Blender - Hard Surfaces - #12 Subdivision Surface Modelling in Blender

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  • Опубликовано: 29 окт 2024

Комментарии • 60

  • @nicolaslabonte4177
    @nicolaslabonte4177 2 месяца назад

    Easily the best channel to learn Sub-D modeling on YT. Could someone explain to me why we rebuild the interior geometry rather than simply extruding inwards? Look forward to progressing to more difficult videos!

  • @christophschmitt4600
    @christophschmitt4600 2 года назад +14

    Please go on with these kind of modelling techniques tutorials. Very well done!

    • @ianmcglasham
      @ianmcglasham  2 года назад +3

      Thank you Christoph. Much appreciated. I'm working on it!

  • @snarkbucham4077
    @snarkbucham4077 9 месяцев назад +4

    this channel is worth gold, thank you very much

  • @bubulckak
    @bubulckak Год назад +6

    this is so useful especially you stated the 'hard surface modelling' stuffs, I was having a hard time following some so called 'hard surface modelling' tutorial, without any clear edge flow the shading looks shit, luckily my 3D modeller colleague stoped me. I am so glad that there are also people on RUclips called this out

    • @SKKEE
      @SKKEE 6 месяцев назад +1

      Those “hard surface modeling” tutorials are totally scam. They are just Box cutter add-on sellers. Their methods are really useless.

  • @3d_chip
    @3d_chip 4 месяца назад +2

    this channel is gold

  • @ДаниилБараш-я1э
    @ДаниилБараш-я1э 2 года назад +5

    did you know that you are the best person in the world?

  • @micemincer
    @micemincer 2 года назад +3

    nice tuts without clowning around - good job.

    • @ianmcglasham
      @ianmcglasham  2 года назад +1

      Cheers micemincer. I tried to make my first ones funny. but it turns out I'm not funny so I deleted them and started again without messing around.

    • @micemincer
      @micemincer 2 года назад +1

      @@ianmcglasham Unless your sense of humor is not like from adhd 10 y old kids induced with pepsi or other stuff then jokes are perfectly fine ;)

  • @ElveraViljoen
    @ElveraViljoen 2 года назад +3

    The finger painting gave me a good giggle. I do agree that Booleans are problematic. Must say your videos are giving me some boneshaking insights into topology. Very interesting. Thanks for making them.

    • @ianmcglasham
      @ianmcglasham  2 года назад

      Thanks Elvera! Glad you like them.

  • @fullyleaded
    @fullyleaded 2 года назад +2

    Woohoo new video from Mr. McGlasham. What a great way to start my weekend. I’ve not even watched it but I know it’s gonna excellent! Thank you 🙏

    • @fullyleaded
      @fullyleaded 2 года назад +1

      I was correct. Excellent as always. Thank you again.

    • @ianmcglasham
      @ianmcglasham  2 года назад +3

      Yes! You are always there for me Fully Leaded! Cheers!

  • @AlenZhiYe
    @AlenZhiYe Год назад

    All I want to say is THANK YOU SIR!

  •  10 месяцев назад +1

    I recently embarked on the journey of learning Blender, and I must say, your tutorials provide a level of clarity that is truly a game-changer compared to others I've come across. Thank you immensely for that! On a different note, I'm curious if the horse chess piece tutorial is on the horizon?

  • @powersprouter
    @powersprouter 2 года назад +2

    fantastic energy & a helpful perspective I haven't heard. Thank you.

    • @ianmcglasham
      @ianmcglasham  2 года назад +1

      Thanks powersprouter. It means a lot to hear it. Cheers!

  • @rewdonaghy1305
    @rewdonaghy1305 Год назад +1

    Your tutorials are brilliant. You always end up with super clean topology.

  • @channelname8623
    @channelname8623 10 месяцев назад +2

    4:50 has anyone been able to get this to work? when i loop cut with ctrl + r, then hit r, i get rotation, then if i hit f while the rotation is still "live", nothing happens. edit: after some testing i found that hitting "E" straightens the loopcut, then i can hit f to toggle between straight and following nearby loops. just a heads up for anyone who got stuck there.

