Solid advice again, wish I was in a position to purchase and get the early bird bonus but it's not happing this year guys, most I can do is give a thumbs up and a positive comment. Hope it sells well.
I am interessed in this course and i have 3 questions : 1 : can we make stylized game with this course and his workflow ? 2 : What addon we need to have ? 3 : Im a beginner, can i go for this course or i need to do something first ?
1. Workflow in this course is applicable to hard surface models. If thats your game then you re good. 2. HardOPS and Boxcutter if you want to follow the modelling part. 3. Beginner in what, Blender or game asset? If Game assets then you're fine, if Blender then I would suggest starting here: www.blenderbros.com/hard-surface-drone-design-in-blender
@@PonteRyuurui Thank you for the response^^ the 3rd question : Im a beginner at modelling so i wanted to know if i can go for this course or i need some knowlege before go in.
@@Magnum44357 How well do you know hard ops and boxcutter? If you dont then i'd suggest grabbing the upsell version of it, it's $79 and contains our Ultimate guide to hardops and boxcutter at 50% off. Go through that course first, so you will know your addons. Then do the GA course. Even though I do go slower than usual in the modelling part, I would highly recommend learning the basics of the addons.
Well, that is up to you. The new course contains updated workflow, called MAD-T, so I would suggest starting there. The GA 1.0 course contains other useful information, for example, there is a whole section on texturing in Quixel Mixer, which is a free alternative of SP. Modelling part is also far more advanced in the 2.0 course (it is only 3h+ but the model itself if far more complicated), so if you want to follow the modelling tuts, then it would be another reason to start with the new course.
Where is the video you mentioned at the 3.00 minute mark of the Modeling video where you say you go over your settings for the addons and the arrangement of the Blender UI? I cannot seem to find it. I just purchased the course. Thank you for any help with this.
Im always having trouble with creating a low poly, like high poly is no problem texturing is also no problem. I get stuck at that part alot, like what do I name the pieces, do i merge them do i create an id map is the low poly good enough. Maybe im overthinking it heh, i probably just need to do more game assets so i will probably pick up more of your courses.
@@PonteRyuurui Hig poly models around 1 mil and are generally taken into Zbrush to add physical wear. 400k is almost your low poly in sense or as they call it a mid poly. True game studio workflow is a making a high ver of the model sculpting nicks and wear in any sculpting app then taking off your sub d modifier off then your left with a mid poly what you present in the vid then you go in and manually reduce the polycount while doing manual triangulation in specific areas and optimizing the mesh. The reason I say this because if you bring in that 400k model into any sculpting app it won't properly subdivide correctly. Now if you were doing a game for mobile the that would be your high 400k in that manner. Cheers.
@@anubis8370 my vid shows the HP, with all details that will be baked, and a hp bevel. There is nothing mid poly about it. I am not going to argue the rest of the above, because I am not an exorcist.
@@anubis8370 I understand what you mean, yeah having 400k is not that high when using ZBrush, but what he has in the video is a highpoly model that needs to be optimized to a game-ready lower poly model. Throwing that into a game engine is just bad modeling and gamedev, even if engines like unreal 5 could handle it.
I bought it and regretted doing so. Your explanation is terrible. You talk a lot, but when it comes to important things like the shortcuts you use, you completely overlook them. It's really frustrating
You must be one of those who struggle with reading before buying. That course is for those who KNOW addon workflow. I am not gonna waste my time explaining basics, where we have a dedicated course for those who want to learn hardops and boxcutter workflow.
Make segments even number when using bevel got it thx
Solid advice again, wish I was in a position to purchase and get the early bird bonus but it's not happing this year guys, most I can do is give a thumbs up and a positive comment. Hope it sells well.
Check your outlook mate ;-)
Love it, I bought it!! Just starting the first out of 3 courses, I think. Good info 👍🏻!!
sick, cheers mate!
I am interessed in this course and i have 3 questions :
1 : can we make stylized game with this course and his workflow ?
2 : What addon we need to have ?
3 : Im a beginner, can i go for this course or i need to do something first ?
