Master 3D Modeling and Topology Today! www.onmars3d.com/ Discord: discord.gg/vybvJnEeya And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
This. I just spent nearly 30 minutes watching and it felt like less than 10 minutes, this is so extremely well explained and documented that it just blew my head away, it even comes to the point that it's just relaxing to sit back and watch. Damn I cant emphasize enough how enjoyable this tutorial was, man... Real real good stuff
Nice explanation on this important topic. You can also create additional loops near those tight corners using the Insert Edge Loop tool with the option "insert with edge flow" to conform to the curvature to a fairly nice extent.
This was excellent! I am truly learning so much from these series! New favourite teacher in modeling for sure! I feel confident in my technique with guidance from you and JL Mussi on RUclips :)
Big thanks. I dont know, why i could not repyte this method with sphere, cylinder and "BendPlane". I tryed more and more times, and finally bugs gone. May be i had not enough edges, no idea. i seen a lot of videos on youtube, and i dont see any alternative for this method, maximum can be a similiar, but a little harder.
one of the best tutorials for maya i have ever seen. it would be nice if you could enable to view the keys your using. how can i repeat edit edge flow whitout selecting it in the menu?
In 3ds max you can use Swift Loop to add extra geometry and it conforms to the curve. I am surprised at how different Maya is to 3ds Max, seeing as they are both by Autodesk. All the tips here work well with Max or Maya though
Thanks a lot for providing such a awesome video like these , this one is motivational and helpful with my subject, keep going like this . Small doubt r u working as teacher r 3d modeller ?? Because the way you teaching is simple super , small curiosity
If you mean right proportions for the helmet, I used a lot of reference and a scale model head to get the overall right proportions. I cover that in my time lapse video so check that out for more detail. Hope that helps! ruclips.net/video/70hefEEuejw/видео.html
@@OnMars3D Not for the helmet, but in general, like sofa for example, without the use of image plane. How to guess the height and width of the stand, of the cushion and things like that. That would be very helpful. Thanks in advance!!
Yeah, I got it, so you will want to research and find reference. You'll notice I start almost every video showing reference images and web searches about the object I'm about to model. I do my best to find out the measurements or use a scale of reference then build a proxy model in Maya with basic primitives (cubes, cylinders, spheres, etc). That way, I know the overall size, scale, and proportions of the model. I hope that helps!
Thanks for the tutorial. I wonder if there is any similar function like Edge Flow in Blender. Whenever I adding a loop on a curved surface, it is headache to match the smoothness.
Is there a qay to freeze an edgeloop while using quad draws relax? Almost like in zbrush where i can mask so that some verts wont be effected by the smoothing. Sometimes i get a nice edge straight, but when i use relax it also relax an area i dont want it to.
how do you smooth those corners? hard to relata.please elaborate it. like last portion square to smooth square ..how? any way your video is helping. Thanks :)
The problem is if you are already taking a super high poly mesh and designing with it and then again preview smoothing it and checking, obviously you wont see pinching and stuff but that is like 5 times smoothed mesh which you are looking at... no companies will allow that sort of a high mesh if you are looking to texture and render because the file gets super heavy...
Do you know if the smooth and relax mesh tool are available in blender? I know that smooth in is in sculpt mode but i think it works different then in maya and i cant see my mesh like you do. Those tools are amazing. I hope someone has any idea... I want to relax the mesh like you did.
Hey, lots of love from India. I am a mid level 3d student & I learn lots of things from you , But i found problems in ''converting high poly models to very low poly models'', Can u please make a proper tutorial step by step in which you convert a very high poly model into a very low poly(same model).then bake it in substance for texturing. . please Help....I will very Thankful to you.
Thank you so much for the video! I've been trying so hard to do a nice space ship with a round main body and all that happened when I deleted some parts at the end to combine it with other objects, was the destruction of a round surface and it took me a great amount of time to fix it still looking bad. I'll just go with more polygons, use the Deform option and try the new SHIFT + W trick :D
you're running into issues because you are trying to move a structural edge (one holding the curvature of the helmet) off its position to form the outer part of the bevel for the edge of the visor. For something like this, I would bracket off (with edge flow) the area to be modeled (like you did later in the video with the curved plane), then either delete or extract the visor, BUT manually model the edges with the bevel tool set to chamfer. it'll be as smooth as a baby's ass =) Also, instead of just edge sliding to properly space your geo, you should just use edge flow again like you did in the video later (select the edge, hold shift, click RMB, and select EDGE FLOW).