  • @Markoz87
    @Markoz87 2 года назад +6

    Great explanated. I love when someone can explain stuff empirically, step by step. In my opinion this is the best way to learn well. Thank you for that wideo. Waiting for more! :)

    • @ianmcglasham
      @ianmcglasham  2 года назад +5

      Thanks so much Markoz87! I've got stacks of videos coming! I'm determined to persuade people to stop messing around with Booleans!

  • @markokovacevic3225
    @markokovacevic3225 2 года назад +1

    This is great! Thanks for sharing!

  • @3behappy
    @3behappy 2 года назад +1

    you saved me a lot of time, thanks

  • @anissar7301
    @anissar7301 2 года назад +1

    perfection. Thank you

  • @daniellee6912
    @daniellee6912 2 года назад +1

    Thanks a lot

  • @ragusarendering828
    @ragusarendering828 2 года назад +1

    Ian great video as usual, would really love to see video on the importance of F2 add-on.

    • @ianmcglasham
      @ianmcglasham  2 года назад +4

      Thanks Ragusa Rendering! I'll get the F2 one made quickly!

  • @MubangaDNB
    @MubangaDNB Год назад +1

    I was doing a boolean workflow course and felt so dirty, glad to have found your channel, this is way cleaner. I think I am slowly figuring it out on my own, but do you have a technique for doing panel lines in a subsurface workflow? Like seen in Scifi and Warhammer and Gundam models?

    • @ianmcglasham
      @ianmcglasham  Год назад +4

      Hi Douwe de Vries. Yes, I do. The technique is generally called "Panel Beating" and requires cubic curve interpolation. In Blender, this functionality is provided through the use of the "curve" tool within loop tools. My next video will talk about it. Cheers!

  • @manart6506
    @manart6506 2 года назад +3

    5:40 I often find later when using the F function that I created some edges overlapping, I can’t really figure it out how to notice it until later when some errors start to happen.

    • @ianmcglasham
      @ianmcglasham  2 года назад +4

      Agreed MAN art. when I am going quickly I sometimes realise I have done things in the wrong order and have to undo a lot to fix it! I often wish the f2 addon had better feedback or a slightly different selection order for vertices and edges after it has finished it's task. I will be making a video all about it soon(ish!)

  • @BMX-Bandit
    @BMX-Bandit 2 года назад +2

    I've seen people use all kinds of intricate shapes to boolean their hardsurface models and later retopologize them with clean topology.
    I'm really curious what you think about this kind of a workflow.

    • @ianmcglasham
      @ianmcglasham  2 года назад +3

      The boolean workflow is not truly compatible with retopology towards a subdivision solution as things often have to be approached in a different order to guarantee surface continuity. I do it myself sometimes with really complicated shapes like cutting a spiral out of a spheroid or something else which I don't have a method for but I try to collect as many true subdivision solutions as I can and retopologise silly things like that by hand. The order things are built can be really important in Sub-D modelling and retopology can be really lengthy and difficult later in the process.

  • @angulinhiduje6093
    @angulinhiduje6093 3 месяца назад

    in previous videos you said loopcuts around the entire mesh are bad, why is it okay here? would there be a way to avoid it?

  • @eitantal726
    @eitantal726 Год назад

    Question about the Control loops: In this example, you place the control loop inside the "sidewalk". In other cases, such as the Bishop, you place the control loop not in the "sidewalk". Why?

  • @hunter8980
    @hunter8980 2 года назад +2

    Very impressive tutorial on hard surface modeling. Very helpful and very useful from a real professional. Thank you!!!!!!
    Please display small ACTION KEYS at the bottom right or left so that we would know exactly what key functions you are using. This will help us a lot. I am a beginner and I feel nice that I happened to see this tutorial very early to avoid any mistakes in the future. Thanks again!

    • @ianmcglasham
      @ianmcglasham  2 года назад +2

      Thank you very much Chetan. My little overlay action keys add-on stopped working with blender 3.0!!! I am trying to find another one I like and I will certainly try to add that to future videos.

    • @hunter8980
      @hunter8980 2 года назад +1

      @@ianmcglasham You are the best!!!!

  • @1zymn1
    @1zymn1 5 месяцев назад

    Wouldn't edge creases be better for the topology as every edge loop you make morphs the overall shape of the cube when subdivided?

