I'm a Blender user, and most of the best hard surface Blender tutorials use add-ons like Mesh Machine or Hard Ops, which I can’t afford. Since I already know Blender quite well, these tutorials help me a lot with basic modeling techniques because it’s almost like modeling in vanilla Blender. This is really cool, dude-thanks a lot
Highlights on notable techniques. 3:54 Retopology for better edge flow. Deliberately introducing tris and then quadrifying them creates corner edges, which redirect the flow towards the sides. 13:48 Local Sharpening. Using loop cuts and the established geometry to create a sharp corner on the surface detail, without letting the loops continue and increase polycount in unwanted areas further down the original loop. 17:45 Complex surface detail Surrounding geometry on an equal plane is required. First an inset is being used to isolate the detail from the surrounding geometry, then a few cuts establish the basic shape of the detail. This gets insetted twice over to create a sharp edge, while still being able to manipulate the cut shape. After establishing the hole, a triangle cut on the surrounding geometry is being used to create localized loops, which are being placed for corner sharpening. 21:03 Adding surface detail on top of preexisting details After establishing a basic shape, a quick inset + bevel + inset generates the detail. By chamfering the corners of the detail, including the final inset, generates vertexes which are then used to generate edge loops to sharpen the corners of the detail, without increasing surrounding density. A few quick cuts quadrify the resulting tris. 23:10 Localized Density. Quickly establishing a higher polycount in a selected area. First the selected areas polycount is increased. Then the resulting N-gons are being quadrified through select cuts, resulting in a bridge between the low-poly surrounding area and the high-poly area used for quick details. A quick Inset-Bevel-Extrude-Inset results in round hole details. Final step is edge sharpening through a quick connect.
To anyone who's looking to learn topology or wants to get better... or amazing at 3D modeling... Get that course! it's so worth it! I just can get enough of it... !!!
this is great! so much better to see stuff created using basic topology rather than other so called 'experts' constantly using creases and modifiers etc.
Great work as always. I watched your mastering 3d modeling in maya course some months ago and helped me a lot with designing hard surface objects while maintaining clean topology.
@@Hshdjdjdhd Topology is still topology but if you mean humans or animals you usually sculpt them so the workflow is different. His course is for people interested in hard surface and product rendering while explaining how to mantain a clean topology for SubD workflow.
about the UI color customization. Where exactly is the option to change the loop mode of Multicut tool to be colored like that( whitewith blue dots) like its shown at around 2:15? I think Ive copied everyting identical with the screenshots provided on your website but mine still looks like default
@@Elementza why they would put it there lol. What exactly are the color codes you use for multicut ? Anyway any other color customization that you did that its not under Color setings and grid display ?
Hi~ Elementza, Thank you for sharing the high quality video. This is a Maya beginner in Industrial design field. :) I am just wondering how did you control the multiple edge lines as an aligned straight line. It seems quick mouse control or short cut function key... I really appreciate if you leave a comment. Thanks!
At 7:13, I noticed that when you combine the cylindrical shape to the rest of the build, you merged the verts but didn’t delete the faces of the cylinder that are now inside the model. Does that matter at all? How about for UV mapping? I’m asking specifically for something that may go in a film
why do you keep "even distribution" on a subsurface model? If you're subding, doesn't the even edges just add extra density where it's not needed (like on flat/long surfaces?) I get that you need to have some relatively even distribution on some shapes, but if you're subding that's being achieved by the subsurface operation, is it not?
A friend of mine uses blender and says creasing works so well he doesn't bother preparing the topology for smoothing with extra edges, I have to ask, is there a good argument against using crease technology? I know maya has crease
Much higher poly counts and the file isn't always transferable. Support loops will work in pretty much any software that supports subdivision surfaces, creasing may not survive the transfer into a another software package.
Got the course, its fantastic - the tutor is really articulate and shows tips even to veterans of the software. Will there be any more content coming out for Maya modeling? Thanks!
