I'd probably add 2 more styles to this list. Programmatically generating shapes, which can be done with OpenSCAD for example. It's not as widely used as regular CAD modeling, but can be useful at times. Generating geometry with nodes, for example with Blenders Geometry nodes. Very hard to get into, but it's mind blowing what can be done with the right set-up.
Thank you JL! I have been learning 3D modeling for several years, and this is the first video I watched which summarizing the advantages and disadvantages of so many modeling methods! Now I have a clearer concept of the Sub-D modeling method and a better understanding of what you are talking about it in the video. I also can imagine how much effort you put behind this video!
I'm not a 3D modeller by any means, but occasionally I have need of a model and I do my best to make one for myself at least as placeholder. I'm glad to hear that my method of poly editing and using a subdivision modifier in blender is something that is recommended as a good foundational method as it means I've been on the right track for my needs! Interesting video thank you
Very good overview, I'd add: 5:30 for Retopology the artist also needs knowledge of animation, anatomy, and texturing to get the best results. The deformation of the character model during animation can have problems without knowledge of where to put the cuts, and texturing can also be easier if you're aware of where to hide the UV cuts.
I loved this video. :) I was struggling for a long time with creating pinch-free models because there weren't any good tutorials back in 2010. They were like.... "I push this vertex here, I extrude that face here..." But WHY? WHY did you pushed? I was asking this in myself. And then JL come and followed along his tutorial with the BMX bike. I understood topology, and I learned the I need 3-4 times denser mesh for a feature I want to create. I did the mandatory fails that every beginner does: began modeling a feature in way too low resolution geometry. He taught not only HOW to push vertexes/edges but WHY. Showed the goal we wanted to reach. So thanks to JL I can now model everything I want. Now I am learning the sculpting workflows from Zbrush to Substance Painter. I am a terrible sculptor... :D
This video is an absolute gem for beginners. It takes the complex world of 3D modeling and presents it in the most beginner-friendly way you can imagine. No confusing jargon or complicated explanations to overwhelm you. If you're new to 3D modeling, this video is a lifesaver. Major props to JL Mussi for their incredible work in making it so accessible and easy to follow. Trust me, you don't want to miss out on this one!.✅
Bro I can’t thank you enough for your videos and the important content within them. In my journey as a student I’ve chalked most of these modeling terms up to “buzz words” because they have been so poorly explained to us. In every video you break down how the stuff works and share the importance of its use. I really can’t praise this enough. 3D asset creation is truly as wild and techical as programming and it takes great teachers to make students into pros. 💯
I just like to say thank you for helping me through my journey. I started 3D Art school back in 2020 and now I'm a week and 3 days away from graduation. I just like to say thank you, for helping me on this journey
I do a lot of level design and hard surface and use a hybrid method of modeling based on a couple methods mentioned. I first use basic shapes (multiple objects) to get the general idea of how everything will look (this start is extremely good for spaceship designs), it is similar to scrap building. Once I am happy with the general shape, I model simple low poly parts. Then I take the one with the largest surface area and in edit mode basically trace the rest of the components. This way the geometry is already clean without much need for additional touchups once the modeling is done. Once I get all the basic shapes, then I use bevels to get the smoother shape where needed (hand beveling). After this is done in the case I am using mirror modifiers, I will also mark all the seams for the unwrap so I do not have to do it on both sides of the model. After this, I will apply the mirror, unwrap the model and using nodes make basic procedural materials. I will bake them onto clean textures, export them to something like photoshop to do a bit of touchups. Then through software that will make my PBR maps. Finally, I will reimport all the maps to a new material, connect everything and then add a bevel modifier to give it a bit of a clean shape. I am working on a potato so sculpting is out of the question. This method is light on performance and the models can reach photo realism with way less geometry. The only resource intensive part is baking the textures to 4K resolutions, 2K and smaller are pretty fast... I am using Blender for modeling.
I come from a number of VRChat hobbyist creators and none of us care about actual principles of 3D modeling, we just want to make avatars that are visually appealing. One method you talked about that I didn't even know existed, but people use a lot in this space is kitbashing. In VRChat creator circles they call this Frakensteining because often what happens with these very inexperienced modelers is they take a bunch of meshes mixing optimized and unoptimized garbage together to create a character with who knows how large of a polygon count, definately not optimized, a couple dozen materials on it, etc. After 3 years of learning and thousands of hours of failure and growing I have a lot more respect for many of the principles you talked about in this video. Most of what I focus on is low poly modeling of clothing and assets, so the poly modeling method is what I use the most. I have attempted to use sculpting to create my own characters, but without having good artistic foundation skills in perspective and proportions as well as inexperience in sculpting most of them have been a mess. However, I have never given up and I keep falling forward every time I make a creation and so my sculpts have gotten a lot better over time and I am able to use my tools far more effective now than I could in the past. I was about to skip your video because honestly these large concepts are boring as hell and are painful for hobbyists like myself to listen to because we do not care to learn core concepts. We just want to make pretty characters. I understand that the best way to improve in art is to study realism and learn disciplined principles like you're referring to, but I have found for myself I will give up if I try to go that route in self study. I need a balance of work study and play in order to keep pushing forward. So sometimes I will watch content like yours or listen to the painful advice of my friends that are professionals in industry critique and destroy things I have made that I think are good until I realize they are not. But sometimes I'll just have days where I get in blender and create whatever the hell I want just for my soul. Thank you for the video. My favorite thing to learn about was kitbashing because it gave me an idea for creating new characters.