  • @markdbest3244
    @markdbest3244 2 года назад

    I was wonderig if you could help me. I downloaded rip human model theyre still a bit blocky so i shade smooth it. 1. My question is should I "control 3" it or directly shade smooth?
    2. Can i edit these models using these technique , just to make it a mid poly?

  • @yoana2636
    @yoana2636 2 года назад +1

    one thing I dont understand in this subdivision surface modelling is that I have like thousands of faces, is that a good thing? sorry if my question may seem silly, I am new in modelling.

    • @ianmcglasham
      @ianmcglasham  2 года назад +1

      Hi yoana. Those thousands of faces are only to be considered by the rendering engines. They are not considered to be part of the mesh at all. when you go to edit mode and select everything - that is how many vertices, edges and faces you have. Those are what will be considered by all blender modifiers, animation tasks, physics simulations, modelling tasks and more - everything really. The thousands of faces are generated by the catmul-clark subdivision surface algorithm. They are not really real!

    • @yoana2636
      @yoana2636 2 года назад

      @@ianmcglasham wow, didnt know that, thank you very much for the explanation

  • @kenliuuzaki3655
    @kenliuuzaki3655 2 года назад +4

    Great series for learning subD. But booleans definitely plays a role in hard surface modelling, especially when making static meshes which have no need for deformation.

    • @ianmcglasham
      @ianmcglasham  2 года назад +10

      Thanks Ken. I would never want to discount any of the tools in blender. Modelling needs some creative solutions sometimes and if someone can get the result they need more easily with a boolean, then they should use a boolean! Sometimes a Subdivision solution is really complicated and without the experience needed to solve it quickly, trying it just for the sake of good topology can leave artists making compromises and ending up with boring shapes. Booleans definitely have their place.

  • @diambangfajar5776
    @diambangfajar5776 Год назад +1

    Could you bring this technique into maya tutorials

    • @ianmcglasham
      @ianmcglasham  Год назад

      I suppose I could! I prefer blender these days!

  • @sebastianosewolf2367
    @sebastianosewolf2367 2 года назад +1

    interesting way, but I can do almost the same with Hops and Boxcutter Addon on Blender.

    • @ianmcglasham
      @ianmcglasham  2 года назад +1

      I would be genuinely interested in seeing you do that.

  • @jujuandjesus
    @jujuandjesus 3 месяца назад

    "Relying on Booleans to model is the 3D equivalent of finger painting"

  • @gibson2623
    @gibson2623 2 года назад +1

    This would not work on curved surfaces, which would be a general case...On planar faces as is the case, anything goes

    • @ianmcglasham
      @ianmcglasham  2 года назад +2

      I can definitely make this work on curved surfaces! If you look at my bishop tutorial it uses exactly the same principle just applied in a slightly different way. and if you look at my UV sphere tutorial I show how to compensate for any problems with normals if required. I will also apply this technique in a different way again when we model around the curvature of the rook!

    • @gibson2623
      @gibson2623 2 года назад +1

      @@ianmcglasham Hi Ian... Thx for the reply....What I meant was that if you add loops on curved surfaces, new problems will arise (change in curvature, poles, pinching, etc) as in a flat surface there is nothing to go wrong, really. That s why after subdivision I always shrinkwrap to a perfect surface ;)...The Catmull-Clarke algorithm, divides at middle points.... so adding a loop not at a half distance will introduce new challenges ;)

    • @ianmcglasham
      @ianmcglasham  2 года назад +2

      @@gibson2623 Hi Gib Son. Yes you are correct. I do have solutions for those things too! I've just not made the videos yet. lol. It is based on reparameterization of partial loops under the influence of a shrinkwrap modifier! Normal editing techniques can also be used but I think that is a dangerous (in terms of passing models down the cg pipeline) so i don't use them. Good planning is where the real skill lives sometimes!

  • @naenjamal4827
    @naenjamal4827 2 года назад

    after all the fancy talk(sounds brilliant and all)....delete the Default Cube and then create another cube(with slight chuckle)🤣...WOW, but still a great TUTS anyway...

  • @polloq
    @polloq 7 месяцев назад

    Потрясающе 👏👏👏