I'm still new to 3d modeling. I just want to ask does it really need to be a single object when creating a hard surface assets or can it be comprised of multiple elements? really loved watching your videos i learned a lot from it.
Hi i wanted to buy your Maya course but on the page it list 59 € but when i am going to check out it comes out as 59,00 € .is there something wrong thanks
Hey is there a reason you modeled most of the stuff in one piece instead of using multiple meshes or floaters? Is that because you are not going to use it in a game engine?
I am watching your tutorials since Cinema 4D and I want to ask something. How did you learn to model like this? I am also a modeler and as a group of some students we are trying to make a 3D game but I am not very good at hardsurface. And I am wondering if you can recommend me some resources.
Just a lot of practice and repetition really. As an example, the process shown in this video is only the first run or attempt on the design. Second try or even third try, I would refine the actual design, form, and topology even further. The same goes for any other project. A lot of repetition and practice, and through practice, we gain experience. I hope this helps a bit.
Well the rules and principles apply across all softwares but it will depend on how good you know 3dsmax so it's easy enough to recreate all maya operations. Hope this helps :)
@@Elementza Dude no Joke I was in Lucasfilm in 2012 when I was like... SCREW THIS man.. and Customized my UI just like yours. I swear to GOD, I've never seen anyone with my setup, everyone always asks me which software I use, and Im like Maya. How funny man, almost 8 years and I see this video and how pleasantly surprised I was I actually laughed out loud. The only thing I dont use is Symmetry in Maya, it sucks.
I have to disagree on this one. Part of the reason I switched from C4D is the difference in tools, how they perform and how much faster workflow in Maya is in comparison. As for time consumption, not sure what you mean by that. This is only the first run on the object where I just explore the shape and design. In the second run, I usually redo the whole thing with cleaner design and topology which then can be faster finished as the exploration phase is done. Cheers!
Такая сетка чисто под кинопродакшен, а значит она должна отвечать всем стандартам. Регулярное распределение полигонов, должно быть, если мэш потом будет подвергаться каким либо деформациям или же пойдёт на доскульпт. Короче тебя заставят делать такую сетку.
I'm a Blender user, and most of the best hard surface Blender tutorials use add-ons like Mesh Machine or Hard Ops, which I can’t afford. Since I already know Blender quite well, these tutorials help me a lot with basic modeling techniques because it’s almost like modeling in vanilla Blender. This is really cool, dude-thanks a lot
Highlights on notable techniques.
3:54 Retopology for better edge flow.
Deliberately introducing tris and then quadrifying them creates corner edges, which redirect the flow towards the sides.
13:48 Local Sharpening.
Using loop cuts and the established geometry to create a sharp corner on the surface detail, without letting the loops continue and increase polycount in unwanted areas further down the original loop.
17:45 Complex surface detail
Surrounding geometry on an equal plane is required. First an inset is being used to isolate the detail from the surrounding geometry, then a few cuts establish the basic shape of the detail. This gets insetted twice over to create a sharp edge, while still being able to manipulate the cut shape. After establishing the hole, a triangle cut on the surrounding geometry is being used to create localized loops, which are being placed for corner sharpening.
21:03 Adding surface detail on top of preexisting details
After establishing a basic shape, a quick inset + bevel + inset generates the detail. By chamfering the corners of the detail, including the final inset, generates vertexes which are then used to generate edge loops to sharpen the corners of the detail, without increasing surrounding density. A few quick cuts quadrify the resulting tris.
23:10 Localized Density.
Quickly establishing a higher polycount in a selected area. First the selected areas polycount is increased. Then the resulting N-gons are being quadrified through select cuts, resulting in a bridge between the low-poly surrounding area and the high-poly area used for quick details. A quick Inset-Bevel-Extrude-Inset results in round hole details. Final step is edge sharpening through a quick connect.
Never get tired of watching this..... better than watching a movie! Awesome work Mario!
As a Maya instructor, I want to say your videos are very well put together.