You're not reducing the amount of artifacts with your example. You're only reducing their size by making polygons smaller. These things happen because you're curving edges without vertexes. Beveling areas that have curves can add that curve you're looking for with edges having the correct amount of vertexes for that curve.
I wish my professor would actually explain tools and not just tell me I'll be youtubing everything my whole life anyway. Which is true this is my billionth software but what's he for?
Master 3D Modeling and Topology Today! www.onmars3d.com/
Discord: discord.gg/vybvJnEeya
And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
Wow! The quality of the instructions and techniques shown in this video deserves millions of views...
Thank you! Glad you enjoyed it and I appreciate the kind words!
You are like the Maya Guru of RUclips, with best tips and workflows of modelling, thank you, glad i found this channel
Appreciate it, thanks so much!
This. I just spent nearly 30 minutes watching and it felt like less than 10 minutes, this is so extremely well explained and documented that it just blew my head away, it even comes to the point that it's just relaxing to sit back and watch. Damn I cant emphasize enough how enjoyable this tutorial was, man... Real real good stuff
there's a night and day difference between your tuts and the others for modeling in maya. please keep it up as best you can
Appreciate the kind words, thank you!
i come to your videos whenever I need to revisit, or refamiliarize myself with modeling techniques. great videos.
You're the "firefighter" I actually meant when I told my mom "I wanna be a firefighter when I grow up"
I learned a lot, MANY thanks!
Ha, thanks for the kind words!
Get lost lumpy's & bumpy's! thank you so much for the tutorial and I appreciate all the time you took to make it bless you ☺
This video was really helpful. A lot of times I find bumps on my models and due to not utilizing more subdivisions for complex shapes.
Glad you found it helpful!
this is what i expect from my 3D lesson at university. glad to be able to look in on this THANK YOU for sharing it!
Happy to help!
Thanks!
Glad you found it helpful!
I was modeling the exact same mandalorian helmet a while ago and had the exact same problems in the same area and i really needed this
Glad you found this helpful!
This is wonderful, It's clear and straight to the point with hard surface modelling.
Happy to help!
whoa! I've been using Maya for so long and never some of these tricks! thank you thank you
I was feeling uneasy before but after watching your tutorial I'm feeling better now. thanks for your tutorial, can u do more like this?
Sure thing, I will cover more modeling concepts in the future!
you always have the exact answer to the question or the problem that i face just awesome man great job !
Glad to help!
Nice explanation on this important topic. You can also create additional loops near those tight corners using the Insert Edge Loop tool with the option "insert with edge flow" to conform to the curvature to a fairly nice extent.
That's a great point, I cover Insert with edge flow in other videos so thanks for bringing it up here.
Clear explanation and straight to the point. I got soultion for all my modelling issues. Thank you : D
Happy to help!
Great tips thank you
but I was wondering why don’t you use the option bevel for the cornering ?
1. Number of polys
2. Multi-cut : check edge flow box, MMB cut mid point
3. MMB drag vertice move : transform constrain normal
4. Other transform constrains
5. Quad draw
i use blender, and yet this tutorial is a god sent! thankyou!!! ^^
Glad I could help!
This channel is a gold mine. Great stuff :)
Glad to hear it!
This video is so helpful, I'm actually amazed how many new tools and techniques you're teaching me!
Glad I could help!
This was excellent! I am truly learning so much from these series! New favourite teacher in modeling for sure! I feel confident in my technique with guidance from you and JL Mussi on RUclips :)
Thank you, always glad to help!
This video was unbelievably useful, awesome work
Glad to hear it!
Marvelous tutorial! I believe you are very talented in explaining things)
Thank you! Cheers!