Thanks for the detailed feedback. Sculpting can take a while to get the hang of. The thing about understanding the technicals, even though they can be tedious at first, is that it enables your 3d art to reach its full potential.
I've just begun to mash different objects together and sculpt/model them into the shape(s) I need, then retopo all of it like it was a regular sculpt. Really enjoy that workflow so far.
I have found that a Pistol modelled in Fusion360 can be exported as a low detail obj. Then if you duplicate that project and add all the chamfers and details the reference has , that high poly mesh can be used in Substance Painter to bake details onto the low poly mesh. The result is a pistol with a very low vert count with high accuracy, it is triangulated though , so can be a pain to UV, but I use 3dCoat and stick to hard edges mostly. This is a very fast workflow that does not involve any retopo.
Thank you so much for the video, you're very GOOD at explaining all the different concepts of modeling. I'm a junior game designer and I'm so grateful I found your channel, your masterclass it's top notch 💯💯
5:25 - you forgot to mention, the baking process needed to retain the High level detail. Very very important thing to mention. Because it took me a VERY long time to understand this process, and no one finished that train of thought. Sculpt high level - retopologize - bake high detail bump map on your low topology UV. Crucial note you left out. (Ok - so you mention it at 15:47)
kitbash dont hurt your growth as modeler. Pros create insane works of art just the same of sculptors, I personally focus more on materials and environment
it will hurt growth of a beginner artist, there are ways to use kit-bashing properly, but beginners will just copy paste all the models, without focusing on underlying base, and call it a day. this workflow will just make beginners lazy and they won't learn anything outside placing few assets in a scene, without any thought and concept. pros use it to save time, but if you want to make something to stand out and use it in industry you will have to follow subdiv modelling workflows.
I love 3D. I love sculpting and modeling the old classic way. For this, in addition to Maya, I also use ZBrush. I'm thinking of trying Blender soon. I like to retopology models. It makes me more intimate with the characters I create, allowing me to get to know them better. So yea, 3D rules!
I just learned Edge Ring Connection. Which is basically planar modeling around the silhouette edges. Similar to retopologizing from flat 2d shapes first then using deformers for shape depth.
VR modeling (for instance Substance Modeler) is a different way to do 3D modeling. However, it can be considered as a mix between poly-modeling and sculpting. Thank you for that video!
I think it depends on the VR software used. Adobe Substance 3D Modeler, (the successor to Medium) and Masterpiece Studio, are technically voxel sculpting tools that do not support poly modeling or poly sculpting but one can export high poly meshes to use in other software. Sculpting voxels in is a very different experience than sculpting polys like in ShapeLab VR (or ZBrush on desktop or Nomad Sculpt on tablet) as the size and number of available polys will determine the level of detail possible compared to how voxels populate at specific densities along a 3D grid. I understand 3D Coat on desktop has a voxel sculpting mode too. On the other hand, Gravity Sketch definitely supports poly modeling, subdivision modeling and aspects of both poly sculpting and nurbs surfaces. With good topology flow, it’s great for making game ready models too and even supports live, remote collaboration. I’m much faster at SubD modeling in GS than any desktop software. All of the above VR 3D softwares make navigating and resizing the scene incredibly intuitive compared to desktop software. Also, the satisfactory joy that comes from being able to model gesturally with one’s hands and arms in actual 3D space is unparalleled as well. Substance Modeler and Gravity Sketch are my favorite VR tools depending on which workflow best suits what I’m creating.
SubD modeling and poly modeling are two different things? I thought subdivision was just a modifier that can be applied onto a poly mesh that's made with poly modeling.
My workflow currently consists of Sub-D and Digital Sculpting, with Retopology sometimes being substituted. I'm currently practicing hard surface modeling to further improve my skills and abilities.
Of all of these options and there was no mention of parametric modeling. You mentioned "nerves" modeling, which I'm sure you're referring to NURBS modeling, which is actually something entirely different than parametric modeling. Parametric modeling is the industry standard for products that are going to be manufactured. Programs such as Solidworks uses this workflow.
