This is more of a beginner video just to make newcomers aware of alternative methods. If you want to explore some of these in more detail then check out some of my other videos: Voxel Modeling with Geo Nodes: ruclips.net/video/u6utxGcKMZ0/видео.html Generative Modeling Crash Course (Geo Nodes): ruclips.net/video/MM462PzhC1I/видео.html AI Art for Materials (Including adaptive subdiv): ruclips.net/video/6Dmn5Tokv8A/видео.html Skin Modifier and Subdivision Surface Tips: ruclips.net/video/YyxirS699Zs/видео.html 3D Coat Sculpting to Blender for Art: ruclips.net/video/xWIJsIJYrbo/видео.html
All different techniques have their respective trade-offs and unfortunately human eye is very good at picking patterns like clipping geometry, remesh geometry aliasing or any other clearly visible artifacts. It's good to understand that you can combine these to mask and hide the ugliest limitations of a technique as you mentioned here.
🐶 Learning when *not* to optimize mesh has been key to making my process faster. Like a lot of people, I first came to 3d via games, which have rigorous technical standards, and their meshes also need to look good from multiple angles, distances, and lighting conditions. It's amazing what you can get away with for things that appear for two dark motion-blurred frames in the background of a scene.
there are a lot of common myths about game dev modelling, in reality it only matters to keep amount of triangles at some acceptable level (it depends on application, is it mobile game? something important, large, small? etc.) a lot of people brag about ultra clean mesh with no triangles and no ngons and only quads but in reality if you model with ngons, then apply limited dissolve and triangulate your mesh will be more optimized for video games than fully quad mesh
One thing I love about doing more CAD like stuff for 3D printing is that topology just does not matter typically, as long as you are avoiding mesh errors and it's one continuous mesh. I have however seen meshes so bad you have to remesh them and they don't want to remesh properly. For everything else I am lucky in that I learned to make 3D stuff the hard way learning poly modeling and topology from Johnathan Williams earlier stuff so that's just the normal way to me now (took me ages to get into uh, box modeling though lol). I would happily have a job where I just model all day
🐶 As an absolute blender beginner (literally just finished the blender guru donut course), this video really helped quell some of my starter anxiety around the large backlog of skills and knowledge needed to be an effective 3d artist. Blessings man 💪🏽
I feel the same way, about falling out of love with modeling things on the computer. These days i do most of my modeling in vr, with gravity sketch, medium, or quill, and then edit add on and render in blender. Feels much more natural and less like I'm fighting the tools to get what i want
🐶 I’ve felt kinda unmotivated lately, and I remember when I started with blender about 4 years ago when I had no clue about how to manage good topology or what even uv mapping is. I remember it being so fun to just sculpt stuff and explore the features and make crazy renders. I want to go back to that playful time, to dare explore more and not put so much pressure on my self. Now i try to just make game assets and stuff, feels a bit limited.. idk just wanted to vent. Great video, very inspiring as you can tell since I wrote this long comment 😅
i'm just one year into blender and it blows me away how much more there is still to learn. maybe there is a new steep part of a learning curve you haven't explored yet? curious what that would be.
I love the tip of thinking through what this model is going to be used for. I don’t always consider if it’s not for a game then I don’t need to optimize the mesh. 🐶
8:05 another great thing about this method is it duplicates the mesh data too; if your model is rigged, it'll carry over the vertex groups and the shirt will be weighted properly
I have been using blender since I was 14. I have 10 years of blender under my belt. This use of remesh has unlocked a whole new world of possibilities for me.
Worrying about how to connect the parts together is what's been slowing me down recently. I spent so many years (on and off) trying to retopologize a character model to make sure the edge loops match and connect nicely, but I think at the end of the day a working character is better than a half-finished one.
Best line ever. “Ain’t nobody got time for that”. The nails are killing me. I seem to focus more on them then the tutorial. And your so worth focusing on a tutorial. Your an epic teacher. Thanks
Wow, excellent video, it really opened my eyes and helped me understand what my actual problem was as far as modeling goes. The problem is that I am horrible at it and no amount of tools will change that. :) Cheers ❤️
Yes we need to learn the shape of object. No matter the tool. I noticed a while back that the character model I did with clay were looking the same as the model I did with polygons. Both represented what I knew about human anatomy. Leaning 3d modeling tricks made me faster but not better. The only way to improve was to learn more about human anatomy and learn more about the objects I want to do.
