Thanks Curtis! Yesterday, I was digging through my collections of downloaded kits for 3D printing the parts. I'm planning a group project where I have patrons kitbash something from a bunch of random parts... I was conflicted on if I should use the kits (CC0) or model the parts myself. Today this 4 year old video pops up again in my feed. 30 seconds in and your advice and reasoning for doing it myself has me modeling it all myself. The kits are not 3D printer friendly. Doing it myself will ensure some level of control and it will be great practice! Thanks Curtis from the past!
This is top-tier education on 3D-Design that goes way beyond the concept of shape or funtionality but teaches what the real "substance" of designing in 3D-space is. And it is very encouriging to just go on and learn for yourself. Thank you, opened my eyes in many respects. Oh, and all of it for free!
Um, can we talk about the fact that Curtis is presenting IN BLENDER?? Assuming these are slides with black backgrounds that are placed around models that are turntabling within the scene? FULL appreciation of this technique, sir - you are an innovator ... #golfClaps #standingO
You raise so really excellent points from a very calm perspective. I wish I had've watched this video first before dropping some money on a kit that got me excited. I think it is just a lack of patience on my part. You wanna spend less time detailing every part, and more time throwing your concept together. In the end though, there is no question in my mind that doing everything custom is the best way to ensure the most originality.
this is one of my favorite topics. whether it's building up sound samples in a library or 3D assets, working at a 1:1n (where n = the amount of times you use the asset) turns the process/asset management into an art unto itself. some thoughts as I watch: the best reason to make every single asset myself is so I can build a personal aesthetic and my own visual exploration into everything I do, from the ground up, as my 3D work is all non-commercial. I imagine if I was in a production driven environment I'd use kits with no qualms, however. I agree with your "best of both worlds" solution, but mine is coming from the other direction and dare I say it might allow for more productivity (of course many other factors can be considered). this technique assumes you've taken the time to create your own shape language so almost all of your pieces harmonize, but construct as much of your model as possible with pre-made assets. then, only when it's absolutley neccessary, build the pieces required to tie the model together. I think it can help to think of a lego kit (or buy one if you can't recall/don't know them). it's quite incredible what the sum of the rather boring individual lego blocks can amount to, that and the number of unique legos to specific models is surprisingly low. through this lego exercise (just buy a lego kit, tell them it's "for reference"), one might discover how much they overbuild in their 3D work, and that it might not only be more efficient to break parts down as far as possible so they can be reused in endless combinations, it provides a lot of that coveted, functional looking detail for practically free. in a high detail area that I want to look as complicated as a helicoptor rotor, if it takes me eight pre-made pieces to solve a problem that would only take two new pieces modeled specifically for the problem, that's more than great on all fronts (more pieces = more detail). the video already explained most of this at 4:30, but if you decide to build your own asset library it might be helpful to: 1. study joints. you don't even need to know anything beyond what you've learned in blender, simply look at reference material (for example MHAttaran) and find the x, y, and z axis, then see how many of those axis are used by the joint (most of the time just one) and what the bare minimum pieces are needed for it. 2. study muscles or hydrolics on hard surface models. basically, you just need something that contracts (ie hydrolics) connecting either directly or indirectly to a point on each piece that rotates around the joint axis. 3. study connections. similar to joints, but it could just be how to mount a sensor onto a hull, or how to connect an off axis frame to another piece with a completely different rotation. I think by studying those 3 things, and learning how to wield them in complex ways with an arsenal of well crafted assets ready to use, will help one break out or the hardsurface lootbox/corridor/gun territory and into the mech/vehicle/tan zhi hui, brian sum, fightpunch level of abstract whatever-that-is sacred place. becuase even if you're not using mechanical joints (for example doing that "floating limbs" style of robot) at least you won't have bewilderment when you've made a really cool shape here, and then something else cool there, and have no idea how to connect them together. great video. also top notch blender viewport slideshow. powerpoint's days are numbered.
Thank you for the way you described my issue. 9:30 This is what I am always going through. I know what I want to create, I know roughly how to create it now, but the exact steps on the "right way" typically elude me. I tend to "Brute" my way through, and with standard CGI art, that may work. But I am trying to design for printing. Adds a little more difficulty in my opinion.