I don't see retopology as a modeling method. It's a secondary process that takes place post modeling. Retopo isn't creating but editing something simplifying an already existing model and usually is a post process of digital sculpting. That rules retopology out for me as method of modeling. I think that Bsplines, or Nurbs are very good for doing organics. Lots of guys were creating amazing models with Rhino 3D back in the early to mid 2000s. I have never heard the term kit bashing in modeling but hey, it doesn't mean that it wasn't used. I've just never heard of since I started in 3D in the late 90s. Polygon modeling is a universal term which also encompasses SubD, Rail/Subpatch, and Primative modeling. That being said, unless you are using Nurbs, Voxels or Pixols, all modeling is polygonal because It's all polygons. We use to stress knowing how to manipulate polygons but polygon modeling is a redundant phrase. Photogrammetry is more scanning than it is modeling. Yes, there is some clean-up to be done so modeling isn't completely ruled out but I don't really see it completely as modeling. I don't know. Maybe there are just a lot of new terms out there that I just don't know about but traditionally, modeling meant Nurbs/Bsplines, Rail/Spline/Subpatch, Meta, SubD, Primative, Sculpting and Displacement. Boolean was just a tool or process of manipulating polygons like extrude, lathe, smooth shift or spin quads. It was not a method of modeling in itself.
Kitbashing did not start with action figures. It started in the movie industry when movies needed a faster way to flesh out things like ships for a sci-fi movie. Ie: in Star Wars we end up with the x-wing based on the vfx team and designers grabbing a bunch of old airplane models and tearing parts out of the different sets and putting them together so that we eventually ended up with the final design. It’s a great short cut as opposed to building your own custom parts… this happens long before action figures and merchandising movies was a thing. Star Wars was actually one of the first movies to include massive merchandise contracts retained by Lucas. A genius move at the time.
Man I Just Love your Long Videos Keep Creating Thank you so Much Lots of love I Have just one Request to You That Please Make a Video of 3d Modeling Workflows for Different Industries Like How to Model for Games How to Model for Vfx Movies How to Model for Animated Films ? Concept of Low Poly & Highpoly Also Concept of Traingle & N-gons What to use ? When we Needs to Model Highpoly & When Low Poly ? Make a Video if Possible ?
Hello Modeling.... Beast! a great video again! the level always go up man! appreciate for sure.. 8 ways , i think you pretty make circle around the room of modeling with that! really instructive and or refreshing ..personnaly ..i always forget nurbs (just for that, tankk you! much more) i think the key is: you're workflow vs job to be done adapt, adjust i guess my 2 cents keep on! have a good one!
Hi JL awesome video as always, if you don't mind I was wandering what a high fidelity 3d model is, if you have a chance to answer I'd really appreciate it :)
I don't understand the difference between sub-d modeling and poly modelling, isn't sub-d modeling just doing poly modeling but with holding edges and press 3?🤔 And u said sub-d is also useful for games do you mean useful for baking to low poly/poly modeling or we actually use sub-d/high poly to put in games? 🤔
I think that's the main difference, yeah, with sub-d modeling you need to have holding edges and you have to pay attention to how the topology will react when smoothed, while with just poly modeling you are never going to smooth the model and instead you're either using it as is, or you're using it as a base for a high poly sculpt. And yes, you should use the smoothed model to bake the details to the low poly version, you will not use it smoothed for games. That is how I understand it, but keep in mind that I started learning 3D around 4 months ago so I might be a bit off :)
Both poly modeling and sub D are essentially a polygon based workflow. The SubD model can be a high poly source from which to extract texture details and applied to a low poly asset, but so can a high poly sculpt from Zbrush. So the Sub D model can be a dual purpouse mesh. It can be used in a VFX pipeline or as the high poly to extract your textures from. Hope that helps.
Actually I have a question: connected geometry vs separated geometry? Which one is better? I'm specifically asking about the booleans operations part. Because I don't like booleans, because booleans results geometry is sometimes very hard to clean. Because you also mentioned models with connected parts are more suitable for games. So far I've only made a few models for games and I don't have that much experience with models made specifically for games. I make models mostly for animations and illustrations. But the components of these models I made for games were not necessarily connected. I don't know that a game solid mesh is a rule. Rather, I understand that it is a matter of choice. But I use your tutorial to fill in information gaps that I have. More knowledge is always better. So I would appreciate an answer. Thanks. Good tutorial.
subd modeling in blender should be a pain for hardsurface. The fast subd preview is so lame and I miss basic and important things in blender such as edge slide for rotation and scale and not only for translate :(
I don't think sub-d is the best starting method for new modelers, sculpting+retopo is. They need to get the form right before worrying about the topology or polycount.
