I'm not able to add loops across the object at 5:37. When I hit CTRL R it gives me the option to bisect a single edge as a point on the mesh. Any idea why? In wireframe view it shows that there are a lot of stabilizing edges connecting the borders of the object to the cutter array, creating Ngons. Is that the reason? Why didn't yours have that issue? I have this issue a lot with the boolean worflow: all these booleans create new geometry connecting the cutter to the edges, so the geometry isn't quads.
19:45 I always thought a decal had to fit on where we wanted it to be projected. Here it is going a bit further on other faces of the mesh... can't we run into problem when doing that ?
Decal Machine is a beast, I use it all the time. I only hope they will work more on the blender/unreal pipeline in the future, Maya and others "industry standard and blablabla" look stronger than blender when it comes to atlases, decals, trims. Great work as always Ryu.
It is a bit hard with decals, you can do it via atlasing (issue is the height map wont be easy toi import - Unity has a far better support there I think), but trims are pretty easy to bring into UE, just use dual UV channel
➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart
Holy hell, locking the plane with shift + z while grabbing. Your workflow is top shelf, thanks for another excellent tutorial!
how did you selec the faces at the bottom your so fast bro the blue thing 1:45 did you just apply all the booleans what is the short cut key please
Thanks for another amazing video, i love hard surface modelling after watching your videos.
Very detailed and helpful. Thank you so much 👍👍
I'm not able to add loops across the object at 5:37. When I hit CTRL R it gives me the option to bisect a single edge as a point on the mesh. Any idea why? In wireframe view it shows that there are a lot of stabilizing edges connecting the borders of the object to the cutter array, creating Ngons. Is that the reason? Why didn't yours have that issue? I have this issue a lot with the boolean worflow: all these booleans create new geometry connecting the cutter to the edges, so the geometry isn't quads.
my bool not applied
19:45 I always thought a decal had to fit on where we wanted it to be projected. Here it is going a bit further on other faces of the mesh... can't we run into problem when doing that ?
you can slice off the fluff with bool
@@PonteRyuurui Oh geez I'd never thought of that, thanks Ryuu !
Great video! Thank you!
Judging by the pic could also double as a sci fi harddrive.
Thank you
Decal Machine is a beast, I use it all the time. I only hope they will work more on the blender/unreal pipeline in the future, Maya and others "industry standard and blablabla" look stronger than blender when it comes to atlases, decals, trims. Great work as always Ryu.
It is a bit hard with decals, you can do it via atlasing (issue is the height map wont be easy toi import - Unity has a far better support there I think), but trims are pretty easy to bring into UE, just use dual UV channel
@@PonteRyuurui Great tutorial as always, please consider making a tutorial about how to bring trims and decals to UE.
sos un crak i like so much you work xD god
I'm having crashes with 3.5 when I put the Hard Ops & Box Cutter. Am I doing some wrong?
use 3.4.1
Can u plz make a tutorial about Sci Fi guns using HardOps and Boxcutter plz...
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I would really like to see an hard surface floor for a game engine
👍👍👍