That was quite interesting! Thanks for the summary, even though you play around with all these things it's great to see it summarized like this. I should play more with procedural meshes and curves for sure. 🐶 bork
Hey Curtis! thanks for the inspiration like always, and your nails are neat! i should do the same with black and pink. I have my blender theme in those colours.
Awesome reference video 🐶I still consider myself a student when it comes to 3D but I recently gave a talk at a gamedev academy about 3D for games, and I'm glad that I mentioned most of the modeling techniques you mention here (plus stuff like NURBS). Personally I love modeling and sculpting in VR, it's very intuitive thanks to the depth perception and motion controls, then I bring the assets to Blender and continue from there.
These were some really interesting tips and techniques! I like modeling...but like you show, it takes so much time and effort. Usually I don't like what I made but only keep it because I spent too much time on it. Still, I like your ideas here! 🐶
For sculpting i still keep Zbrush, still the best and they way that thing can deal with huge amounts of polygons(or points) is unbeatable. My old pc can deal with sculpts with over 100 mil points, would never be able even close on Blender.... Organic sculpting is zbrush, all the rest is Blender :D But i will check 3D Coat, never heard of it. thanks!
Wouldn’t say a beginner video. I have been using VFX3D software for over 15 years and I actually learned something so thank you. Great video. I wouldn’t say lazy though, when you mentioned at the end, I would say time saver as some of us have deadlines so don’t have time to spend days modelling a certain item.
How could I achieve what's shown in 2:12, where just moving the object close to each other allows it to "weld" and blend together? I have tried searching for voxel modeling but I don't see many tutorials using it in a fully non-destructive way like what's shown here. Thanks!
4:46 Ive actually found that modelling using the subsurface modifier is a lot faster than hardsurface modelling and easier then sculpting. I wish I had known about that workflow the first time I tried to make a Character.
🐶 You need to start hiding the emojis in the videos rather than at the end, closing the comments so that no one can look at them and determine the emoji to copy it, and only accept email responses or other private messages with the emoji so that you really know who is following along with the videos. Just kidding. Welcome to the interaction farm.
I keep hearing the default cube thing, but I legit don't know the difference between the default cube and the one from add mesh. is it just a running gag? haven't watched enough blender tutorials to know.
🐶 Thanks for the great video, it has some interesting techniques I would never have thought of. I've recently been experimenting with voxel modeling, and I recently created a free toolset of geometry nodes for creating and manipulating signed distance fields for the new volume cube node. I recommend you check it out, I think you would find some use in it. Oh, and thanks again for that perfectionism talk. I've been a lot more productive since!
Oh yeah! Francis Jasmin threw me a link to your 3.3 SDF presets thread on Blender Artists. I'll see if I can put some time aside to play with it. Also, really glad you liked the talk 😊 All the best!
thanks guy that was very helpful, I've been at it for a while now and have tried a few ways to do lots of modeling but you just capped off the whole stop wasting time where you don't have to thing, I will be watching more of your tutorials, but cats are still better
I would like to see some sort of Tutorial how you made that Gun. Basically not "a short video" but more like the entire process. "Sitting Down with Curtis". Like a Twitch/RUclips Livestream :-) I started out 2 years ago, I'm mainly Interested in Animations but sometimes I feel like "I need this prop", and I can get a good one online. So I need to make it myself and it always feels like pain to me. I have a HUGE amount of respect for all the 3D Arists in the 90's who made entire movies like Final Fanatasy.
🐕 wish to get some VR headset and try 3D-modelling in VR space as all current ways of interaction with computer (mouse, keyboard, trackpad, wacom tablet...) feel so limited. Also want 3D version of DALL-E (3Dall-e?)
🐶 Super interesting, i'm fascinated with learning lot of stuff but one that i want to learn the most is to be able to create materials, textures and shapes like the art of H. R. Giger and Zdzisław Beksiński (i always have to google this name 'cause i can't remember how to write it correctly), so i was trying Zbrush, which seems to be the most appropriated software for doing those kind of stuffs, but i saw that you showed 3dcoat in the video so i might need to try that, also i was experimenting with C4D and the Volume Builder / Volume Mesher and then Remesh, is super nice to work with that on what you can get but very heavy and intense on the GPU and since i don't have a strong GPU now, i struggle a lot, i need to learn and try more and more techniques, also learn how to create good bakes of textures maybe to use it as displacement maps but that's also heavy intense, still i need to learn a lot and experiment a lot too. Greetings.