Photogrammetry is Proprietary Game Dev Technique from Kris Cemail taught to him by Infinite Realites, and his workflow uses specialized equipment and a specific set of software to DO IT PROPERLY. Which is HIS INTELLECTUAL PROPERTY
Wrong. ZBrush has all the orthographic views you'd like and is PERFECT for hard surface modelling. This guy is old school and behind the times. Ignore!
Yes, you missed several methods and workflows: 1. Simulation (Marvelous Designer / Houdini / Cinema4d / Blender) Suitable for clothing, organic shapes, fluid-based forms... 2. Procedural generation (Houdini / Blender GN / Speed Tree / Gaia / Unity / Unreal engine) Terrains, Trees, Rocks, buildings, game assets... all that is made procedurally 3. Parametric modeling (Rhino with Grasshopper / Fusion 360 / Houdini / Sverchok in Blender and Blender GN) This is very similar to procedural generation, but it is more used in architecture and product design 4. Algorithmic models (Houdini / TouchDesigner / Bifrost in Maya) This is used for all the intriguing VFX elements present in films and movies and real-time presentations 5. Mathematical forms and fractal shapes (Houdini / MB3D/ Mandelbulber) All the fractal, Supershapes, Strange attractors and similar stuff is made this way. 7. AI Generation (Stable Diffusion and similar) Like it or not it is already here And many others that don't even have a name, like the creations of characters with Metahuman, Ziva, Character Creator and Daz and some dedicated parts of the modelling like grooming ( Houdini / Xgen and Jeti in Maya). It is a huge field, no matter you are starting or experienced.
@@denizypinarci I think both are fine. If I understand it correctly, Procedural generation also includes the generative creation of stages for games and all that stuff.
Kit bashing 99% of creators on vrchat that only know unity and blender that sell 3 models a month and tell their friends and family friends and family that they are a 3d artist xD.
Join my FREE Hard-Surface Masterclass:
www.clkmg.com/jlmussi/master-class-01
*Modeling styles:*
***Booleans*** (02:07)
Pros- fast, accurate, powerful in specific situations.
Cons- unexpected results, bad topology.
***Retopology*** (03:34)
Pros- improved performance, faster workflow, improved topology.
Cons- time-consuming, loss of detail.
***subD modeling*** (05:33)
Pros- less working geometry, infinite quality.
Cons- difficulty.
***3d sculpting*** (07:56)
Pros- organic modeling, concepting, skip the technicals.
Cons- processing power, limited to organic shapes.
***NURBS*** (11:16)
Pros- precise measurements, compatibility, industrial standard.
***kitbashing*** (13:28)
Pros- quick details, access to many parts, faster design.
Cons- limited control, limited creative options, overreliance on kits.
***poly modeling*** (14:57)
Pros- widely used, widely accessible.
Cons- time-consuming.
***photogrammetry*** (16:33)
Pros- real-time model creation, complex model creation.
Cons- time-consuming, accuracy relies on photo quality, can't capture certain surfaces.
Great video thank you!!
Thanks man.
line separators would've been helpful
dont you mean nerves? 😂 that sh had me dyingggg
I'd probably add 2 more styles to this list.
Programmatically generating shapes, which can be done with OpenSCAD for example. It's not as widely used as regular CAD modeling, but can be useful at times.
Generating geometry with nodes, for example with Blenders Geometry nodes. Very hard to get into, but it's mind blowing what can be done with the right set-up.
Thank you JL! I have been learning 3D modeling for several years, and this is the first video I watched which summarizing the advantages and disadvantages of so many modeling methods! Now I have a clearer concept of the Sub-D modeling method and a better understanding of what you are talking about it in the video. I also can imagine how much effort you put behind this video!
I always appreciate your feedback Helen! Greatness awaits you in 2023.
I'm not a 3D modeller by any means, but occasionally I have need of a model and I do my best to make one for myself at least as placeholder. I'm glad to hear that my method of poly editing and using a subdivision modifier in blender is something that is recommended as a good foundational method as it means I've been on the right track for my needs! Interesting video thank you
I appreciate the feedback!
Very good overview, I'd add: 5:30 for Retopology the artist also needs knowledge of animation, anatomy, and texturing to get the best results. The deformation of the character model during animation can have problems without knowledge of where to put the cuts, and texturing can also be easier if you're aware of where to hide the UV cuts.
For automated retopology I would use Zbrush, really fast and you can control ist by polygroups.
I loved this video. :) I was struggling for a long time with creating pinch-free models because there weren't any good tutorials back in 2010. They were like.... "I push this vertex here, I extrude that face here..." But WHY? WHY did you pushed? I was asking this in myself.
