Subtle but important point about boolean-ing: Just as you create the shape to boolean with, you have control over the number of vertices. Choose a number such that vertices closely match pre-existing vertices. In this example, it sort of happened by coincidence
7:30 when you added prox loop. You could have marked those edges sharp and use bevel modifier set too weighted. Non destructive and changeable. Nice vid btw :).
This is the first tutorial of Yours I'm trying and man is it hard to follow. I have to pause and rewind and playback at snail speed to catch all the button shortcuts You're not mentioning specific to hardops. There's a "Hard surface tips" window that mentions some of them but it's way behind the action. Some of the operations don't even register in the bottom left corner. I didn't see a keypress for merging vertices or dissolving vertices for example.
When it comes to proximity loops (aka control loops), In this example you always have 2 for each cliff. Is that a coincidence, or do you actively avoid having just 1 control loop?
It honestly does feel very weird that tedious things like that still need to be solved by humans. Can't wait for it to be completely automated away by AI.
This is Sub-D modeling. If you dont like it dont do it. What do you what? To just push a button and art comes out? it's people like you that end up ruining an art form and industry because you create some bullcrap AI to do it. Because your too lazy and unskilled to do it yourself. If you dont enjoy making the art find something else to do and dont ruin it for everyone else.
@@WillowPillows what is art, tedious optimisation of the wireframe for the sole reason of avoiding weird rendering issues? This has nothing to do with an actual shape colour or composition, it only is done as technological necessity. Would you be same way opposed to it if it was just automated without AI (there are already semi-decent remesh solutions out there, or CAD->mesh converters, all paid afaik though)? Comooon, your anger is a bit misdirected here. AI is not evil, it surely can be applied unethically, but the tech is not evil in itself, please consider that.
@@eitantal726 reasoning is parroting, just much more large-scale and generalised. The amount of wireframe tasks is not infinite and "proper mesh flow" is a general idea that any human with some 3d experience can understand, but is too vague to precisely encode into a highly-specific algorithm. I might be wrong, but that sound precisely like a task for an AI.
polygon modeling hard surface is just masochism when there are such better tools at your disposal. if hard surface is part of your style, you owe it to yourself to stop fussing around with shading issues and instead get a proper tool like MOI or plasticity.
@@criticalwokeracisttheory4645 you can use whatever tools you like, but if polygon modeling is causing you to spend hours fixing shading issues, you should check out alternatives like the ones i listed.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/accelerator
Subtle but important point about boolean-ing: Just as you create the shape to boolean with, you have control over the number of vertices. Choose a number such that vertices closely match pre-existing vertices. In this example, it sort of happened by coincidence
I love these weird shapes and the workflow on how to reach them.
7:30 when you added prox loop. You could have marked those edges sharp and use bevel modifier set too weighted. Non destructive and changeable. Nice vid btw :).
Thanks josh for these amazing interesting tutorials
This is the first tutorial of Yours I'm trying and man is it hard to follow. I have to pause and rewind and playback at snail speed to catch all the button shortcuts You're not mentioning specific to hardops. There's a "Hard surface tips" window that mentions some of them but it's way behind the action. Some of the operations don't even register in the bottom left corner. I didn't see a keypress for merging vertices or dissolving vertices for example.
very nice josh thanks
grid fill 🤔,,, didn't know that one,,, good call
When the base mesh looks good, sub-d will look good. When the base mesh looks bad, sub-d will look bad
When it comes to proximity loops (aka control loops), In this example you always have 2 for each cliff. Is that a coincidence, or do you actively avoid having just 1 control loop?
Hallo cad sketcher!
Could you make the same thing, but this time using Plasticity
Apparently he doesn't use plasticity even when he had done a video about plasticity
Can you do sub-D in Plasticity?
@spoo-y3c i think they were mad at Blender for the 4.0 update. It seemed to have greatly offended them with its removal of auto smooth.
Now you need to turn it into a sci-fi cat food bowl..
It honestly does feel very weird that tedious things like that still need to be solved by humans. Can't wait for it to be completely automated away by AI.
this is art, lol. get your ai bs out of here
This is Sub-D modeling. If you dont like it dont do it. What do you what? To just push a button and art comes out? it's people like you that end up ruining an art form and industry because you create some bullcrap AI to do it. Because your too lazy and unskilled to do it yourself. If you dont enjoy making the art find something else to do and dont ruin it for everyone else.
@@WillowPillows what is art, tedious optimisation of the wireframe for the sole reason of avoiding weird rendering issues? This has nothing to do with an actual shape colour or composition, it only is done as technological necessity.
Would you be same way opposed to it if it was just automated without AI (there are already semi-decent remesh solutions out there, or CAD->mesh converters, all paid afaik though)? Comooon, your anger is a bit misdirected here. AI is not evil, it surely can be applied unethically, but the tech is not evil in itself, please consider that.
I'm not holding my breath on that. Generative AI can parrot, but not reason. AI is useful in giving you starting points, but so is google image search
@@eitantal726 reasoning is parroting, just much more large-scale and generalised. The amount of wireframe tasks is not infinite and "proper mesh flow" is a general idea that any human with some 3d experience can understand, but is too vague to precisely encode into a highly-specific algorithm. I might be wrong, but that sound precisely like a task for an AI.
polygon modeling hard surface is just masochism when there are such better tools at your disposal. if hard surface is part of your style, you owe it to yourself to stop fussing around with shading issues and instead get a proper tool like MOI or plasticity.
Do you crate hard surface game assets in plasticity? If you have a better workflow tell me about it.
@@gabrielegagliardi3956make object in plasticity and export. Lots of tutorials, no need to beg
Wow I guess pro modelers like Herman didn't the memo? What better tools are referring to? What better workflow?
@@criticalwokeracisttheory4645 you can use whatever tools you like, but if polygon modeling is causing you to spend hours fixing shading issues, you should check out alternatives like the ones i listed.
@@gabrielegagliardi3956 don’t let this fool troll you.