Hey Curtis I have been following you now for a while and I like the other courses that you talk about and I would be glad if you made a video on the VFX and compositing courses too...peace
This video is super helpful, is there any other resources you can recommend for building out our own kitbashing libraries or modular asset packs? It's something I've always wanted to do but feel lost on where I should even start.
Great inspirational video as always. Might I ask you what sort of madcap or selection you used to display the robot you showed in the video? It has such a good look for when one is modelling metal.
Thanks for the video! One silly question: how do I physically build the library? I mean, how do I put the individual objects together into one single file? Is there any special function in Blender or add-on that allows to do that? Thanks again.
Thank you. This will help bring my Robot army to life - at the very least it add some variation in design between models. Kit Ops 2 has just been released and I’ll certainly be checking out the free version.
I really hope Blender implements a good and simple asset management system. Even if I could drag and drop blends, FBX, and OBJ it would immediately speed up my workflow and creative process. I'd love to have a library that's built on my actual file system in which I have numerous PBR textures, models of various formats, and files with multiple meshes in them for kitbashing. I've tried about 4 different addons and they either have errors, simply don't work, or don't work the way I need them to to access my assets and add them to my scenes. Anyone know something I'm missing?
This is such a great concept!! Thank you for doing this video! I am wondering as I am now just getting into Blender after using Lightwave for 20 years! I know crazy right! But I have used 3DS Max and Maya as well so Blender is just a different way of doing things. Anyway, I am working on my own little Blender created lego animated short. But I was wondering if the same kitbashing concept could be tied to texture maps? Since all of the lego geometry has the same UV map, would there be a way to make a library of a dozen or so textures for shirts and pants (library) and then somehow randomize it? Thanks again for your videos.
I've just done something similar. I made a material library to speed up my design process. Downloaded a ton of textures and set up box mapped materials in Blender to avoid dealing with UV's. Now I can slap on some materials and decals in under 30 min. The asset browser added in 3.0 is a must though. Hope it's still useful to you.
Thank you for video. And, what is the best way to have browsable parts library in-Blender? I am still appending and add-importings things, so, i would like to choose a right (and hopefully simple) way to have a proper library. What's the "de facto" approach here? Thank you. ☺
I'd also like to know. I've tried about 4 different add-ons that should easily help me find my parts and insert them but they all have errors or limitations that hault the creative process.
Personally, I like to organize them into different blend files where each file is a category for a type. I can then organize those into collections inside the file. They can be copy-pasted to another blend file or appended.
@@CurtisHolt well, that's quite similar to my solution, but one more question. Do you stack all individual parts( or say whole items with multiple parts) at world origins or sort them out one from each other, like say in rolls in lines in whatever just not stacking at one point.
The question is: how to organize the kits? How to you browse them and use them effectively on Blender? How to use multiple kits in a single Blender scene without having all items of the kit added to the scene itself? How to use big kits without crashing Blender when loading the kit itself? As I venture into Kitbashing and concept art sketching in Blender, I'm discovering Blender is very lacking and ineffective when it comes to asset management, content browsing and more. Am I missing something?
I don't disagree with KB as a design exercise. Yes, you gave the history of KB but its true intention was born out of the time needed to build a prop. Only later was it seen as a Design Tool. However, I can't bring myself to use other people's elements "models" to build something. I'm not judging others for doing it just myself. I see that like rapers/hip-hop using a sample to make music. How can you call that original? No, I don't hate rapers/hip-hop
Thanks Curtis!
Yesterday, I was digging through my collections of downloaded kits for 3D printing the parts. I'm planning a group project where I have patrons kitbash something from a bunch of random parts... I was conflicted on if I should use the kits (CC0) or model the parts myself. Today this 4 year old video pops up again in my feed. 30 seconds in and your advice and reasoning for doing it myself has me modeling it all myself. The kits are not 3D printer friendly. Doing it myself will ensure some level of control and it will be great practice!
Thanks Curtis from the past!
Eeevee in the background, 10/10 would watch again.
agreed
Was just gonna comment that lol
Such a clever way to present the topic within blender. Really easy to follow! Thank you for the tips again, Curtis.
tbh your videos about any sort of theory are my absolute favorite
This is top-tier education on 3D-Design that goes way beyond the concept of shape or funtionality but teaches what the real "substance" of designing in 3D-space is. And it is very encouriging to just go on and learn for yourself. Thank you, opened my eyes in many respects. Oh, and all of it for free!