Great tutorial, so many tips to help me with an American Football helmet I’ve been asked to do!
Thank you, glad it helped you out!
@@OnMars3D totally, going through your other tutorials today to broaden my skills 👍
Big thanks. I dont know, why i could not repyte this method with sphere, cylinder and "BendPlane". I tryed more and more times, and finally bugs gone. May be i had not enough edges, no idea. i seen a lot of videos on youtube, and i dont see any alternative for this method, maximum can be a similiar, but a little harder.
Just make sure you have an even distribution of edges to prevent edges from stretching and causing artifacts.
Thank you so much for sharing your knowledge, i tried after watching this tutorial & its work very fantastic, Lots of love from india....
one of the best tutorials for maya i have ever seen. it would be nice if you could enable to view the keys your using. how can i repeat edit edge flow whitout selecting it in the menu?
To repeat the last tool in Maya, just press 'G' on your keyboard.
you are showing a nice workflow for a complicated model ! gr8
Glad it was helpful!
In 3ds max you can use Swift Loop to add extra geometry and it conforms to the curve. I am surprised at how different Maya is to 3ds Max, seeing as they are both by Autodesk. All the tips here work well with Max or Maya though
I hope both 3ds Max and Maya eventually merge modeling tool sets. It's slowly happening with each new version.
Thanks a lot for providing such a awesome video like these , this one is motivational and helpful with my subject, keep going like this . Small doubt r u working as teacher r 3d modeller ?? Because the way you teaching is simple super , small curiosity
Happy to help! I do work in the industry as a 3D Artist/Supervisor and I have been teaching for 10 years. Glad you found this helpful!
good teacher , thank you . more please , like curved hardsurface modeling for example
Thanks, glad you enjoyed it! More hard surface videos will be coming out soon.
Thank you so much for this tutorial, pure gold for me!
Glad it was helpful!
This video is gold!
Happy to help!
Nicely explained!!
Thanks!
Would you give some tip on how to get right proportions?
I had test for Amazon , but I failed.
If you mean right proportions for the helmet, I used a lot of reference and a scale model head to get the overall right proportions. I cover that in my time lapse video so check that out for more detail. Hope that helps!
ruclips.net/video/70hefEEuejw/видео.html
@@OnMars3D Not for the helmet, but in general, like sofa for example, without the use of image plane.
How to guess the height and width of the stand, of the cushion and things like that.
That would be very helpful.
Thanks in advance!!
Yeah, I got it, so you will want to research and find reference. You'll notice I start almost every video showing reference images and web searches about the object I'm about to model. I do my best to find out the measurements or use a scale of reference then build a proxy model in Maya with basic primitives (cubes, cylinders, spheres, etc). That way, I know the overall size, scale, and proportions of the model. I hope that helps!
@@OnMars3D Thanks!
Is there any way to get rid of these lines, on the extruded part of helmet? Great vid btw!
Thanks! But I'm not sure I understand your question, what lines need to be removed?
This video is soo informative and useful!! thankyou soo soo much, ive learnt so many new skills in the first 12 minuets
Glad it was helpful!
Thanks for the tutorial. I wonder if there is any similar function like Edge Flow in Blender. Whenever I adding a loop on a curved surface, it is headache to match the smoothness.
There is, in the Multi-Cuty tool Modeling Toolkit settings, you can enable 'Insert with Edge Flow' and it will do the same thing.
Is there a qay to freeze an edgeloop while using quad draws relax? Almost like in zbrush where i can mask so that some verts wont be effected by the smoothing.
Sometimes i get a nice edge straight, but when i use relax it also relax an area i dont want it to.
Is not a good teacher... Is a "REAL TEACHER"
That's nice of you to say, thank you!
Life-saving tips, Thank you!
Happy to help!
Thank you for sharing so much useful tool tips! Learned a lot from this :)))
thanks mate! really useful! when should you use these techniques instead of hard surface ones with booleans and bevels?
Absolutely, this workflow would work fine with booleans and bevels. Thanks for watching!
Totaly agree!
You do best tutorials, thank you!
excellent big thanx from Palestine...