To anyone who's looking to learn topology or wants to get better... or amazing at 3D modeling... Get that course! it's so worth it! I just can get enough of it... !!!
Hey that is awesome Hugo! Appreciate the feedback :)
@@Elementza It's my pleasure Mario. Definitely deserved. Keep it up!
@@Elementza did you ever worked in 3ds max?
this is great! so much better to see stuff created using basic topology rather than other so called 'experts' constantly using creases and modifiers etc.
a tutorial that fits my monitor. This is magic
weird flex but ok
lmao
Man, you are a god of edge flow. I am already learning a lot from this.
This dude is freakin amazing.....took a Maya modeling class at school and really didn't do much. I commend you and your amazing skills!
This is the best free software Ive seen. Respect.
i dont comment a lot, but this topology and how you tackle beveling edges, is smart
Great work as always. I watched your mastering 3d modeling in maya course some months ago and helped me a lot with designing hard surface objects while maintaining clean topology.
Did it help with organic structures too?
@@Hshdjdjdhd Topology is still topology but if you mean humans or animals you usually sculpt them so the workflow is different.
His course is for people interested in hard surface and product rendering while explaining how to mantain a clean topology for SubD workflow.
@@AndreaCantelli thanks ❤️
nice to see i'm not the only one modeling with the Division 2 ost
its from 1Division IINM
That's good ass tutorial. This topology telling us you are master, this requires a lot of experience. I've got lot of things to learn from you.
I will ask for this course as my christmas present.
watching u battle ngons and triangles @ 24:30 was very helpful, thankyou!
Man you're too gooood, i think i'd never be as pro as you
Really awesome video, could you share a video to create your maya color settings, it looks very comfortable
The way you deal with ngons is amazing!
I am in love with you because you also give us a rendering process which was missing in TH-cam thanks
Love this... going to try and recreate this in Blender.
Same
it looks simple enough, but it very hard to make something like this. I love your videos , they are very usefull !!
I agree with Hugo Nelis
, I started to understand the topology after I bought and started that course.
Happy to hear about your progress Gamal!
YOU ARE GOD OF HARD SURFACE
about the UI color customization. Where exactly is the option to change the loop mode of Multicut tool to be colored like that( whitewith blue dots) like its shown at around 2:15? I think Ive copied everyting identical with the screenshots provided on your website but mine still looks like default
Multicut colors are under Multicut in Modeling Toolkit
@@Elementza why they would put it there lol. What exactly are the color codes you use for multicut ?
Anyway any other color customization that you did that its not under Color setings and grid display ?
Hi~ Elementza,
Thank you for sharing the high quality video. This is a Maya beginner in Industrial design field. :)
I am just wondering how did you control the multiple edge lines as an aligned straight line. It seems quick mouse control or short cut function key...
I really appreciate if you leave a comment.
Thanks!
How to change the color of multi cutting tools? I want to change to another color, please tell me, thank you!
At 7:13, I noticed that when you combine the cylindrical shape to the rest of the build, you merged the verts but didn’t delete the faces of the cylinder that are now inside the model. Does that matter at all? How about for UV mapping? I’m asking specifically for something that may go in a film
That was boolean so all extra faces get deleted.
Elementza ah thank you! So you line up all the edge loops and then use a Boolean! That’s helped me a lot
@@cash78626 Correct, so once everything is one object, just connect the points
Hello. How do you flatten the vertices selection of edge loop without distort the geometry when doing that? (2:19)
you can select the edges and use the scale tool to scale them on that axis . once you scale them down , you will flatten them
23:34 🔥🔥🔥🔥
i want to know how to do texturing in Maya for hard surface modelling
Awesome, congratulations!
When you deleted the faces, how did you mirror it back together?? 😩
You should make a modeling Udemy. You model way better than what I've learned on from the top most reviewed Udemy instructor for Maya.
So enjoyable to watch.
Hey Elementza, what kind of render engine/material do you use for your objects? It looks so clean
thanks so much for the awesome tutorials!!
