Beginner Exercises | Part 8 | Hard Surface Modelling 4 | Blender 2.8
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- Опубликовано: 18 окт 2024
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Easy and simple beginner exercises to help you understand the different ways of modelling shapes in blender and any other 3d modelling programme. These exercises are designed to build up your skills progressively and slowly get tougher each time until you have more advanced blender skills. This time we are working on hard surface modelling techniques with the subdivision surface modifier and other useful tools. Making some more basic panels. The focus is on edge flow this time
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Did I mention that I love this series? :) Thank you!!!
Thanks :)
You make complicated concepts very understandable with your calm voice and easy going manner. You're the Bob Ross of 3D modeling. "I'll just put a puffy UV sphere over there."
This series is great! Learned a ton. Thank you! :)
Thanks
thank you so much for not getting tired to constantly repeat many simple yet so hard to remember at once things. great series by the way. please keep it up!:)
Thanks
One of the best series that really helped me boost my confidence in modelling. I love how the tutorials are simple and being broken down to parts, with each video teaching us the basics one by one. Before this, I couldn't even model a simple square mason jar. Some beginners might want to model cool stuff right away, but I prefer this method/series because information retention is really important for me. And jumping to "cool stuff" tutorials would be really overwhelming, resulting to me forgetting 60% of the process.
Even though I see myself as an intermediate blender modeler, i think this series helps me so much!! Thanks so much for your classes, Grant
Thanks :)
If any of you are like me and end up struggling with some of the explanations in this video, go back and rewatch some of the previous parts and listen closely to what Grant says. I had that issue initially as I came out of part 7 not understanding certain aspects of topology nearly enough for my liking, and was therefore completely stuck on the final object in this part, but after redoing parts 5 through 7 I had no more issues. Not only that, but I found a few more ways to do the second object depending on the situation I was in: on my second attempt, for instance, I'd already auto-mirrored the object on the X and Y axis and therefore couldn't inset the top like I could with the bottom, but instead I just subdivided the top diagonal edge going into the corner, did my cuts from that vertex making sure to also cut to the edges of the mirror, then set my cursor to the corner of the inset face at the bottom and did the S [axis] 0 operations on the cursor. Then on my third attempt I did a bevel with a profile level of 1 and felt even sillier, but now instead of being frustrated like I was on my first attempt, I feel like I've actually learned and taken a step forward.
Thanks again for the videos!
These last few videos have been extremely challenging for me. However, I've learned so much. I'm currently trying my hand at modeling an NES controller and I certainly couldn't have done it without the knowledge gained from this video. Thank you so much!
I'd love to see more examples of the topology flow redirection. As it is now, I can see what you are doing in these particular examples, but I can see myself getting lost when I'd try do to the same on some other models, by myself.
yes i'll keep building up the models and detail
This part was fantastic! Even though I have experience, this really proves how 'beginner' my approach to modelling was, not knowing about good topology.
Had some issues figuring the last one out, as my result felt off even though it was really similar.
After fiddling with the topology it became so clean!
This tutorial series is perfect for anyone wanting to understand modelling!
4:13
Wouldn't it be easier to just select the vertical edges on each corner and bevel everything as a whole?
Yes it would be easier (and cleaner)...
...and faster ;-)
I did that the first try and found it easier than using the knife
He obviously wanted to introduce this very important tool since he didn't use it much in his previous exercises lol
Thank you for asking, I was looking for this in the comments, that's what I did the first time and after seeing his fix I thought I did something wrong
Love these videos! I like you much more than the donut-guy. You know how to teach!
Thanks :)
This was very useful. Even though I've been using Blender for awhile there were some things in this tutorial that has helped me understand some issues I've experienced. Thanks!
Thanks
Great work as usual, although I will admit I'm having a bit of trouble understanding the whole concept of "flow"
it does take time and i still struggle a lot to get it right at times
I really enjoyed figuring out the last example. I looked at yours and it took some sussing out, but I feel it's close. Avoiding poles is hard, but it seems necessary to have them in certain instances. This was probably the most challenging out of the beginner series, because it required the most thought as to why I am removing, joining, or adding things. It is similar to traditional art in that some lines are a set-up for something else and are going to be "erased" or refined as you go. Thanks again, Grant!
