Okay... I'm just a routine commenter at this point... BUT seriously dude... these videos are THE BEST freeking way to learn important shit fast... gonna take a shot in the dark, and I should repost this in the discord, but I could use a solid crash course, like this one, on arrays... Arrays have been my bane recently
This is where you draw a fine line between CAD and mesh modelling softwares. I was literally binge watching every Blender Bros tutorial as preparation for a product designer job interview when this came up. Coming from archviz, this hard surface workflow is a bit intimidating, but hey nothing worth it comes easy though! Subbed!
I really like this normal transfer technique, but will there be some problems if I will want to add some normal maps for such model? If I want to add some more normals in SP or simply in blender with normalmaps. Won’t all original shading problems pop up?
This tut is pure awesomeness, thanks a lot! So this Stash It / Transfer Normals workflow does the same thing as the "shrinkwrapping the guide mesh to the base mesh" workflow I've seen in some car modelling videos but way more elegant and clear, am I right?
This makes hard surface modelling look so much fun. What I’d really love to see is a tutorial on how to take a model like this and make it game ready. Do you have any videos showing how to remesh/retopo this to be usable for games? If not I would love to see something like that.
ponte and josh have a course for it on their blender bros website. you can also check josh gambrell's 3.5 hour youtube video, "game assets in blender: a complete workflow". i don't know what the differences are in the material being covered.
@@peterbuck914 "The Blender Bros Hard Surface Game Asset Course 2.0" is the one i got, although i haven't gone through it yet. and it's an entire course, rather than just a tutorial. i just checked, and there are several variations of the course, from $75 - &125
Hi Ryuurui, great explanations as always. I would like to know exactly what you using for the metallic material. Is it grunge map for the bump/normal map ? Thank you.
Thanks! definitely It is definitely eevee material pack, which now was updated to cycles and eevee mats i think gumroad.com/a/779940979 / all the links are in the vid description.
I find it more intuitive to model everything in software like Rhinocerous or Fusion360 then convert it back to Blender for rendering since I have much better control for hard surfice modeling and they are CAD softwares as well. But I love the way how its done in Blender.
For some reason when I do the offset cut that you do at 14:33 the added cylinder disappeared. I have tried moving and adjusting the offset cut, but I cannot seem to keep it from disappearing.
i can't believe that business you did with that threading. a while ago i was trying to model a dishwasher valve, and the threading was a topological nightmare. i become fixated on the idea of having the theoretical knowledge on being able to create a single, topologically perfect threaded screw shaft, rather than finding much more practical solutions.
What i often see about this modeling methods is that thickness of bevel defined not by your needs. Instead people just try to tweak it until shading problems gone. What if i need extra thick bevel? Noone knows.
Same here. But, josh gambrell made tutorials about that to get huge bevels, using meshmachine's offset cut. It's not ideal, but it works in some situations. The hard thing about bevels is that, at some point, if you really need a specific bevel, you need to create your geometry with it in mind which makes it more difficult. You need to learn how to make good topology for that. If you want quads after a boolean to make bevels, there's a good addon for that (pricey though, starting at 59 dollars), it's called quad remesher. I'm beginning at blender so I can't help you out much more than that I'm afraid
It seems like it doesnt want to store staches from other objects and that it only do so if the mesh is in the same object file. Looks like im going to have to google hunt the issue. :) Ill figure it out.
Hard Surface Modeling For Beginners (FREE)➤➤www.blenderbros.com/jumpstart
i watched them all ! thanks for all of thoses advices !!!!
I keep coming back to this video. There is a lot of information here that is absolute gold.
You are a living god among n, a legend worthy of praise. What you've uploaded here, will echo into eternity!
Always appreciate the hard work you put in to growing and helping the Blender community! Keep doing great things, Boss.
Okay... I'm just a routine commenter at this point... BUT seriously dude... these videos are THE BEST freeking way to learn important shit fast... gonna take a shot in the dark, and I should repost this in the discord, but I could use a solid crash course, like this one, on arrays... Arrays have been my bane recently
This is where you draw a fine line between CAD and mesh modelling softwares. I was literally binge watching every Blender Bros tutorial as preparation for a product designer job interview when this came up.
Coming from archviz, this hard surface workflow is a bit intimidating, but hey nothing worth it comes easy though! Subbed!
Ryuu, you are the machine ;)
Wow, that was one of the best videos I've seen! Thanks a lot for sharing all this knowledge ❤
Этот чувак однозначно вышел из под контроля , он использует блендер на 200%
just finished making my first track! thanks bro for all the help with learning soft soft. much love
Damn!! Making threads I never thought would be so easy and cool!
Better teaching skills everyday.
I’m more impressed with your metal materials! Ok maybe not more, but the polished steel looks Great!
12:12 "Bob's your uncle"! great Australian expression-never expected to hear it in a Finnish accent :)
How you start setuping can you do a video on that
I really like this normal transfer technique, but will there be some problems if I will want to add some normal maps for such model? If I want to add some more normals in SP or simply in blender with normalmaps. Won’t all original shading problems pop up?