I love your content its amazing.
what image did you use in skydome and how did you make that gun metal material?
saving your course for later!!
Where did you get the music for this video? it is really good!
some of the tracks are from the division 2 ost
Is this poly modeling? can the techniques in the paid course be applied to video game asset creation for game engines such as unreal engine?
why do you keep "even distribution" on a subsurface model? If you're subding, doesn't the even edges just add extra density where it's not needed (like on flat/long surfaces?)
I get that you need to have some relatively even distribution on some shapes, but if you're subding that's being achieved by the subsurface operation, is it not?
I love the way you model! Where you looking on a reference image on other device while modelling?
is doing topo becoming obsolete?
18:13 is that just the multi cut tool? what is that?
Yes it is. it happens by click and drag
around 9:36,how do you do that scale without distorting the mesh?
i believe he has slide along surface enabled
@@achrafbouziane7802 where can I enable it? I know the one in mesh tool.
Here you go
th-cam.com/video/wJDgQGOQdYM/w-d-xo.html
@@Elementza thank you!
hey!! working on ultrawaiyede is soo convenient right? it boosted by productivity by 2
Division 2 soundtrack, nice
Pretty nice modelling dude!
A friend of mine uses blender and says creasing works so well he doesn't bother preparing the topology for smoothing with extra edges, I have to ask, is there a good argument against using crease technology? I know maya has crease
Much higher poly counts and the file isn't always transferable. Support loops will work in pretty much any software that supports subdivision surfaces, creasing may not survive the transfer into a another software package.
i like your videos hard surface. Thanks
Please share a play list of your music for modeling sessions :)
Music in this video is Deus Ex: Mankind Devided OST
@@Ulisses19877 thanks!
Hi) what monitor you used ?
You're insane man...
Hey Mario. From where do you get music from your videos? Any link to the author?
Hey Konnstantin music is from The Division 2 soundtrack.
@@Elementza Coool! Thanks! And it can be used online for personal use?
Did you created this from your imagination or you drawed to somewhere and started modeling. I mean what is you general workflow for making kitbashes?
There is no drawing but I usually have a general idea of what I wanna do, and then start exploring.
Got the course, its fantastic - the tutor is really articulate and shows tips even to veterans of the software. Will there be any more content coming out for Maya modeling? Thanks!
Is the course subtitled?
pls. show hotkeys on screen, it's advance modeling already hard to figure out commands...
So cool!
Hello, is it possible to share your color settings? I love your colors in Maya :)
I mentioned this around the 2:10 mark, and there is a link in the description for the full tutorial.
@@Elementza OK, thank you
I'm still new to 3d modeling. I just want to ask does it really need to be a single object when creating a hard surface assets or can it be comprised of multiple elements?
really loved watching your videos i learned a lot from it.
it can be comprised of multiple elements, in fact the majority of people would recommend you do it in multiple because it makes the workflow easier.
for me, "multi element"
Also look up the proboolean workflow
I'm really new to Maya . Would the course be to hard for me to understand?
No, it is very beginner-friendly. There are 25 free videos from the course both on my site and youtube, so you can check the difficulty level.
Maya Modeling ASMR !!!
Thank you! Cool!
Hi i wanted to buy your Maya course but on the page it list 59 € but when i am going to check out it comes out as 59,00 € .is there something wrong thanks
Nothing wrong, that is still 59€
@@Elementza :D
What was these for?
Hey is there a reason you modeled most of the stuff in one piece instead of using multiple meshes or floaters? Is that because you are not going to use it in a game engine?
Can anyone tell me how he selects and quickly isolates what appears to be parts of the same mesh?
You can isolate or show selections with the "ctrl + 1" Hotkey. I hope that was what you asking for ^^
With "h" you can hide objects too. But to unhide them you'll have to do it in the outliner
Is there OpenSubDiv for Maya?
Can I know your CPU and GPU?