I agree totally about 3D-Coat...it is a truly awesome tool and one that I have used since it started, even though I am not a great 3D Sculptor...in fact the creator, Andrew Shpagin from the Ukraine, gave me 20 Licences for the "older versions" free of charge to use in our local College as a teaching aid...a real decent bloke! 🐶😸for balance!
Maybe it's just me that can't live with messy meshes. Sure, I could metaball a bunch of stuff together but all the time I'll be going "Go ahead, go into Edit Mode, because that s!"# is f#"?'ed."
Yeah before Cinema 4D Zbrush and Blender most 3D software created with intended as technical tools . Right now even graphic designer really eager to learn 3D because they know those too good to be ignored
I have a love hate thing with 3D coat. The stuff you mentioned is what I love about it. I also think it has the best retopology tools in the industry. What i hate is that When we get to fine detail I find it lacking. I like using 3d coat for early work and then zbrush or blender when I am happy with the basic structure to actually do the fine detail. Then bringing it back to 3D coat for retopo.
🐶 Something that's good to keep in mind is that the large majority of the techniques produce results that you can afterwards convert and/or retopo into a more conventional polygonal mesh with optimized flow etc
Agreed the way you get to the end result of what you want wholly depends on the type of thing you are looking to do. so mine is visual art(also known as fine art), so i don't really care about the geometry in the way game and movie industries require it. but that's my career needs as a visual artist & yes that would be the same for other types of artists including concept artists. 🐶
Wonder what is more work, going for perfect topology from the start or first not caring about it and e.g. creating a complete model with the voxel modeling and then rework that to perfect topology.
This is more of a beginner video just to make newcomers aware of alternative methods.
If you want to explore some of these in more detail then check out some of my other videos:
Voxel Modeling with Geo Nodes: ruclips.net/video/u6utxGcKMZ0/видео.html
Generative Modeling Crash Course (Geo Nodes): ruclips.net/video/MM462PzhC1I/видео.html
AI Art for Materials (Including adaptive subdiv): ruclips.net/video/6Dmn5Tokv8A/видео.html
Skin Modifier and Subdivision Surface Tips: ruclips.net/video/YyxirS699Zs/видео.html
3D Coat Sculpting to Blender for Art: ruclips.net/video/xWIJsIJYrbo/видео.html
Applying Quadremesher on top of this workflow works really well.
All different techniques have their respective trade-offs and unfortunately human eye is very good at picking patterns like clipping geometry, remesh geometry aliasing or any other clearly visible artifacts. It's good to understand that you can combine these to mask and hide the ugliest limitations of a technique as you mentioned here.
🐶 Learning when *not* to optimize mesh has been key to making my process faster. Like a lot of people, I first came to 3d via games, which have rigorous technical standards, and their meshes also need to look good from multiple angles, distances, and lighting conditions. It's amazing what you can get away with for things that appear for two dark motion-blurred frames in the background of a scene.
there are a lot of common myths about game dev modelling, in reality it only matters to keep amount of triangles at some acceptable level (it depends on application, is it mobile game? something important, large, small? etc.)
a lot of people brag about ultra clean mesh with no triangles and no ngons and only quads but in reality if you model with ngons, then apply limited dissolve and triangulate your mesh will be more optimized for video games than fully quad mesh
One thing I love about doing more CAD like stuff for 3D printing is that topology just does not matter typically, as long as you are avoiding mesh errors and it's one continuous mesh. I have however seen meshes so bad you have to remesh them and they don't want to remesh properly. For everything else I am lucky in that I learned to make 3D stuff the hard way learning poly modeling and topology from Johnathan Williams earlier stuff so that's just the normal way to me now (took me ages to get into uh, box modeling though lol).
I would happily have a job where I just model all day
delete the default cube and immediately make a much better cube. I like that!
I use a lot of methods but I do love modeling, because its like solving small puzzles constantly. Its very relaxing...
🐶 As an absolute blender beginner (literally just finished the blender guru donut course), this video really helped quell some of my starter anxiety around the large backlog of skills and knowledge needed to be an effective 3d artist. Blessings man 💪🏽
I feel the same way, about falling out of love with modeling things on the computer. These days i do most of my modeling in vr, with gravity sketch, medium, or quill, and then edit add on and render in blender. Feels much more natural and less like I'm fighting the tools to get what i want
oh wow are there any youtubers doing workflows like this?