What does the screencast key on the left side of the screen do?
when I see Blender Bros I think of something else....😁😁
Brilliant instructional content. Concise and efficient information and explanations. Luv it. Thanks Ryu. 👍
Pls clarify my doubt sir does it have tabla soft????? Pls tell sir
This tut is pure awesomeness, thanks a lot!
So this Stash It / Transfer Normals workflow does the same thing as the "shrinkwrapping the guide mesh to the base mesh" workflow I've seen in some car modelling videos but way more elegant and clear, am I right?
Does it matter the order on wich you stash them? Can you do it like each one individually or all together? Thanks
Excellent!!
This makes hard surface modelling look so much fun. What I’d really love to see is a tutorial on how to take a model like this and make it game ready. Do you have any videos showing how to remesh/retopo this to be usable for games? If not I would love to see something like that.
ponte and josh have a course for it on their blender bros website. you can also check josh gambrell's 3.5 hour youtube video, "game assets in blender: a complete workflow". i don't know what the differences are in the material being covered.
@@maxungar516 thanks max do you know what the name of the tutorial on there website is called?
@@peterbuck914 "The Blender Bros Hard Surface Game Asset Course 2.0" is the one i got, although i haven't gone through it yet. and it's an entire course, rather than just a tutorial. i just checked, and there are several variations of the course, from $75 - &125
this is genius love it!
is the transfer normals function compatible with other software? will the normals look the same if exported to cinema 4d, substance etc?
WN is so that one should be also.
@@PonteRyuurui sorry, WN?
ở nhà coi hài vui xỉu
I look forward to new videos about the animation of parts, mechanisms (animation of solid surfaces)
Hi Ryuurui, great explanations as always. I would like to know exactly what you using for the metallic material. Is it grunge map for the bump/normal map ? Thank you.
Thanks! definitely It is definitely eevee material pack, which now was updated to cycles and eevee mats i think gumroad.com/a/779940979 / all the links are in the vid description.
@@PonteRyuurui Thank you Ryuurui for explanation.
Hi Ryuu thanks for the bevel tips, is the Screencast version that Proxe is developing available yet?
I find it more intuitive to model everything in software like Rhinocerous or Fusion360 then convert it back to Blender for rendering since I have much better control for hard surfice modeling and they are CAD softwares as well. But I love the way how its done in Blender.
For some reason when I do the offset cut that you do at 14:33 the added cylinder disappeared. I have tried moving and adjusting the offset cut, but I cannot seem to keep it from disappearing.
change bool to exact
Are there any alternatives to this addon if you just want the bevel feature?
everytNice tutorialng in soft soft myself!
working well thank you
Where can we get Proxy's screen cast addon?
check description on my latest vids
i can't believe that business you did with that threading. a while ago i was trying to model a dishwasher valve, and the threading was a topological nightmare. i become fixated on the idea of having the theoretical knowledge on being able to create a single, topologically perfect threaded screw shaft, rather than finding much more practical solutions.
ya, one word - addons.
Keeps you creating ;)
the notes, just keep experinting until the notes harmonise and soft good together.
my offset cut only appears on one side which is annoying
I am your 900th like!
G.O.A.T
Hi there. i’m stashing meshes exactly like you do. but it doesnt work. i can’t recall most of them. am i missing something?
Mylosp i love you so much
Jack anderson it’s a complint. It’s so rare to find that in a actual human being
What i often see about this modeling methods is that thickness of bevel defined not by your needs. Instead people just try to tweak it until shading problems gone. What if i need extra thick bevel? Noone knows.
Same here. But, josh gambrell made tutorials about that to get huge bevels, using meshmachine's offset cut. It's not ideal, but it works in some situations. The hard thing about bevels is that, at some point, if you really need a specific bevel, you need to create your geometry with it in mind which makes it more difficult. You need to learn how to make good topology for that. If you want quads after a boolean to make bevels, there's a good addon for that (pricey though, starting at 59 dollars), it's called quad remesher.
I'm beginning at blender so I can't help you out much more than that I'm afraid
subd, coulod also use the chipp walters addon for remeshing
Nice +1 ..
Om having an issue with meshmachine only letting me stash one normal att the time. always just 1/1. anyone else having the same problem?
make sure it:s updated
@@PonteRyuurui could be im currently at 0.11 and i see that ver 0.12 is out.
It seems like it doesnt want to store staches from other objects and that it only do so if the mesh is in the same object file. Looks like im going to have to google hunt the issue. :) Ill figure it out.
❤️❤️
you can do cad like bevels without using mesh machine
and those bevels are probably possible in vanilla blender
I don’t even listen to Nice tutorialm im just reading the comnts lmao
Good thing for MeshMachine, because no one wants to spend 7 weeks fixing bevels!
My brain is overheating
We need NURBS in Blender. Somebody interested to launch a campain?
blender has nurbs.
You use blender on 200% bro
Now try it optimize for game engine lol
One word: nanites. Also who says every model has to be destined for game engines
extensions/tutorial/free/most-popular