1. Workflow in this course is applicable to hard surface models. If thats your game then you re good.
2. HardOPS and Boxcutter if you want to follow the modelling part.
3. Beginner in what, Blender or game asset? If Game assets then you're fine, if Blender then I would suggest starting here: www.blenderbros.com/hard-surface-drone-design-in-blender
@@PonteRyuurui Thank you for the response^^
the 3rd question : Im a beginner at modelling so i wanted to know if i can go for this course or i need some knowlege before go in.
@@Magnum44357 How well do you know hard ops and boxcutter? If you dont then i'd suggest grabbing the upsell version of it, it's $79 and contains our Ultimate guide to hardops and boxcutter at 50% off. Go through that course first, so you will know your addons. Then do the GA course. Even though I do go slower than usual in the modelling part, I would highly recommend learning the basics of the addons.
@@PonteRyuurui Thank you. Then i'll go do that ^^
Which of the two courses for game assets should i do first?
Well, that is up to you. The new course contains updated workflow, called MAD-T, so I would suggest starting there. The GA 1.0 course contains other useful information, for example, there is a whole section on texturing in Quixel Mixer, which is a free alternative of SP. Modelling part is also far more advanced in the 2.0 course (it is only 3h+ but the model itself if far more complicated), so if you want to follow the modelling tuts, then it would be another reason to start with the new course.
I have a question, should i join objects ( ctrl + J ) before or after applying modifiers?
I wanted to buy this course so badly but damn I cannot. Things are tight and bank issues. But it sure as hell looks awesome !
cheer up mate, more courses to come, I hope things will improve for you!
@@PonteRyuurui thanks mate. I wish u good luck for these courses
Great tip
how can w use it with decal machine?
How long does this early bird period last?
We dont have a rigid cut off date for this one, but you should be fine for another week or two.
Where is the video you mentioned at the 3.00 minute mark of the Modeling video where you say you go over your settings for the addons and the arrangement of the Blender UI? I cannot seem to find it. I just purchased the course. Thank you for any help with this.
Cheers,Michael, which store did you get it from? Edit: Check again, should be there now, regardless the store.
@@PonteRyuurui Thanks. Gumroad and I got it now...
@@michaelwsheeler awesome!
Im always having trouble with creating a low poly, like high poly is no problem texturing is also no problem. I get stuck at that part alot, like what do I name the pieces, do i merge them do i create an id map is the low poly good enough. Maybe im overthinking it heh, i probably just need to do more game assets so i will probably pick up more of your courses.
Grab the most recent one, there is a fool proof workflow for hard surface, and optimisation of the mesh is discussed in detail.
@@PonteRyuurui Appreciate it bro, I will check it out!
Is the early bird bonus still active? btw love everything you guys do. :)
cheers mate, yes it is still on
@@PonteRyuurui awesome, can't wait to get into it, thank you for a reply :) have a great day
@@beoront3156 Thanks a lot mate, enjoy!
400k is a low poly now a days. great model though.
?
@@PonteRyuurui Hig poly models around 1 mil and are generally taken into Zbrush to add physical wear. 400k is almost your low poly in sense or as they call it a mid poly. True game studio workflow is a making a high ver of the model sculpting nicks and wear in any sculpting app then taking off your sub d modifier off then your left with a mid poly what you present in the vid then you go in and manually reduce the polycount while doing manual triangulation in specific areas and optimizing the mesh. The reason I say this because if you bring in that 400k model into any sculpting app it won't properly subdivide correctly. Now if you were doing a game for mobile the that would be your high 400k in that manner. Cheers.
400k is definitely not a gameready lowpoly
@@anubis8370 my vid shows the HP, with all details that will be baked, and a hp bevel. There is nothing mid poly about it. I am not going to argue the rest of the above, because I am not an exorcist.
@@anubis8370 I understand what you mean, yeah having 400k is not that high when using ZBrush, but what he has in the video is a highpoly model that needs to be optimized to a game-ready lower poly model. Throwing that into a game engine is just bad modeling and gamedev, even if engines like unreal 5 could handle it.
I bought it and regretted doing so. Your explanation is terrible. You talk a lot, but when it comes to important things like the shortcuts you use, you completely overlook them. It's really frustrating
You must be one of those who struggle with reading before buying. That course is for those who KNOW addon workflow. I am not gonna waste my time explaining basics, where we have a dedicated course for those who want to learn hardops and boxcutter workflow.