Chunck
@@cg_cookie That makes sense, i will keep it in my mind. Thank you for the answer and the video that makes us, the newbies, learn something new
How'd you get the measurements at 7:49?
As much as I love Blender... the development team really needs to get its act together to enable setting the pivot points and building a hierarchy. Even if you simply provide this finished model to an advanced Blender user, it would require an advanced maneuver to get it to mechanically operate like a poseable desktop lamp. Seems like it's something that is not in the nature of Blender... perhaps import into Maya to set up the hierarchy and animate?
thx i did it
Was hopping for a rig
I believe the same rules could apply when making a car, except maybe long stretches of smooth geometry where the bevel is non-constant along the surface, but even then, the support edges would then be used in combination to drive the weights of the bevel themselves. Would that be too far off-mark?
As someone that has used a long time ago support loops every-freaking-where to make smooth hard surfaces, mostly trucks, helicopters, cars and planes... this is something that I would like to try as an effort to get back to proper 3D modeling.
Ultimately, one method doesn't outright trump the other. They both have areas that they perform better in, because they do different(ish) things with similar looking results. I use both in my workflow consistently, it's a matter of knowing where you'd want to use one over the other. -Chunck :)
where can i get the reference image?
Now rig it and... you know... have it do a variation of the Pixar intro, but with your logo 😂
may we never be an unused instant...can i get an amen
I did one of those long time ago, even made some bones with the wires following properly the structure, the wires doesn't work anymore, don't know why...
5:41 how do i do the circle curves?
Same way you add a regular curve, but you can select the circle option! -Chunck :)
@@cg_cookie thanks so much
👍👍👍👍
I'd be grateful if you attached the photo reference :)
How do you move the panel to be on its own like that?
I am having a big issue figuring out why my power cable collapses in on itself when I try to orient it. I have pictures if anyone can help?
Can someone tell me how to turn on 7:48 measurement numbers? I'm perfectionist so it needs me alot pls
@@TheJobKnockey I'm not native
Please make a a video how to do rigging on stuff like this.
We've got some stuff planned in the future that will cover rigging of various things, so stay tuned! -Chunck
Now remember that the person who designed the physical lamp had to do this all with CAD software and graph paper. 😬
But how can you correctly rig this lamp?
I feel sorry for the instance piece... :'(
Why didnt you put an emission modifier on the light bulb 😭😭
Would you rig it in future episodes?