Um, can we talk about the fact that Curtis is presenting IN BLENDER?? Assuming these are slides with black backgrounds that are placed around models that are turntabling within the scene? FULL appreciation of this technique, sir - you are an innovator ... #golfClaps #standingO
This guy are really genius. Blender for all purpose👍🏼
You raise so really excellent points from a very calm perspective. I wish I had've watched this video first before dropping some money on a kit that got me excited. I think it is just a lack of patience on my part. You wanna spend less time detailing every part, and more time throwing your concept together. In the end though, there is no question in my mind that doing everything custom is the best way to ensure the most originality.
this is one of my favorite topics. whether it's building up sound samples in a library or 3D assets, working at a 1:1n (where n = the amount of times you use the asset) turns the process/asset management into an art unto itself.
some thoughts as I watch:
the best reason to make every single asset myself is so I can build a personal aesthetic and my own visual exploration into everything I do, from the ground up, as my 3D work is all non-commercial. I imagine if I was in a production driven environment I'd use kits with no qualms, however.
I agree with your "best of both worlds" solution, but mine is coming from the other direction and dare I say it might allow for more productivity (of course many other factors can be considered). this technique assumes you've taken the time to create your own shape language so almost all of your pieces harmonize, but construct as much of your model as possible with pre-made assets. then, only when it's absolutley neccessary, build the pieces required to tie the model together. I think it can help to think of a lego kit (or buy one if you can't recall/don't know them). it's quite incredible what the sum of the rather boring individual lego blocks can amount to, that and the number of unique legos to specific models is surprisingly low.
through this lego exercise (just buy a lego kit, tell them it's "for reference"), one might discover how much they overbuild in their 3D work, and that it might not only be more efficient to break parts down as far as possible so they can be reused in endless combinations, it provides a lot of that coveted, functional looking detail for practically free. in a high detail area that I want to look as complicated as a helicoptor rotor, if it takes me eight pre-made pieces to solve a problem that would only take two new pieces modeled specifically for the problem, that's more than great on all fronts (more pieces = more detail).
the video already explained most of this at 4:30, but if you decide to build your own asset library it might be helpful to:
1. study joints. you don't even need to know anything beyond what you've learned in blender, simply look at reference material (for example MHAttaran) and find the x, y, and z axis, then see how many of those axis are used by the joint (most of the time just one) and what the bare minimum pieces are needed for it.
2. study muscles or hydrolics on hard surface models. basically, you just need something that contracts (ie hydrolics) connecting either directly or indirectly to a point on each piece that rotates around the joint axis.
3. study connections. similar to joints, but it could just be how to mount a sensor onto a hull, or how to connect an off axis frame to another piece with a completely different rotation.
I think by studying those 3 things, and learning how to wield them in complex ways with an arsenal of well crafted assets ready to use, will help one break out or the hardsurface lootbox/corridor/gun territory and into the mech/vehicle/tan zhi hui, brian sum, fightpunch level of abstract whatever-that-is sacred place. becuase even if you're not using mechanical joints (for example doing that "floating limbs" style of robot) at least you won't have bewilderment when you've made a really cool shape here, and then something else cool there, and have no idea how to connect them together.
great video. also top notch blender viewport slideshow. powerpoint's days are numbered.
You're awesome Curtis thanks again for more quality tips and sick flippin tricks with blender and making art. 10/10 human
Thank you for the way you described my issue. 9:30 This is what I am always going through. I know what I want to create, I know roughly how to create it now, but the exact steps on the "right way" typically elude me. I tend to "Brute" my way through, and with standard CGI art, that may work. But I am trying to design for printing. Adds a little more difficulty in my opinion.
I really appreciate the effort you put in this video, It has the quality of a top notch paid course.
Very clever talk!... ...plenty of good things to take from it! thanks!
Hey Curtis I have been following you now for a while and I like the other courses that you talk about and I would be glad if you made a video on the VFX and compositing courses too...peace
Such a good and inspiring video! Thanks Curtis
This video is super helpful, is there any other resources you can recommend for building out our own kitbashing libraries or modular asset packs? It's something I've always wanted to do but feel lost on where I should even start.
how do you even make these presentation on blender?
