Blender - Hard Surface Manual Retopology
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- Опубликовано: 11 сен 2024
- How to manually retopo hard surface meshes. These techniques will be your go to techniques when trying to save a mesh.
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I'd watch 6 hours of you just finishing this entire thing. Such valuable info!
I'd love to see the process of the whole thing being finished as well
I'm enjoying your videos so much, And I'm actually learning a lot by just watching. Big fan here
Subdividing clean mesh with different size cylinders is nightmare indeed. Im curious what is the menu you have at 30:15?
Following your line of reasoning, what could you do to improve the process in this case? to avoid bad shape, and avoid ngons
This is the original video follows a line
1: ruclips.net/video/2RBVj6swqBU/видео.html
This guy tried to simplify the process
2: ruclips.net/video/ghMH5SjS6Bw/видео.html
what would be your version? if possible
I feel like this kind of a shape is better off be retopoed with primitives.
I legit have no clue why anyone would prefer Blender over Maya or other better 3D modelling programs, yikes, you can do jack shit without memorizing tons of shortcuts and buying tons of paid addons
Memorizing shortcuts is pretty easy once you get used to it, is like driving. You don't even noticed how you change gears, where are the pedals, how to pass a vehicle and so on. It's muscle memory. And paid add-ons are a lot cheaper than Maya subscription, i have no idea if Maya is so much better because I've never used it.
@@gabrielegagliardi3956 no way, Maya Indie is hella cheap and gives you access to the full software, non limitations whatsoever. It shocks me how people say that Blender is easier, it sure as hell isn't, what you can do in a few clicks in Maya takes tons of obscure shortcut clicks and submenus, messing with annoying modifiers, getting tons of addons to reach the same level of functionality as Maya/3ds Max, etc..
I had put off learning Maya because of claims by Blender fanatics and honestly its interface looks intimidating at first. But once I decided to gave it a try, oh man/girl, I can't imagine myself going back to Blender! I kinda still wanna learn it just because, but its awful way of doing things seriously make me not wanna touch it ever again.
I used both, Blender needs you to build your own workflow so most probably you won't find 2 people using the same tools modeling the same thing in blender. But once you make your workflow and customize it it's A LOT faster than Maya. And for the addons you buy them once (very cheap)and they're here forever. So if you love customization you'll love blender
@@ramyissa20 I dunno why speed would be relevant, if it was this crucial thousands of companies and studios wouldnt still be using Maya (often, very old versions of it).
I really hate the way Blender operates/does things, some are faster and neat yeah, but as someone who tried both as a complete noob, Maya makes way more sense and has lower learning curve and most of the things you need are easily accessible, no tons of obscure shortcuts and submenus or addons needed, subscriptions suck yeah but 300 bucks a year (or even less, in my country, for some reason) is a fair price for Maya Indie, a complete, powerful, tried and true suite used by the best studios in the world.
I dont care about each Blender update, I dont care about Cycles/Eeevee or new cool stuff they add to it if the software can't handle massive projects, lacks many features that have been around for years, it's annoying to work in conjunction with other software such as UE5 and is a PITA to work with in general, almost always overcomplicating things for no reason