Couldn't we simply select all the required edges and edge loops and add a bevel? It saves a lot of time.
idk if you check these comments anymore but these tutorials are easy to understand and easy to follow with the only problem I face is sometimes i make a shape similar to yours but with a different way and i wonder if i should remake the shape with your method
There are lots of different ways to make things, so whatever works 🙂
I love these videos Grant. I've followed a fair number of tutorials and those are nice but being challenged and forced to think like this makes a huge difference. Thanks again for creating them!
Very nice example of manipulating topology - thx for doing this series - much appreciated!
Thanks :)
Muchas gracias por la EXCELENTE clase. Saludos desde Argentina
Now this is quite an eye opener. Wow. Thanks a lot for making these and i hope there will be more especially with this change in flow, that's quite a challenge.
thanks for making these short of video helped me a lot
For the first one, an alternative way to do it will be subdivide the cube once (creates the same thing as the loop cuts), then select the center vertex, bevel it with ctrl+shift+b, then in the bevel options set segments to 2 and profile to 0.1.
Man...this series is getting good
Thanks :)
Your tutorials are always complete and friendly for all levels of learners.
For the second shape of this video I did the bevel first (for both the round part and the square shape base part) and then added subdivision modifier and I got the end result without the need for any further actions. Hopefully later on I understand when is better to create supporting edges before adding the subdivision modifier. Anyways thanks a lot for these videos😉
best 3D modeling series ever for us beginner, thanks for such great tutorials.
Btw great explanation of complicated things like edge flow and pole. Rewatching it makes things a whole lot clearer
thanks for the series..god bless you
Wonderful! Thank you again, Grant!
Thanks :)
Very nicely put and taught the flow. I think it's about here you could perhaps add to it by teaching people to straighten their edges where needed by scaling them on an axis. Also, to reduce the polycount by deleting any unneeded faces.
Thanks mate hope this will develop into intermediate. Have developed so much so quickly. Having knowledge in your head vs actually applying it.
Thanks :)
Another awesome video,thumbs up! Very nice tip on making corners.
Thanks :)
Wow man this is the best Blender series I've ever seen on RUclips. Can't believe it has only 15k view. If you have a Ko-Fi or Patreon I'd definitely support you.
yes Patreon is in the description. Thanks for your support :)
learning so much ^^ thank you!
Thank you Grant! Let 2 ads run fully through for you. Looking forward to the next one.
Thanks very much :)
Grant is the best and this series is awesome, i finally started with blender and am starting from this series :)
Another great hard surface exercise. Thank you I learn a lot of these series.
thanks :)
my favourite blender youtouber
A very interesting video! A perfect series. I am looking forward to your next video. Thanks
Thanks
You are the best!!
Very nice! I like your content!
Thanks :)
Wonderful tutorial as always!
Thanks
You know how to teach .. Thank you from Iraq .. God Bless You ..
Thanks
Thank you!!
thank you very much for theses tutorials
Great videos in your series.Thank You
Thanks
Thanks, this explanation of edge flow was very helpful
Thanks :)
you're the first youtuber that I watch ads for
MAny thanks :)
@@grabbitt I'd put the Uno reverse card here, but YT doesn't allow images :((((
I'm so grateful that you're making tutorials that aren't just "so, there's this tool and it does that and that" but you explain what can they be used for and that's a whole new level of teaching
I solved the problem at 4:10 by including the actual corners (lines on the Z axis) in the bevel and it worked seemingly perfectly. Would you say there's a downside to that? It seems like an easier solution with the same resulting topology. Still really enjoying this series
I'd recommend Creative Shrimp Hard Surface tutorial for anyone interested, it teaches pretty much EVERYTHING you need and it is created for beginners as well as advanced users.
it doesn't look like it's for beginners at all
@@robert-brydson-1 it's not shown in the preview but they do start with the basics and teach you everything you need to know about hard surface modelling. It may feel like a lot of info in a short amount of time but thanks to Grant you can always solidify your knowledge. :D
Thanks for this, Grantt!
