honestly this is exactly what a great teacher does.. 90% of the videos on Blender are people just basically showing off their own skills and using plugins. This is pure learning. Thank you Christopher and keep at it you are an incredible teacher.. I learned Blender on my own and so many things still to learn and weighted normals and even sharps you showed were always a mystery to me. You just made it more understandable. This really opened my eyes that we don't have to always use subdivision modifier to achieve great results.
Hi Chris, again a very professional teaching .... your videos are really high level university teaching... but makes it very clear why we are doing some actions ! Many many thanks for this.... I understand now after some years of using Blender !!
Honestly, I feel smarter after watching this. Came to know a little bit about normals and you delivered so much more in depth knowledge. Incredible explanations and examples. Thank you very much for sharing and helping us interested in the 3d field.
This is probably the best Blender and 3D modeling channel on RUclips. Props to you, sir! It's really instructive and not misleading like some very famous Blender RUclips channels that often suggest you buy addons to fix the shading issues, just moving some vertices here and there without a general idea of how things work. I've learned so many useful approaches and tools just by watching your videos. I never knew there was tool called knife projection, for instance.
This helped me understand some things about normals I completely took for granted. Honestly, this was explained clearer than anything in my Uni degree...
This series of tutorials couldn't have come at a better time for me, I've been looking for something like this (teaching best practice rather than just 'good enough' methods and hacks). It's an excellent series, thank you so much.
Great explanation! Definitely helps to understand what is going on under the surface. My usual approach is just tweak setting till I get the result im looking for 😄
Thank you for you explanation. It all become clear of the different kinds of normals. As well how to setup normals properly for hard surface models to render.👍👍👍😀
Just wanted to add my THANKS for this and all your other tutorials. Great content and excellent delivery! I also appreciate all the "extras" like giving us the office chair model (Part 3 of Duplicating Objects) as well as the time markers for the videos. Much appreciated!!!!
Did you have to reupload? I actually watched again because there is some really good info in here. I use the Weighted Normals modifier from time to time but now I understand what it does better. Thanks!
Thanks for this video! So I already knew about this modifier but instead what I really got out of this video was an in depth explanation of how are normals calculated. And also discovered the awesome 'Set Snap Bast' function of the 'Move' tool, haha. This is why I love tutorials, I'm doing 3D for a long time and there's always some small new bits that you learn. As for the shading in these 90 degree corners where you put 'Set Sharp' towards the end of the video, wouldn't you say that beveling these would produce a better shading result and also make the model even more realistic? If there is one thing that I know for sure it is that we don't want sharp corners on high poly hard-surfaces..
Thank you for this video. Very informative. I just started learning hard Surface Modelling with Blender. And, very quickly I have been exposed to the industry argument of avoiding ngons in 3d modeling. Please what is your take on ngons and quads in 3d modeling. I have been watching your tutorial for a while. You sounds like a professional in this field and not just some road side modeling artists. If you have a video on this topic you can recommend that also.. Thank you!
One of the reasons there's resistance to the use of ngons is some systems don't work well with them. For instance, Unreal Engine doesn't like them and it's best to triangulate or quadrangulate ngons in a model going there. But most general purpose systems like Blender handle ngons just fine. The restrictions for their use comes down to whether an object needs to be deformed in some way, that's a condition where ngons can cause problems. They can be used in a subdivision surface model, but you do have to be more careful with how they're done. For instance you do need to avoid concave ngons because they get subdivided to polygons that can end up overlapping onto each other. But at render time and when a model is subdivided, those ngons get converted to quads and triangles anyway.
awesome tut! also, i just wanted to point out that for situations like at 27:30, the algorithm may be struggling because of the topology. i'm not sure why you dissolved that area into a single face, which is not an ideal quad based topology and can easily create shading issues :)
If you search my channel, I have a video on anisotropy which is used for the dial and button metals. The rest of the metals are just the Principled Shader set to Metallic mode (1.0) with a greyish Base color and a bit of roughness.