I am watching your tutorials since Cinema 4D and I want to ask something. How did you learn to model like this? I am also a modeler and as a group of some students we are trying to make a 3D game but I am not very good at hardsurface. And I am wondering if you can recommend me some resources.
Just a lot of practice and repetition really. As an example, the process shown in this video is only the first run or attempt on the design. Second try or even third try, I would refine the actual design, form, and topology even further. The same goes for any other project. A lot of repetition and practice, and through practice, we gain experience.
I hope this helps a bit.
@@Elementza Thanks for the reply. Now I feel more confident. Appreciated.
how do you made poly face select look smooth while you dont even have viewport smooth tool active on bar
Can you export this into blender or unreal engine?
Export as Obj or Fbx should work
every 3d programm can open fbx and obj so ye ofc
Hey Elementza, Would enrolling in your Maya masterclass still be beneficial for a 3Ds Max User ?
Well the rules and principles apply across all softwares but it will depend on how good you know 3dsmax so it's easy enough to recreate all maya operations.
Hope this helps :)
@@Elementza Ya I still follow your maya videos with my C4d , coz I know it better .Thank you!
Yeah, I am a Blender user, and everything you see here can be done identical.
amazing
So uh.. what kind of PC do i need for something like this? :D I mean these kind of 'small' 3d works, not some big animated film
Not a high end PC and you don't need rtx GPU.
I started using Maya on my 8 year old school laptop from 2012, it doesn't really take much to run at all.
man can you make thanos armor and gauntlet.. great video💪👍
It's me Mario!
MARIO --- I legitimately use the SAME Maya Configuration as you. No Joke seriously. What a Small World !!!!
Say no to Maya Shelves
Awesome right!
@@Elementza Dude no Joke I was in Lucasfilm in 2012 when I was like... SCREW THIS man.. and Customized my UI just like yours. I swear to GOD, I've never seen anyone with my setup, everyone always asks me which software I use, and Im like Maya. How funny man, almost 8 years and I see this video and how pleasantly surprised I was I actually laughed out loud. The only thing I dont use is Symmetry in Maya, it sucks.
@@Balcaceres_Art Yeah I get that :) Minimalistic viewport feels more like canvas
comments stop at 2:48
The Division 2 ♥
God mode !!!
12:34
Comments stop at 2:50
it's because he's stopping commenting at 2:49.
We want something in blender🥰🥰🥰🥰
wait... why didn't I know there was a boolean tool in maya? I've been using a script this whole time :/
Now I can see there's no loop regularizer tool for Maya and that's BS...cos it's a game changer for sure.
magic ))
very nice ;)
I think you are way faster in c4d. From looking at this, you have consumed so much time...!
I have to disagree on this one. Part of the reason I switched from C4D is the difference in tools, how they perform and how much faster workflow in Maya is in comparison.
As for time consumption, not sure what you mean by that. This is only the first run on the object where I just explore the shape and design. In the second run, I usually redo the whole thing with cleaner design and topology which then can be faster finished as the exploration phase is done.
Cheers!
Yeah? Well congrats Mario🤘🏻 I will continue looking at all your Maya Tutorials then.
If was 3dsmax it will be easy modeling
Maya is a Sanskrit word meaning Virtual Reality or Virtual Simulator.....
hard surface is easy when the shapes are simple like that, cubes, cylinders , etc, but when you are making a plane hard surface is sooo hard
i thought this was a tutorial video
It is... its a workflow tutorial. Has its uses...
Man.. Maya is still pretty rudimentary when it comes to modeling.. Great tut though!
ой, ну что же вы так...what for you hujarish so many polygons in places where they are not suppose to be? Не плохо, но поликов лишних много, очень
Такая сетка чисто под кинопродакшен, а значит она должна отвечать всем стандартам. Регулярное распределение полигонов, должно быть, если мэш потом будет подвергаться каким либо деформациям или же пойдёт на доскульпт. Короче тебя заставят делать такую сетку.
в
Too many moves.
wait this is maya? eew
Blender