And then JL come and followed along his tutorial with the BMX bike. I understood topology, and I learned the I need 3-4 times denser mesh for a feature I want to create. I did the mandatory fails that every beginner does: began modeling a feature in way too low resolution geometry. He taught not only HOW to push vertexes/edges but WHY. Showed the goal we wanted to reach.
So thanks to JL I can now model everything I want. Now I am learning the sculpting workflows from Zbrush to Substance Painter. I am a terrible sculptor... :D
I appreciate ya!
This video is an absolute gem for beginners. It takes the complex world of 3D modeling and presents it in the most beginner-friendly way you can imagine. No confusing jargon or complicated explanations to overwhelm you. If you're new to 3D modeling, this video is a lifesaver. Major props to JL Mussi for their incredible work in making it so accessible and easy to follow. Trust me, you don't want to miss out on this one!.✅
Thanks brother, much appreciated.
Bro I can’t thank you enough for your videos and the important content within them. In my journey as a student I’ve chalked most of these modeling terms up to “buzz words” because they have been so poorly explained to us. In every video you break down how the stuff works and share the importance of its use. I really can’t praise this enough. 3D asset creation is truly as wild and techical as programming and it takes great teachers to make students into pros. 💯
I appreciate the feedback!
I just like to say thank you for helping me through my journey. I started 3D Art school back in 2020 and now I'm a week and 3 days away from graduation. I just like to say thank you, for helping me on this journey
RUclips Failed me… they didn’t recommend this channel earlier +1 sub. Great video. ❤🤘
I do a lot of level design and hard surface and use a hybrid method of modeling based on a couple methods mentioned. I first use basic shapes (multiple objects) to get the general idea of how everything will look (this start is extremely good for spaceship designs), it is similar to scrap building. Once I am happy with the general shape, I model simple low poly parts. Then I take the one with the largest surface area and in edit mode basically trace the rest of the components. This way the geometry is already clean without much need for additional touchups once the modeling is done. Once I get all the basic shapes, then I use bevels to get the smoother shape where needed (hand beveling). After this is done in the case I am using mirror modifiers, I will also mark all the seams for the unwrap so I do not have to do it on both sides of the model. After this, I will apply the mirror, unwrap the model and using nodes make basic procedural materials. I will bake them onto clean textures, export them to something like photoshop to do a bit of touchups. Then through software that will make my PBR maps. Finally, I will reimport all the maps to a new material, connect everything and then add a bevel modifier to give it a bit of a clean shape. I am working on a potato so sculpting is out of the question. This method is light on performance and the models can reach photo realism with way less geometry. The only resource intensive part is baking the textures to 4K resolutions, 2K and smaller are pretty fast... I am using Blender for modeling.
Thanks for taking the time to explain these subjects. I was unaware of all these different techniques.
I come from a number of VRChat hobbyist creators and none of us care about actual principles of 3D modeling, we just want to make avatars that are visually appealing. One method you talked about that I didn't even know existed, but people use a lot in this space is kitbashing. In VRChat creator circles they call this Frakensteining because often what happens with these very inexperienced modelers is they take a bunch of meshes mixing optimized and unoptimized garbage together to create a character with who knows how large of a polygon count, definately not optimized, a couple dozen materials on it, etc. After 3 years of learning and thousands of hours of failure and growing I have a lot more respect for many of the principles you talked about in this video. Most of what I focus on is low poly modeling of clothing and assets, so the poly modeling method is what I use the most. I have attempted to use sculpting to create my own characters, but without having good artistic foundation skills in perspective and proportions as well as inexperience in sculpting most of them have been a mess. However, I have never given up and I keep falling forward every time I make a creation and so my sculpts have gotten a lot better over time and I am able to use my tools far more effective now than I could in the past. I was about to skip your video because honestly these large concepts are boring as hell and are painful for hobbyists like myself to listen to because we do not care to learn core concepts. We just want to make pretty characters. I understand that the best way to improve in art is to study realism and learn disciplined principles like you're referring to, but I have found for myself I will give up if I try to go that route in self study. I need a balance of work study and play in order to keep pushing forward. So sometimes I will watch content like yours or listen to the painful advice of my friends that are professionals in industry critique and destroy things I have made that I think are good until I realize they are not. But sometimes I'll just have days where I get in blender and create whatever the hell I want just for my soul. Thank you for the video. My favorite thing to learn about was kitbashing because it gave me an idea for creating new characters.
Thanks for the detailed feedback. Sculpting can take a while to get the hang of. The thing about understanding the technicals, even though they can be tedious at first, is that it enables your 3d art to reach its full potential.
Epic
Holy shit tldr
Nice comment
Nice
I've just begun to mash different objects together and sculpt/model them into the shape(s) I need, then retopo all of it like it was a regular sculpt. Really enjoy that workflow so far.