🐶 I’ve felt kinda unmotivated lately, and I remember when I started with blender about 4 years ago when I had no clue about how to manage good topology or what even uv mapping is. I remember it being so fun to just sculpt stuff and explore the features and make crazy renders. I want to go back to that playful time, to dare explore more and not put so much pressure on my self. Now i try to just make game assets and stuff, feels a bit limited.. idk just wanted to vent. Great video, very inspiring as you can tell since I wrote this long comment 😅
i'm just one year into blender and it blows me away how much more there is still to learn. maybe there is a new steep part of a learning curve you haven't explored yet? curious what that would be.
🐶 Thanks for the helpful tips. Just started my low poly blender journey and this was an amazing video.
I love the tip of thinking through what this model is going to be used for. I don’t always consider if it’s not for a game then I don’t need to optimize the mesh. 🐶
I'm gonna need a tutorial on all these methods. Cause my brain hurts but I want to learn
love this sentence
Deeply relatable
8:05 another great thing about this method is it duplicates the mesh data too; if your model is rigged, it'll carry over the vertex groups and the shirt will be weighted properly
I'm not new I'm old but I've learned a bunch today thank you
bro. needed this. thank you
🐶 Thanks Curtis. Nice homage to Deckard's PKD blaster too. :)
I have been using blender since I was 14. I have 10 years of blender under my belt. This use of remesh has unlocked a whole new world of possibilities for me.
Im in the same boat my man. Sad thing is, i have 3D coat as well. Have since senior year. Just got intimidated out of learning it. So different.
blender: if there isn't at least 2 ways to do something, it's coming soon
Aaaaand I am saving this video.. Probably one of the most useful video in terms of 3D modeling.. Thank you, wholeheartedly!
🐶and comment for support! Also, what I'm lacking the most is TIME!!!
Worrying about how to connect the parts together is what's been slowing me down recently. I spent so many years (on and off) trying to retopologize a character model to make sure the edge loops match and connect nicely, but I think at the end of the day a working character is better than a half-finished one.
Laziness is a very powerful thing)
Best line ever. “Ain’t nobody got time for that”. The nails are killing me. I seem to focus more on them then the tutorial. And your so worth focusing on a tutorial. Your an epic teacher. Thanks
Very interesting!
Keep on pumping out these banger vids, Curtis!
Sometimes it's the endless choice that kills you. Great tutorial. 🐶
thank you for this video it has inspired me to look at alternative methids
🐶
Wow, excellent video, it really opened my eyes and helped me understand what my actual problem was as far as modeling goes.
The problem is that I am horrible at it and no amount of tools will change that. :)
Cheers ❤️
Yes we need to learn the shape of object. No matter the tool. I noticed a while back that the character model I did with clay were looking the same as the model I did with polygons. Both represented what I knew about human anatomy. Leaning 3d modeling tricks made me faster but not better. The only way to improve was to learn more about human anatomy and learn more about the objects I want to do.
🐶 Thanks!
nice nailpaint
It never occurred to me that I could just copy part of a mesh to make clothing out of... well, I'll be using that later.
🙀 Not a dog person. Sorry.
That was quite interesting! Thanks for the summary, even though you play around with all these things it's great to see it summarized like this.
I should play more with procedural meshes and curves for sure. 🐶 bork
i use solidworks for modelling 🤷♂️ and blender for rendering. solidworks is a highend industrial software for product designer
😁🐕interesting video thank you!❤
"What's The Problem?" Part... Yeah totally most of us.
Thank you Big Boss, you're epic 💪🔥
Hey Curtis! thanks for the inspiration like always, and your nails are neat! i should do the same with black and pink. I have my blender theme in those colours.
Awesome!
I'm quite happy with black and cyan, but I also want to try pink and white, and see what different combinations are like. 😊
@@CurtisHolt I currently have cyan on thumb and pinky, pink on index and ring finger and white on middle finger. you know what I mean 🙃
@@VLena_art Ahh okay that's a pretty cool pattern 😁
Awesome reference video 🐶I still consider myself a student when it comes to 3D but I recently gave a talk at a gamedev academy about 3D for games, and I'm glad that I mentioned most of the modeling techniques you mention here (plus stuff like NURBS). Personally I love modeling and sculpting in VR, it's very intuitive thanks to the depth perception and motion controls, then I bring the assets to Blender and continue from there.