Faust Rah I guess he just added all text as reference images, put world color to black and turned off gizmo overlays.
Great inspirational video as always. Might I ask you what sort of madcap or selection you used to display the robot you showed in the video? It has such a good look for when one is modelling metal.
Thanks for the video! One silly question: how do I physically build the library? I mean, how do I put the individual objects together into one single file? Is there any special function in Blender or add-on that allows to do that? Thanks again.
Thank you. This will help bring my Robot army to life - at the very least it add some variation in design between models. Kit Ops 2 has just been released and I’ll certainly be checking out the free version.
when you are so addicted to blender that you make a presentation in it
I really hope Blender implements a good and simple asset management system. Even if I could drag and drop blends, FBX, and OBJ it would immediately speed up my workflow and creative process. I'd love to have a library that's built on my actual file system in which I have numerous PBR textures, models of various formats, and files with multiple meshes in them for kitbashing. I've tried about 4 different addons and they either have errors, simply don't work, or don't work the way I need them to to access my assets and add them to my scenes. Anyone know something I'm missing?
This is such a great concept!! Thank you for doing this video! I am wondering as I am now just getting into Blender after using Lightwave for 20 years! I know crazy right! But I have used 3DS Max and Maya as well so Blender is just a different way of doing things. Anyway, I am working on my own little Blender created lego animated short. But I was wondering if the same kitbashing concept could be tied to texture maps? Since all of the lego geometry has the same UV map, would there be a way to make a library of a dozen or so textures for shirts and pants (library) and then somehow randomize it? Thanks again for your videos.
I've just done something similar. I made a material library to speed up my design process. Downloaded a ton of textures and set up box mapped materials in Blender to avoid dealing with UV's. Now I can slap on some materials and decals in under 30 min. The asset browser added in 3.0 is a must though. Hope it's still useful to you.
Fantastic video
Nurnies, Greebles, now kitbashing.... I see how times change, i guess.. Dennis Muren or Ron Thornton Masters of detail.
1:08 What app are you using to put together reference ?
PureRef
Its time to really up my modeling game. This video showed key areas in which I lag behind, and its time to catch up
0:48 I thought that robot in the top left looked familiar before I remembered seeing it on the Blender subreddit!
Thank you for video. And, what is the best way to have browsable parts library in-Blender? I am still appending and add-importings things, so, i would like to choose a right (and hopefully simple) way to have a proper library. What's the "de facto" approach here? Thank you. ☺
I'd also like to know. I've tried about 4 different add-ons that should easily help me find my parts and insert them but they all have errors or limitations that hault the creative process.
"to turn a cube into a cylinder would take many actions "" ----> select quads > Looptools > circle > extrude, done.
Did you sculp any details. I just want to know
Nope, everything was manually modeled with the robotic concept.
How you keep all your kitbash material? like each part a file or "all in one" style?
Personally, I like to organize them into different blend files where each file is a category for a type. I can then organize those into collections inside the file.
They can be copy-pasted to another blend file or appended.
@@CurtisHolt well, that's quite similar to my solution, but one more question. Do you stack all individual parts( or say whole items with multiple parts) at world origins or sort them out one from each other, like say in rolls in lines in whatever just not stacking at one point.
Usually I lay them out on rows to make it easy to browse visually.
The question is: how to organize the kits? How to you browse them and use them effectively on Blender? How to use multiple kits in a single Blender scene without having all items of the kit added to the scene itself? How to use big kits without crashing Blender when loading the kit itself? As I venture into Kitbashing and concept art sketching in Blender, I'm discovering Blender is very lacking and ineffective when it comes to asset management, content browsing and more. Am I missing something?
I often model just for one robot, when some part doesn't seem fit well, I save it to my kitbash library
How do you save it and how to you use/insert it again when kitbashing?
woot
Man, you sound exactly like Yahtzee.
I don't disagree with KB as a design exercise. Yes, you gave the history of KB but its true intention was born out of the time needed to build a prop. Only later was it seen as a Design Tool. However, I can't bring myself to use other people's elements "models" to build something. I'm not judging others for doing it just myself. I see that like rapers/hip-hop using a sample to make music. How can you call that original? No, I don't hate rapers/hip-hop
First
second but first
@@RealTrueBeast are you sure? :D