Today's generation of 3d Artists are turnin Gets! Enjoy your videos, Good luck man!
So far ive learned my favorites are Digital Sculpting, Poly Modeling and Booleans.
I have found that a Pistol modelled in Fusion360 can be exported as a low detail obj. Then if you duplicate that project and add all the chamfers and details the reference has , that high poly mesh can be used in Substance Painter to bake details onto the low poly mesh. The result is a pistol with a very low vert count with high accuracy, it is triangulated though , so can be a pain to UV, but I use 3dCoat and stick to hard edges mostly. This is a very fast workflow that does not involve any retopo.
Thank you so much for the video, you're very GOOD at explaining all the different concepts of modeling. I'm a junior game designer and I'm so grateful I found your channel, your masterclass it's top notch 💯💯
Thank you, David, I appreciate the feedback!
He left out the most lucrative one and also my personal favorite, Instagram modeling.
LOL
5:25 - you forgot to mention, the baking process needed to retain the High level detail. Very very important thing to mention. Because it took me a VERY long time to understand this process, and no one finished that train of thought. Sculpt high level - retopologize - bake high detail bump map on your low topology UV. Crucial note you left out. (Ok - so you mention it at 15:47)
kitbash dont hurt your growth as modeler. Pros create insane works of art just the same of sculptors, I personally focus more on materials and environment
it will hurt growth of a beginner artist, there are ways to use kit-bashing properly,
but beginners will just copy paste all the models, without focusing on underlying base, and call it a day.
this workflow will just make beginners lazy and they won't learn anything outside placing few assets in a scene, without any thought and concept.
pros use it to save time, but if you want to make something to stand out and use it in industry you will have to follow subdiv modelling workflows.
amazing video for beginners wanting to understand terminology and concepts thank u!
I love 3D. I love sculpting and modeling the old classic way. For this, in addition to Maya, I also use ZBrush. I'm thinking of trying Blender soon. I like to retopology models. It makes me more intimate with the characters I create, allowing me to get to know them better. So yea, 3D rules!
Thank you!
I just learned Edge Ring Connection. Which is basically planar modeling around the silhouette edges. Similar to retopologizing from flat 2d shapes first then using deformers for shape depth.
Thank you! excellent
VR modeling (for instance Substance Modeler) is a different way to do 3D modeling. However, it can be considered as a mix between poly-modeling and sculpting. Thank you for that video!
I think it depends on the VR software used. Adobe Substance 3D Modeler, (the successor to Medium) and Masterpiece Studio, are technically voxel sculpting tools that do not support poly modeling or poly sculpting but one can export high poly meshes to use in other software. Sculpting voxels in is a very different experience than sculpting polys like in ShapeLab VR (or ZBrush on desktop or Nomad Sculpt on tablet) as the size and number of available polys will determine the level of detail possible compared to how voxels populate at specific densities along a 3D grid. I understand 3D Coat on desktop has a voxel sculpting mode too.
On the other hand, Gravity Sketch definitely supports poly modeling, subdivision modeling and aspects of both poly sculpting and nurbs surfaces. With good topology flow, it’s great for making game ready models too and even supports live, remote collaboration. I’m much faster at SubD modeling in GS than any desktop software.
All of the above VR 3D softwares make navigating and resizing the scene incredibly intuitive compared to desktop software. Also, the satisfactory joy that comes from being able to model gesturally with one’s hands and arms in actual 3D space is unparalleled as well. Substance Modeler and Gravity Sketch are my favorite VR tools depending on which workflow best suits what I’m creating.
I wasn't aware that what I was doing was "poly-modeling". It definitely was time consuming. But I was happy with my results afterwards.
This is a great summary! Thank you!
Glad you enjoyed it Pete!
Great overview. Nice work!
SubD modeling and poly modeling are two different things? I thought subdivision was just a modifier that can be applied onto a poly mesh that's made with poly modeling.
Thanks , I have learned a lot from you.
My workflow currently consists of Sub-D and Digital Sculpting, with Retopology sometimes being substituted. I'm currently practicing hard surface modeling to further improve my skills and abilities.
Wow great video!!!
Of all of these options and there was no mention of parametric modeling. You mentioned "nerves" modeling, which I'm sure you're referring to NURBS modeling, which is actually something entirely different than parametric modeling. Parametric modeling is the industry standard for products that are going to be manufactured. Programs such as Solidworks uses this workflow.
Another fantastic video. thank you for sharing. How does polygon modelling differ from Subdivision modelling?
Great video. Personally, I’ve always favored SubD modeling, due to its efficiency.
SubD is the way to be!