These were some really interesting tips and techniques! I like modeling...but like you show, it takes so much time and effort. Usually I don't like what I made but only keep it because I spent too much time on it. Still, I like your ideas here! 🐶
For sculpting i still keep Zbrush, still the best and they way that thing can deal with huge amounts of polygons(or points) is unbeatable. My old pc can deal with sculpts with over 100 mil points, would never be able even close on Blender.... Organic sculpting is zbrush, all the rest is Blender :D But i will check 3D Coat, never heard of it. thanks!
So is modelling and sculpting now terms used interchangeably? I'm not an expert in either one. I need to think more about this.
Wouldn’t say a beginner video. I have been using VFX3D software for over 15 years and I actually learned something so thank you. Great video. I wouldn’t say lazy though, when you mentioned at the end, I would say time saver as some of us have deadlines so don’t have time to spend days modelling a certain item.
Great for some Friday afternoon projects! 🐈
How could I achieve what's shown in 2:12, where just moving the object close to each other allows it to "weld" and blend together? I have tried searching for voxel modeling but I don't see many tutorials using it in a fully non-destructive way like what's shown here. Thanks!
Thanks for a very thought-provoking video and for demonstrating the various possibilities to achieve designs! 🐶
How to work with Voxel Modeling, is this a function? or modifier? or add-on ? really wanna know. Anyone knows it. plz tell me
doo doo modeling? 0:27
Yes, doo doo modeling.
@@CurtisHolt Lol, thanks for your content
4:46 Ive actually found that modelling using the subsurface modifier is a lot faster than hardsurface modelling and easier then sculpting. I wish I had known about that workflow the first time I tried to make a Character.
YEEEEEEES deleting default cube to make another much better default cube. I feel u man.👊🏿
🐕A bit advanced for me, but fascinating none the less. Mostly interested in using Blender for concept art for set design.
I want nurbs.. I know that will likely never happen due to the time it takes to develop a nurbs kernel.. but.. I still want nurbs..
So what about cars or robots, cause that’s what I specialize in. I do spend many hours.
10:30 DID SOMEONE MENTION SPORE!?!? IN 2022!?!?
OMG YES YES YES, ITS BEEN SO LONG SINCE IVE HEARD OF THAT
🐶 You need to start hiding the emojis in the videos rather than at the end, closing the comments so that no one can look at them and determine the emoji to copy it, and only accept email responses or other private messages with the emoji so that you really know who is following along with the videos. Just kidding. Welcome to the interaction farm.
Do you know what modeling always requires? Pain.
I keep hearing the default cube thing, but I legit don't know the difference between the default cube and the one from add mesh. is it just a running gag? haven't watched enough blender tutorials to know.
Yeah it's just a psychological quirk the community has turned into a running gag 😅
🐶
Thanks for the great video, it has some interesting techniques I would never have thought of.
I've recently been experimenting with voxel modeling, and I recently created a free toolset of geometry nodes for creating and manipulating signed distance fields for the new volume cube node. I recommend you check it out, I think you would find some use in it.
Oh, and thanks again for that perfectionism talk. I've been a lot more productive since!
Oh yeah!
Francis Jasmin threw me a link to your 3.3 SDF presets thread on Blender Artists. I'll see if I can put some time aside to play with it.
Also, really glad you liked the talk 😊
All the best!
refreshing video, question: how'd you do those live remeshed cube and pill shape in the background ? Is that one mesh, or multiple objects ?
to answer my own question, metaballs (which I heard him say but thought of Ico Spheres for some reason)
🐹
Off topic but I like your nails
thanks guy that was very helpful, I've been at it for a while now and have tried a few ways to do lots of modeling but you just capped off the whole stop wasting time where you don't have to thing, I will be watching more of your tutorials, but cats are still better
"What are the OTHER Ways to Model in Blender?" - 3d-Coat!. I love this one.
Clearly that was a necessary explanation about voxel systems to show what is and is not possible in Blender, but sure.
