Ok i have a question, isn't it ok if a mesh gonna be deformed and model it with boelean methods as long as i am gonna retopologize it later with quads?....i mean do i have to use sub D for modeling or i can just mess up the mesh and then retopologize it later
I think is going to be a lot less work if you keep good topology from the get go, rather than having messy topology and doing retopo. That being said, if at the end your going to retopo anyways, id said is totally fine to mess up your topology and doing retopo later, it would be a lot of work, but it be fine
It depends. There are several ways you can go about sund and none of them is the best. sometimes it is easier to create a boolean base mesh and retopologize on top of it, simply because it would be very hard tro impossible to run all the connections. Matching vert count on a complex bool mesh is way more time consuming and difficult than retopo.
Thanks for the informative video, I appriciate you and Josh for teaching blender. I need your opinion, between Hardops/Boxcuter and MESHmachine which one do you suggest for the first purchase (For now, I do not have money to purchase both)?
Thanks for the Sub D tutorial. It's been something I've been after for a little while. I just like the flow when it comes to hard surface I still like the Boolean thing. But the flow of subdiv is awesome Thank you. And for the people out there that keep saying you guys ain't got no skills they can just shut up. As a concept artist the way I see modelling done as long as it gets the job done as long as the render looks as good as you guys roll then that's cool that's it wrapped up for a concept artist point of view if you want to learn pure quad modelling go learn pure quad modelling stop bitching (I'm saying this to the haters that I have seen on Reddit)
Bools are the best to teach basic of hs imo, becuase they are fast and intuitive. Subd may crush people at the begining. But, it's an good tool to know so I will definitely drop more subd content. Well, Reddit is hardly people so they dont really matter, other than they simply imcrease engagement on our YT or website, which is always appreciated.
@ponte ryuurui, If I want to buy the hard ops tools with box cutter etc through blenderbros to support you guys, is it enough to enter gumroad with the link on your youtube page or how does it work? Need to get you guys some commision for the great work you guys are doing❤
Much appreciated it mate, we always drop affiliate links to addons that we use on a daily basis and swear by. Yeah you just click the link in the vid description, here is a link to hopscutter bundle www.blendermarket.com/creators/teamc/?ref=186
wonder if squad QuadBoy realizes that the telephone supplanted the telegraph, that the automobile rendered the horse useless for mass transportation, that 8-tracks were bested by cassettes then CDs then streaming content, and that not every artist is building animated-centric characters for game assets. 4Gons, xGons, it’s all tris down at the computation layer.
I think you are wrong. Game studios do give a sht about ngons, and if you model in low poly you need to create meaningful triangulated meshes. You don't stand a chance for an interview if they see you have no idea of topology, or even deliberately ignore it. I think this boolean movement that started with the rise of hardops/boxcutter is a toxic thing, and it's for hobbyists only who just render out their models immediately, and don't use them as assets in either game or vfx. And also for people who just don't have the mental capacity to wrap their heads around the concept of edge flow. That's why youtube is choke full of videos teaching you hard surface modeling with tons of intricate but pointless detail, all done in boolean. Because it's lazy and requires minimum effort. Almost like generating an AI image. Who cares what's under the hood, right?
Ngons have zero to do with triangulation lol. You can do it afterwards and we have a whole course that shows how to do it. What your little brain fails to comprehend is how teaching works. Ngon workflow not only has its place in hs but it also allows ppl to learn hs and Blender without getting frustrated and becoming overwhelmed. It is also a fantastic way to concept and learn design due to its speed and intuitive nature. Quads are just a tool just like any quadboy out there.
@@PonteRyuurui Dont even get angry with this dude bro, his comment shows how frustrated he is because we use easy and efficient ways to work and he doesnt. God, he even feels that using this methods its cheating 😂
►► Learn Blender in 2 Weeks - www.blenderbros.com/?el=pr
got a link to the chris person you mentioned re shrinkwrap technique?
@@nerkTV search for chris plush shrink wrap
@@PonteRyuurui ah, I thought you said "blush" thanks!
@@nerkTV he might as well, dont know him that well
Love the one with having to apply the Sub-D to create finer details. Thx!
the 3D modeling community has needed this drama because when people become passionate about a thing they improve at it
Simple and super! Thanx for your addons and for your vids.
What an extraordinary guide for me thanks for share a great help to me Sir 🔥🔥🙏💎
Hey Ryu, Everything ok?
I would like to know more about how I can use meshmachineme, I am very interested in purchasing and using it.
There are vids on this channel. Meshmachine is a must have IMO.
@@Mrflippyfloop Thanks for responding bro, I'll look into it more. It really is very important!
Great video brother thanks!
Ok i have a question, isn't it ok if a mesh gonna be deformed and model it with boelean methods as long as i am gonna retopologize it later with quads?....i mean do i have to use sub D for modeling or i can just mess up the mesh and then retopologize it later
It's hard or almost impossible sometimes to fix a bad mesh, so it's better to have clean topology from the start.