@@jlmussi #Bars
brilliant video, thank you for the greart overview (i'm a beginner)
I don't see retopology as a modeling method. It's a secondary process that takes place post modeling. Retopo isn't creating but editing something simplifying an already existing model and usually is a post process of digital sculpting. That rules retopology out for me as method of modeling.
I think that Bsplines, or Nurbs are very good for doing organics. Lots of guys were creating amazing models with Rhino 3D back in the early to mid 2000s.
I have never heard the term kit bashing in modeling but hey, it doesn't mean that it wasn't used. I've just never heard of since I started in 3D in the late 90s.
Polygon modeling is a universal term which also encompasses SubD, Rail/Subpatch, and Primative modeling. That being said, unless you are using Nurbs, Voxels or Pixols, all modeling is polygonal because It's all polygons. We use to stress knowing how to manipulate polygons but polygon modeling is a redundant phrase.
Photogrammetry is more scanning than it is modeling. Yes, there is some clean-up to be done so modeling isn't completely ruled out but I don't really see it completely as modeling.
I don't know. Maybe there are just a lot of new terms out there that I just don't know about but traditionally, modeling meant Nurbs/Bsplines, Rail/Spline/Subpatch, Meta, SubD, Primative, Sculpting and Displacement. Boolean was just a tool or process of manipulating polygons like extrude, lathe, smooth shift or spin quads. It was not a method of modeling in itself.
Kitbashing did not start with action figures. It started in the movie industry when movies needed a faster way to flesh out things like ships for a sci-fi movie. Ie: in Star Wars we end up with the x-wing based on the vfx team and designers grabbing a bunch of old airplane models and tearing parts out of the different sets and putting them together so that we eventually ended up with the final design. It’s a great short cut as opposed to building your own custom parts… this happens long before action figures and merchandising movies was a thing. Star Wars was actually one of the first movies to include massive merchandise contracts retained by Lucas. A genius move at the time.
Subd modelling is everything
Man I Just Love your Long Videos Keep Creating Thank you so Much Lots of love I Have just one Request to You That Please Make a Video of 3d Modeling Workflows for Different Industries Like How to Model for Games How to Model for Vfx Movies How to Model for Animated Films ? Concept of Low Poly & Highpoly Also Concept of Traingle & N-gons What to use ? When we Needs to Model Highpoly & When Low Poly ? Make a Video if Possible ?
Hello Modeling.... Beast!
a great video again!
the level always go up man!
appreciate for sure..
8 ways , i think you pretty make circle around the room of modeling with that!
really instructive and or refreshing
..personnaly ..i always forget nurbs (just for that, tankk you! much more)
i think the key is: you're workflow vs job to be done
adapt, adjust i guess
my 2 cents
keep on!
have a good one!
I always appreciate your feedback and good vibes!
So it appears I need to learn SubD modeling and I am interested in polymodeling.
Great content
this is the easy stuff, which about procedural modeling?
Seconded. I love procedural modeling.
New sub, thank you
I normally sculpt and then do retopo(all in blender), any advice? Im noob 😋
Hi JL awesome video as always, if you don't mind I was wandering what a high fidelity 3d model is, if you have a chance to answer I'd really appreciate it :)
Polygon 3D modeling? What rock did this guy crawl out from?
Great sir
I would have added procedural modelling with software like Houdini.
Hi, Please let me know is my laptops specs enough for blender. i7 11800h with RTX 3070
I don't understand the difference between sub-d modeling and poly modelling, isn't sub-d modeling just doing poly modeling but with holding edges and press 3?🤔 And u said sub-d is also useful for games do you mean useful for baking to low poly/poly modeling or we actually use sub-d/high poly to put in games? 🤔
I think that's the main difference, yeah, with sub-d modeling you need to have holding edges and you have to pay attention to how the topology will react when smoothed, while with just poly modeling you are never going to smooth the model and instead you're either using it as is, or you're using it as a base for a high poly sculpt. And yes, you should use the smoothed model to bake the details to the low poly version, you will not use it smoothed for games.
That is how I understand it, but keep in mind that I started learning 3D around 4 months ago so I might be a bit off :)
@@NinjaMK You got it!
Both poly modeling and sub D are essentially a polygon based workflow. The SubD model can be a high poly source from which to extract texture details and applied to a low poly asset, but so can a high poly sculpt from Zbrush. So the Sub D model can be a dual purpouse mesh. It can be used in a VFX pipeline or as the high poly to extract your textures from. Hope that helps.
Please let me know which one of this list is just for the gaming industry ?
If nurbs are not real time then how rhino and twinmotion work together.
There are ways to convert nurb surfaces to polygons.
Please make it active.. Then it'll works together
Kit bashing came from scale model kit bashing in the 70s-80s for models used in in the film industry.