Whatever models I make eveytime my mesh flow ain't there it's like shit how can I like actually fix it if u could help me out😑😑
This video will help better your understanding of topology: ruclips.net/video/rwW6HpOcAuw/видео.html
how do you smooth those corners? hard to relata.please elaborate it. like last portion square to smooth square ..how? any way your video is helping. Thanks :)
The problem is if you are already taking a super high poly mesh and designing with it and then again preview smoothing it and checking, obviously you wont see pinching and stuff but that is like 5 times smoothed mesh which you are looking at... no companies will allow that sort of a high mesh if you are looking to texture and render because the file gets super heavy...
Wonderful mate !! I got to learn a lot .
Great demo
How do I know if how much subd i need for my mesh?
Great thanks for teaching Maya
Do you know if the smooth and relax mesh tool are available in blender? I know that smooth in is in sculpt mode but i think it works different then in maya and i cant see my mesh like you do. Those tools are amazing. I hope someone has any idea... I want to relax the mesh like you did.
ctrl shift to slide the node is same in maya 2015? because i cant not do this
thank you for your attention
That's correct, this feature came after 2015. Back then, I actually set a hotkey to toggle the transform constrain to edge slide.
You are brilliant! Thank you for this video!
Thank you! Glad you enjoyed it!
Thank you for sharing.. this is so good
wow such great tips and illustrations, wish I found this video much earlier!
Glad it was helpful!
hello pls reply where i can get this tools set
Great Video!!
Modelling my first Iron man helmet, this video will help a lot
Happy to help, post your progress!
Very nice and clear, thank you !
Glad it was helpful!
Yes it's different 🤔🤔🤔
very high value Tutorial !!
Glad it was helpful!
amazing tutorial ! thx
Thanks
Many thanks
Amazing Tutorial
great tutorial man
Hey, lots of love from India. I am a mid level 3d student & I learn lots of things from you , But i found problems in ''converting high poly models to very low poly models'', Can u please make a proper tutorial step by step in which you convert a very high poly model into a very low poly(same model).then bake it in substance for texturing. . please Help....I will very Thankful to you.
Working on that now, I plan to show the high-poly to low poly workflow using my cyberpunk grenade. Should be up soon!
@@OnMars3D Best wishes,thank you..
incredible video
Thank you so much for the video! I've been trying so hard to do a nice space ship with a round main body and all that happened when I deleted some parts at the end to combine it with other objects, was the destruction of a round surface and it took me a great amount of time to fix it still looking bad. I'll just go with more polygons, use the Deform option and try the new SHIFT + W trick :D
Glad I could help!
great!
Broke Blender Bro, but you're top notch
Use TAB to make your selections. You're welcome :P
Thanks for the tip! I cover that in few of my other tutorials as well.
great vid!
i suggest that you make a complete course of hard surface modeling i will be the first one to buy it...
That may come down the road :)
Thank you ^^
You're welcome!
thanks!!
amazing tutorial man subscribed 917th
Thank you!!
21:47
In summary, work with more poly to avoid those pinching corners
Love u
you're running into issues because you are trying to move a structural edge (one holding the curvature of the helmet) off its position to form the outer part of the bevel for the edge of the visor. For something like this, I would bracket off (with edge flow) the area to be modeled (like you did later in the video with the curved plane), then either delete or extract the visor, BUT manually model the edges with the bevel tool set to chamfer. it'll be as smooth as a baby's ass =)
Also, instead of just edge sliding to properly space your geo, you should just use edge flow again like you did in the video later (select the edge, hold shift, click RMB, and select EDGE FLOW).
Thanks, appreciate the feedback! There's always a different workflow to get the same end results.
see
You're not reducing the amount of artifacts with your example. You're only reducing their size by making polygons smaller.
These things happen because you're curving edges without vertexes.
Beveling areas that have curves can add that curve you're looking for with edges having the correct amount of vertexes for that curve.
Hintz Ways
I wish my professor would actually explain tools and not just tell me I'll be youtubing everything my whole life anyway. Which is true this is my billionth software but what's he for?
Amazing tips, thank you!
Glad you like them!
awesome