Love your lessons as always man! Can you make a video on how you managed to nail the lens aspect of the model? I try by realistically putting convex-concave lens exactly like lens diagrams on wiki, but it never looks right. will you spill the secret sauce for that? 🙏🙏
Whats your take on using vertex groups and bevel modifiers for non destructive beveling? Since you can do a boundary loop and then the actual bevel with just 2 modifiers.
amazing overall work, showcase quality & dedication that you share in every tut you put out. So important not even for the novice and beginner.. 💪💥🗯🔥💭❤💨🕊 live long & prosper..🖖
This is what advanced N-Gons modeling should be, no add-ons, pure knowledge
honestly this is exactly what a great teacher does.. 90% of the videos on Blender are people just basically showing off their own skills and using plugins. This is pure learning.
Thank you Christopher and keep at it you are an incredible teacher.. I learned Blender on my own and so many things still to learn and weighted normals and even sharps you showed were always a mystery to me. You just made it more understandable. This really opened my eyes that we don't have to always use subdivision modifier to achieve great results.
Again and again you approach 3D like you should, with in depth knowledge of what you are doing, this channel content should be on a museum lol
Christopher, you have a very clear and concise way to teach 3D concepts. Thanks a lot!
Your videos are not only of high instructive value and very well-made, but the way you deliver them is also quite therapeutic. Thank you.
Couldn't have said it better!
Hi Chris, again a very professional teaching .... your videos are really high level university teaching... but makes it very clear why we are doing some actions ! Many many thanks for this.... I understand now after some years of using Blender !!
Honestly, I feel smarter after watching this. Came to know a little bit about normals and you delivered so much more in depth knowledge. Incredible explanations and examples. Thank you very much for sharing and helping us interested in the 3d field.
Absolutely fantastic, the best 3D modeling channel on RUclips. Thank you so much!
Your videos are of the most technically informative I have seen. Thank You!
Super useful, and very well presented. Awesome work as always.
You filled several gaps for me on this topic. Huge thanks!
Incredible video! Just pure knowledge delivered in such a clear way. Really, thank you.
This is probably the best Blender and 3D modeling channel on RUclips. Props to you, sir! It's really instructive and not misleading like some very famous Blender RUclips channels that often suggest you buy addons to fix the shading issues, just moving some vertices here and there without a general idea of how things work. I've learned so many useful approaches and tools just by watching your videos. I never knew there was tool called knife projection, for instance.
My god Christopher, this is some university level of teaching. Thank You for Your effort to make me less dummy :)
Very glad I've found a tutorial which comprehensively breaks this down and explains the concept!
Love your attention to detail.
This is some intense stuff, but its presented amazingly
I love how into the weeds you get. Such great information. And lots of it!
This helped me understand some things about normals I completely took for granted. Honestly, this was explained clearer than anything in my Uni degree...
Hi Chris, I really like your in-depth technical teaching style. Cheers!
This series of tutorials couldn't have come at a better time for me, I've been looking for something like this (teaching best practice rather than just 'good enough' methods and hacks). It's an excellent series, thank you so much.
This is pure gold!
Absolutely phenomenal, I don't even use Blender but I ve learned so much, Thanks a lot Chris.
Great explanation! Definitely helps to understand what is going on under the surface. My usual approach is just tweak setting till I get the result im looking for 😄
This really helped me plug a few gaps in my mental model of how normals/shaders work. Many thanks dude! 😊
Thank you for you explanation. It all become clear of the different kinds of normals. As well how to setup normals properly for hard surface models to render.👍👍👍😀
Finally I actually understand normals! This was great!
Superb theoretical explanation sir, thanks a lot. Please keep posting such platinum videos.
Just wanted to add my THANKS for this and all your other tutorials. Great content and excellent delivery! I also appreciate all the "extras" like giving us the office chair model (Part 3 of Duplicating Objects) as well as the time markers for the videos. Much appreciated!!!!
Easily one of the most informative 3D channels
This is really next level, amazing!
This is what i was searching for exactly
Great tutorial and explanation. It's great to know the reason some of these functions exist and how to use them correctly!