Welcome back
Back with a vengance :-)
@@jlmussi
17:49, how you did photogrammetry from phone only?? Process...
hi, what is the name of the 3d model with the wrench at 8:45 ? thx :)
video starts at: 2:07
As a dark souls meme, I can't tank that thumbnail, GIANTS GIANTS GIANTS BECOME UNSTOPABLE
Thank you sir sharing experience and knowledge , sir can we apply texture on sub-d models?
Yes, but you have to select the correct SubD settings for UVs for your textures not to distort when in SubD mode.
Sir thank you 😊
God damnit here we go again
Great Video - just curious @19:32 your view port in Maya had a thick outline around the mesh, how did you do that it? looks so cool!
It's a wireframe render pass
@@sabrishparker7629 Thanks man!
Hello, does subd modelling work for creating game assets (hard surface)?In terms of baking the subdivided mesh onto the low poly mesh?
Actually I have a question: connected geometry vs separated geometry? Which one is better?
I'm specifically asking about the booleans operations part. Because I don't like booleans, because booleans results geometry is sometimes very hard to clean. Because you also mentioned models with connected parts are more suitable for games. So far I've only made a few models for games and I don't have that much experience with models made specifically for games. I make models mostly for animations and illustrations. But the components of these models I made for games were not necessarily connected. I don't know that a game solid mesh is a rule. Rather, I understand that it is a matter of choice. But I use your tutorial to fill in information gaps that I have. More knowledge is always better.
So I would appreciate an answer. Thanks. Good tutorial.
I highly recommend you watch this video; it answers most of your questions. ruclips.net/video/zV3mhvWpppM/видео.html
@@jlmussi 10x man. I appreciate. I'll take a look.💪
procedural modelling?
2:24 how do you select the face like cylindir?
Node based modelling is not included ?
Did you mean Nurbs?
Hi I don't have this plugin in 3ds max 2023
Poly modelling and digital sclupt are best choice for 3d media animation sastifty than rest those methods aren't worth effort interest
subd modeling in blender should be a pain for hardsurface. The fast subd preview is so lame and I miss basic and important things in blender such as edge slide for rotation and scale and not only for translate :(
Blender lover hit like ❤❤❤
I don't think sub-d is the best starting method for new modelers, sculpting+retopo is. They need to get the form right before worrying about the topology or polycount.
Photogrammetry is Proprietary Game Dev Technique from Kris Cemail taught to him by Infinite Realites, and his workflow uses specialized equipment and a specific set of software to DO IT PROPERLY. Which is HIS INTELLECTUAL PROPERTY
I dont see a difference between Sub-D and Poly modeling.
Wrong. ZBrush has all the orthographic views you'd like and is PERFECT for hard surface modelling. This guy is old school and behind the times. Ignore!
lol "Nurbs" not "Nerves"
Great video but you talk way too slow, even at the max 2x speed it’s still not fast enough for me
00:16 in 2025 , it would be AI do the job.
Yes, you missed several methods and workflows:
1. Simulation (Marvelous Designer / Houdini / Cinema4d / Blender)
Suitable for clothing, organic shapes, fluid-based forms...
2. Procedural generation (Houdini / Blender GN / Speed Tree / Gaia / Unity / Unreal engine)
Terrains, Trees, Rocks, buildings, game assets... all that is made procedurally
3. Parametric modeling (Rhino with Grasshopper / Fusion 360 / Houdini / Sverchok in Blender and Blender GN)
This is very similar to procedural generation, but it is more used in architecture and product design
4. Algorithmic models (Houdini / TouchDesigner / Bifrost in Maya)
This is used for all the intriguing VFX elements present in films and movies and real-time presentations
5. Mathematical forms and fractal shapes (Houdini / MB3D/ Mandelbulber)
All the fractal, Supershapes, Strange attractors and similar stuff is made this way.
7. AI Generation (Stable Diffusion and similar)
Like it or not it is already here
And many others that don't even have a name, like the creations of characters with Metahuman, Ziva, Character Creator and Daz and some dedicated parts of the modelling like grooming ( Houdini / Xgen and Jeti in Maya). It is a huge field, no matter you are starting or experienced.
Procedural modelling
@@denizypinarci I think both are fine. If I understand it correctly, Procedural generation also includes the generative creation of stages for games and all that stuff.
Someone needs to tell this tool the difference between style and technique, because he clearly doesn't know it.
Kit bashing 99% of creators on vrchat that only know unity and blender that sell 3 models a month and tell their friends and family friends and family that they are a 3d artist xD.
this exudes crypto bro energy
What software 🤬🤬🤬
youre 35 max, that barely is "decades plus" be humble
Where can i get a cringe outfit like yours?
why are you yelling?
Thanks, I have learned a lot from you.
Thanks for watching!