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High-Poly Modeling Techniques in Blender

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  • Опубликовано: 6 авг 2024
  • Here is how to set up your high-poly model in Blender.
    I highly recommend using the Hardops and BoxCutter addons for hard-surface modeling in Blender: blendermarket.com/products/ha...
    [This is an affiliate link, so thanks in advance for supporting the channel]
    ==========================================
    TIMESTAMPS
    00:00 - Intro
    01:10 - High-Poly Model
    02:05 - Bevels Weight
    03:55 - HardOps Booleans
    04:20 - Bevel & SubD
    06:45 - Optimize Viewport
    07:50 - Remesh
    09:10 - Smooth
    11:20 - Decimate
    13:10 - Final Results
    ==========================================
    ARTSTATION - www.artstation.com/tosmo
    DISCORD - / discord
    INSTAGRAM - / tosmo_art
    SKETCHFAB- sketchfab.com/tosmo
    ==========================================
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Комментарии • 38

  • @joshf6386
    @joshf6386 3 года назад +22

    these are great man, please keep posting more hard surface modeling workflows. there really isn't that much out there that covers these techniques so it's really exciting to have found this channel :)

    • @Tosmo
      @Tosmo  3 года назад +5

      Thanks a lot, I already have some more of these types of videos in the works. I may be putting out another poll soon to see what people interested in see covered.

  • @dervitz9753
    @dervitz9753 3 года назад +8

    dont forget to check "shading' tab inside the bevel modifier options and switch "Face Strength" to "Affected". After that "Weighted Normal" modifier gives right shading result with activated parameters - "Face Area" and "Face Influence"

    • @Tosmo
      @Tosmo  3 года назад +1

      Interesting, I hadn't seen that before, thanks for the tip 👍

  • @Gemesil
    @Gemesil 3 года назад +1

    Great info! highly underrated channel

  • @Cyber_Kriss
    @Cyber_Kriss 3 года назад +3

    0:20 Bwahahaha ! I like your sense of humor, man !

  • @tacticalteamkilling6539
    @tacticalteamkilling6539 Год назад

    Perhaps a video on finding and using references would be appropriate?

  • @IsUserADuck
    @IsUserADuck Год назад

    Hello. Thank you for the tutorial. I do not understand what difference remeshing makes vs a subdivided model? Isn't it exactly the same shape? Unless you want to sculpt some details?

  • @RS-en1vj
    @RS-en1vj 3 года назад +1

    These are Awesome tips, but can you tell more about baking process, it's very hard to bake from high to low poly game ready models. Also, Have you used bevel shader for smoothing the edges of the lowpoly model?

    • @Tosmo
      @Tosmo  3 года назад +1

      I was gonna include a quick baking example in this video, but I realized there is probably a lot to talk about here. I got a decent result from baking inside of Blender but there is a lot to desire compared to other programs. I'm considering doing a rundown between the top programs for texture baking out there.

  • @TomislavTomaskovic-yg8hp
    @TomislavTomaskovic-yg8hp Год назад

    aslo what iam interested when baking, isnt it better to vake model with 30% smooth because all angles look weird on low poly model without bevel modifier...so i guess low poly should have smooth 30% but high poly smooth 45% cus of bevel and subd to bake right?

  • @iNeeDzv
    @iNeeDzv Год назад +1

    what would have happened if you had not used the subdivision surface, the remesh modifiers etc. ? That part looked almost the same without subdivision. It’s not easier to just use a bevel, a triangulation and a weighted normal? (Just trying to understand)

  • @thebulletkin8393
    @thebulletkin8393 2 года назад

    if i could make a model like that i would be beyond pleased, but unfortunately i am faaaar off being able to do so. I wouldn't even know where to start ;(

  • @runerthereaper3320
    @runerthereaper3320 3 года назад +6

    Is your low-poly mesh the high-poly without all the modifiers or is it made around the high-poly mesh?

    • @Tosmo
      @Tosmo  3 года назад +5

      Yes the low poly can largely be generated by removing the modifiers and deleting float geometry and other details. Retopology is something I try to save for more character art.

    • @runerthereaper3320
      @runerthereaper3320 3 года назад +5

      @@Tosmo Alright, thanks for the info, stay cool!

  • @tomislavtomaskovic2831
    @tomislavtomaskovic2831 Год назад

    how do you make such complex shapes as one object without getting artifacts? i create shape with little diversity and immidiatly i get artifacts expecially after using bevel and subd afterwards

    • @JaredSvB
      @JaredSvB 5 месяцев назад

      Generally if you're making complex shapes from booleans, etc, you need to ensure that you have sufficient supporting loops and/or vertices near by for your cutout to connect to. Understanding edge flow even at a low-poly level can help!

  • @MrFrost-xh6rf
    @MrFrost-xh6rf Год назад +1

    What’s the difference between bevel weights and edge crease?

    • @Tosmo
      @Tosmo  Год назад +3

      Bevel weights help to delineate what edges receive a bevel, while blender also selects these edge to have a sharp edge which is ideal for the low poly model. Edge crease similarly will create a sharp edge be can also be used to crease a sharp edge on sub divided surfaces without creating extra geometry with a bevel or edge loops. There are several technical differences between the two, that make them ideal for different circumstances.

  • @guloth5546
    @guloth5546 2 года назад +1

    What software are you using to view your model at the beginning of the video?

    • @Tosmo
      @Tosmo  2 года назад

      Marmoset Toolbag

  • @ruok3351
    @ruok3351 3 года назад

    My bevel weight does nothing? when I apply the subd modifier my bevel weighted edges didnt retain its form

    • @Tosmo
      @Tosmo  3 года назад

      Did you have the bevel modifier attached before the subD modifier?

    • @ruok3351
      @ruok3351 3 года назад +1

      @@Tosmo Ok I was dumb. I forgot to put the bevel method to "Weight" haha. Honestly this non-destructive method is mindblowing to me, especially coming from Maya. Why would I need to manually add edge loops anymore when I can just use bevel weight + modifiers? any reason?

    • @Tosmo
      @Tosmo  3 года назад

      @@ruok3351 I still add supporting edge loops to in some area for better topology and to manually control the falloff when I don't want a sharp edge on some surfaces. But the modifiers handle huge portion of this task.

  • @menso3852
    @menso3852 2 года назад

    As somebody new to blender i see lots of talk about how bad triangles are. I seems like you really don't care about them at all, and your results are amazing. Should I not care about them?

    • @Tosmo
      @Tosmo  2 года назад +3

      Over time you will learn where triangles are acceptable on your model, but is best to avoid them and focus on getting good quad topology. Everything will eventually get triangulated when it’s exported.

  • @shwarcoldarceneger1689
    @shwarcoldarceneger1689 3 года назад

    My smooth modifier doesn't do anything to the model :|

    • @Tosmo
      @Tosmo  3 года назад +1

      Have you increase the repeat value. I did 50 on mine because of the polygon density.

    • @shwarcoldarceneger1689
      @shwarcoldarceneger1689 3 года назад

      @@Tosmo i made 0.002 (0 more is imposible xD) pn remesh and 45 like in you'r video.

  • @cooldragoncool3046
    @cooldragoncool3046 3 года назад +1

    Lol starting 🤣🤣

  • @nimbooman3308
    @nimbooman3308 2 года назад

    Legends know it's M16 😉

  • @9words40
    @9words40 3 года назад +6

    dude work for COD or sth? xD

  • @lucutes2936
    @lucutes2936 Год назад

    my n