A brilliant explanation of common shading issues. As always, concise and extremely useful. Thank you for sharing your knowledge. THANK YOU! Dg
This was a fantastic tutorial, Thank you! Bookmarked for many future rewatches!
Oh, this is SUPER useful! Thanks a lot for an explanation 👌
Very useful tutorial, thank you Christopher 🙂
mindblowingly good info! Thanks a lot!
thx, great explanations and way of teaching.
fixed my normals! thanks a lot
Great video! 👏👏👏
This is a Masterclass tutorial.
Did you have to reupload? I actually watched again because there is some really good info in here. I use the Weighted Normals modifier from time to time but now I understand what it does better. Thanks!
Yes, I decided to make a change in one section, but it didn't alter the overall material in the video.
woow nice tutorial, thank you 🙏🙏
Thank you, very well explained
Excellent!
thanks, i do learn something about normal from this
Amazing explanation dude, you are a great teacher. Thank you.
Excellent.
Amazing tutorial!
Thanks for this video! So I already knew about this modifier but instead what I really got out of this video was an in depth explanation of how are normals calculated. And also discovered the awesome 'Set Snap Bast' function of the 'Move' tool, haha. This is why I love tutorials, I'm doing 3D for a long time and there's always some small new bits that you learn. As for the shading in these 90 degree corners where you put 'Set Sharp' towards the end of the video, wouldn't you say that beveling these would produce a better shading result and also make the model even more realistic? If there is one thing that I know for sure it is that we don't want sharp corners on high poly hard-surfaces..
hope this video will be helpful for me one day!
Man....Blender has the most interesting tutorials, I my old ass still uses 3ds max
Thank you for this video. Very informative. I just started learning hard Surface Modelling with Blender. And, very quickly I have been exposed to the industry argument of avoiding ngons in 3d modeling. Please what is your take on ngons and quads in 3d modeling. I have been watching your tutorial for a while. You sounds like a professional in this field and not just some road side modeling artists.
If you have a video on this topic you can recommend that also..
Thank you!
One of the reasons there's resistance to the use of ngons is some systems don't work well with them. For instance, Unreal Engine doesn't like them and it's best to triangulate or quadrangulate ngons in a model going there. But most general purpose systems like Blender handle ngons just fine. The restrictions for their use comes down to whether an object needs to be deformed in some way, that's a condition where ngons can cause problems. They can be used in a subdivision surface model, but you do have to be more careful with how they're done. For instance you do need to avoid concave ngons because they get subdivided to polygons that can end up overlapping onto each other. But at render time and when a model is subdivided, those ngons get converted to quads and triangles anyway.
awesome tut!
also, i just wanted to point out that for situations like at 27:30, the algorithm may be struggling because of the topology. i'm not sure why you dissolved that area into a single face, which is not an ideal quad based topology and can easily create shading issues :)
wonderful🔥will you make a quick tutorial on those metal materials. they look very nice👍
If you search my channel, I have a video on anisotropy which is used for the dial and button metals. The rest of the metals are just the Principled Shader set to Metallic mode (1.0) with a greyish Base color and a bit of roughness.
Thanks for your patience hahahaahhha We appreciate that!!!
Awesome stuff like always. I just noticed that current Blender 4.1 Alphas crash during Knife Project. I'll report that bug...
Love your lessons as always man! Can you make a video on how you managed to nail the lens aspect of the model?
I try by realistically putting convex-concave lens exactly like lens diagrams on wiki, but it never looks right. will you spill the secret sauce for that? 🙏🙏
Whats your take on using vertex groups and bevel modifiers for non destructive beveling? Since you can do a boundary loop and then the actual bevel with just 2 modifiers.
Watch my previous tutorial where I demonstrate that as a modeling option for this.
Damn... If i knew a year ago, I could have saved a lot of time and anger! :D
re-upload because of 13:34
Yes.
amazing overall work, showcase quality & dedication that you share in every tut you put out. So important not even for the novice and beginner..
💪💥🗯🔥💭❤💨🕊
live long & prosper..🖖