I would like to see some sort of Tutorial how you made that Gun. Basically not "a short video" but more like the entire process. "Sitting Down with Curtis". Like a Twitch/RUclips Livestream :-) I started out 2 years ago, I'm mainly Interested in Animations but sometimes I feel like "I need this prop", and I can get a good one online.
So I need to make it myself and it always feels like pain to me. I have a HUGE amount of respect for all the 3D Arists in the 90's who made entire movies like Final Fanatasy.
😾I like cats better. But to each their own. 🐶
i would love to try all those techniques 🐶
🐕 wish to get some VR headset and try 3D-modelling in VR space as all current ways of interaction with computer (mouse, keyboard, trackpad, wacom tablet...) feel so limited. Also want 3D version of DALL-E (3Dall-e?)
Nice ideas. I really like 3d coat too.🐶
that Cloth technique was sick lol
the painted nails are adorable ^w^
🐶 Thanks for all that you do for us.
The skin modifier one blew my mind
🐶 Super interesting, i'm fascinated with learning lot of stuff but one that i want to learn the most is to be able to create materials, textures and shapes like the art of H. R. Giger and Zdzisław Beksiński (i always have to google this name 'cause i can't remember how to write it correctly), so i was trying Zbrush, which seems to be the most appropriated software for doing those kind of stuffs, but i saw that you showed 3dcoat in the video so i might need to try that, also i was experimenting with C4D and the Volume Builder / Volume Mesher and then Remesh, is super nice to work with that on what you can get but very heavy and intense on the GPU and since i don't have a strong GPU now, i struggle a lot, i need to learn and try more and more techniques, also learn how to create good bakes of textures maybe to use it as displacement maps but that's also heavy intense, still i need to learn a lot and experiment a lot too. Greetings.
Oh my 🐶they killed kenny
🐶I love this kind of video where you share your ideas, processes or tools to evolve in 3D. Thanks
I agree totally about 3D-Coat...it is a truly awesome tool and one that I have used since it started, even though I am not a great 3D Sculptor...in fact the creator, Andrew Shpagin from the Ukraine, gave me 20 Licences for the "older versions" free of charge to use in our local College as a teaching aid...a real decent bloke! 🐶😸for balance!
Maybe it's just me that can't live with messy meshes. Sure, I could metaball a bunch of stuff together but all the time I'll be going "Go ahead, go into Edit Mode, because that s!"# is f#"?'ed."
mesh is foundation skill man
🐶 Thank you very much!
Yeah before Cinema 4D Zbrush and Blender most 3D software created with intended as technical tools . Right now even graphic designer really eager to learn 3D because they know those too good to be ignored
Thanks for this video! Learned new techinics today
Great video thank you.
That method of doing clothes is genius. Modelling 3d clothes' looks so hard, but not with that technique. Im so high on monstermunch right now.
I have a love hate thing with 3D coat. The stuff you mentioned is what I love about it. I also think it has the best retopology tools in the industry. What i hate is that When we get to fine detail I find it lacking. I like using 3d coat for early work and then zbrush or blender when I am happy with the basic structure to actually do the fine detail. Then bringing it back to 3D coat for retopo.
I love dogs too 🐶
Like it alot. Same Mind.
🐶 Something that's good to keep in mind is that the large majority of the techniques produce results that you can afterwards convert and/or retopo into a more conventional polygonal mesh with optimized flow etc
Agreed the way you get to the end result of what you want wholly depends on the type of thing you are looking to do. so mine is visual art(also known as fine art), so i don't really care about the geometry in the way game and movie industries require it. but that's my career needs as a visual artist & yes that would be the same for other types of artists including concept artists. 🐶
So true, and there is a zillion different ways to do anything in 3D and that's why its fun! Thanks as always for the great content Curtis! 😎🐶
How do I make a dog? %dog% :-)
🐶 This was a nice video! I’ll dig into your other content… great pointing to other examples!
Wonder what is more work, going for perfect topology from the start or first not caring about it and e.g. creating a complete model with the voxel modeling and then rework that to perfect topology.
🐶 Thank you. This will save a ton of time on a low poly mobile game that I have been struggling with.
Thank youuu 🐕
Great contents always Mr Curtis 👏 sorry to have forgotten to include your channel in our video.
🐶Great information
😺hehe
🐶 - cats are better :-)
I always felt like I had to optimize, I never knew I didn't have to all the time
could you make a more in depth video on using remeshing with the modifier and cubes?
smart video