I think is going to be a lot less work if you keep good topology from the get go, rather than having messy topology and doing retopo. That being said, if at the end your going to retopo anyways, id said is totally fine to mess up your topology and doing retopo later, it would be a lot of work, but it be fine
It depends. There are several ways you can go about sund and none of them is the best. sometimes it is easier to create a boolean base mesh and retopologize on top of it, simply because it would be very hard tro impossible to run all the connections. Matching vert count on a complex bool mesh is way more time consuming and difficult than retopo.
Thanks for the informative video, I appriciate you and Josh for teaching blender. I need your opinion, between Hardops/Boxcuter and MESHmachine which one do you suggest for the first purchase (For now, I do not have money to purchase both)?
Iv heard him say to get hardops/boxcutter first. He uses it way more often.
@@ianzander5057 correct, hopscutter first, then mesh machine
@@ianzander5057 thanks
@@PonteRyuurui thanks
Do you have any hard surface tutorials on making armor for characters?
havent recorded any mate
Thanks for the Sub D tutorial. It's been something I've been after for a little while. I just like the flow when it comes to hard surface I still like the Boolean thing. But the flow of subdiv is awesome Thank you. And for the people out there that keep saying you guys ain't got no skills they can just shut up. As a concept artist the way I see modelling done as long as it gets the job done as long as the render looks as good as you guys roll then that's cool that's it wrapped up for a concept artist point of view if you want to learn pure quad modelling go learn pure quad modelling stop bitching (I'm saying this to the haters that I have seen on Reddit)
Bools are the best to teach basic of hs imo, becuase they are fast and intuitive. Subd may crush people at the begining. But, it's an good tool to know so I will definitely drop more subd content. Well, Reddit is hardly people so they dont really matter, other than they simply imcrease engagement on our YT or website, which is always appreciated.
Thanks m8!
When you run a Boxcutter cut, how do you get it so perfectly centered? You click, drag, and boom. It's done.
well it's not perfect, you mirrror it anyways, unless you use snapping dots
I'm new to topology but what would be the workflow of transforming a concept piece into a game ready one? thank you for the tips
@ddontyy oh ok , this confuses me a lot as a beginer
@ddontyy oh thats nice i get it, did u recommend somewhere to learn this workflow ? thanks
@@alanbarbin742 here you go www.blenderbros.com/the-blender-bros-hard-surface-game-asset-course-2-0
@@PonteRyuurui thanks
@ponte ryuurui, If I want to buy the hard ops tools with box cutter etc through blenderbros to support you guys, is it enough to enter gumroad with the link on your youtube page or how does it work? Need to get you guys some commision for the great work you guys are doing❤
Much appreciated it mate, we always drop affiliate links to addons that we use on a daily basis and swear by. Yeah you just click the link in the vid description, here is a link to hopscutter bundle www.blendermarket.com/creators/teamc/?ref=186
This is some great information. Your haters and detractors are just jealous.
Who is the artist that created the thumbnail image please? The robotic head, it's awesome. Cheers.
His name is MJ, since 6th grade his skills are pretty decent.
?@@PonteRyuurui
wonder if squad QuadBoy realizes that the telephone supplanted the telegraph, that the automobile rendered the horse useless for mass transportation, that 8-tracks were bested by cassettes then CDs then streaming content, and that not every artist is building animated-centric characters for game assets. 4Gons, xGons, it’s all tris down at the computation layer.
I think they are still struggling with light switches, mate
100p. they will never understand the Mastery of One Light. that course of instruction on the BlenderBros HSA2 is 🔥 + 🔨
can you say "Lisan al Gaib" for me rq
I think you are wrong. Game studios do give a sht about ngons, and if you model in low poly you need to create meaningful triangulated meshes. You don't stand a chance for an interview if they see you have no idea of topology, or even deliberately ignore it. I think this boolean movement that started with the rise of hardops/boxcutter is a toxic thing, and it's for hobbyists only who just render out their models immediately, and don't use them as assets in either game or vfx. And also for people who just don't have the mental capacity to wrap their heads around the concept of edge flow. That's why youtube is choke full of videos teaching you hard surface modeling with tons of intricate but pointless detail, all done in boolean. Because it's lazy and requires minimum effort. Almost like generating an AI image. Who cares what's under the hood, right?
Until you have some tutorials of your own you are merely a keyboard warrior who doesn’t even have a portfolio. Show us how to do it then quadfuck
Ngons have zero to do with triangulation lol. You can do it afterwards and we have a whole course that shows how to do it. What your little brain fails to comprehend is how teaching works. Ngon workflow not only has its place in hs but it also allows ppl to learn hs and Blender without getting frustrated and becoming overwhelmed. It is also a fantastic way to concept and learn design due to its speed and intuitive nature. Quads are just a tool just like any quadboy out there.
@@PonteRyuurui Dont even get angry with this dude bro, his comment shows how frustrated he is because we use easy and efficient ways to work and he doesnt.
God, he even feels that using this methods its cheating 😂
Calm down here. Don't gangup on my poor guy 😊😊
He is just trying to learn. lol