Thank you very much, I love this serie. Again please
Thanks
I'm super interrested in this topic also... I fear i have no feeling about what direction topology should be going but at the same time I always though "wow, i just want to loop cut this little face and now it created topology all around by object that is useless and goes in the way of future edits"... So I hope this series follows long and deep on the topic ;-)
indeed :)
i was doing 3d modeling in my school but since my school is close because of covid 19 i see all your vidéo to pratice.
professor i have a confession to make : i never try to realize the forms by myself i go direct with the solution
real
Thank you so much Sir
thank you for these! im learning so much :D
On the first one I found it a lot easier to add loop cuts close to the outer edges before creating the center cylinder (at about 1:30) so that the corner lines are already there when we get to that stage.
indeed :)
I think I (accidently) solved the problem with topology of the base, I made the cylinder by adding 3 edge loops on the base both ways, selected the middle vertex and made a looptool circle. It made nice seperated topology meaning I didn't have a problem making the base's supporting edge loops.
Didn't watch an advert, I've got premium, gave a thumbs up and subscribed. Not sure how the lack of adverts for me affects you? Hopefully not in a negative way.
Fantastic vids, thank you.
That's good I get a bit of revenue from RUclips red if you watch the video
@@grabbitt
I've watched a fair few of your videos so far! They are excellent.
I've got a little experience here and there with different software packages and I've been waiting for blender 2.8 to be mature before sinking my teeth in, so the time is now.
Your videos are excellent to get me up to speed. I'm also looking to subscribe to your patreon and any other lessons etc that you do. I've caught up, refreshed what I'd forgotten and relearnt what I need to get me into the swing of 2.8 so quickly with your videos, they are excellent and I'm always eager to learn more and fill the many many gaps in that I have missing.
Thank you for taking the time to make these fantastic lessons.
just a little tiny comment to your knie tool operation :)
try it again in side view, klick k for knie and then C to Constrain your Cut in one axis, also Z to cut through it.
good show as allways, keep up your good work.
that's a good point i'd forgotten about those commands :)
Very helpful tutorial!
Thanks
At 4:35, if you select the corner edge before you do any insets, you can select the bevel and pull that corner square. I used the bevel properties window and input the same value to all corners. Seemed to work. Found this unintentionally lol.
I love this series......thank u
Thanks :)
Thanks 😊
For the 2nd shape imo it would be better to start with inset instead of making loop cuts - there will be less faces in a final shape without redirecting the edge flow :)
I did the corners by ctrl-R and adding a loop on each side, seemed easier than cutting the corners.
I really love this series but I've found the explanation on how to get sharp corners at around the 5th minute to be too complicated.
A simpler solution is to bevel the squared base before extruding the rest of the shape. Bevel the entire mesh using two bevel segments, and it will create the same type of edge flow that Grant illustrated for the lego-like brick in the previous episode
The wire at 13:39 is really bad and why don't you use Bevel modifier?
It's a basic tool like the subsurf.
wire? because i'm trying to explain topology first so people dont get confused and know why things go wrong with the bevel modifier
@@grabbitt
Wire = topology, the topology you show on your videos are bad, sorry if you don't like it, but since you teach to beginners, show them something correct.
Bevel modifier = you don't use it when it could make people's life easier. You make the work in edit mode when a bevel modifier could do the same in 2s and still be editable.
Not that I want to speak ill of your work, but I see too many Blender RUclipsrs showing old outdated workflows to beginners and this is bad IMHO.
Since I cannot send links, check my twitter, I show some tips for poly modeling.
Also, there is a mega-thread on Polycount for topology, it works on every software.
Please, don't be mad, I don't tell that to shame you or else, just that I can see too many bad poly tutorials and it's always the same type of outdated workflow.
@@pitiwazou I'm trying to introduce the notion of topology flow in an easy way to understand. If I show people the bevel modifier without them understanding what it's doing then they will get confused. I am trying to build up to showing how they can have a good flow. And as I say in the video. It's not yet good topology but I'm introducing things in steps. Thanks for your advice and I will try my best to deliver good quality detailed tutorials
Thank you again
Thanks :)
bevel weight modifier is a much cleaner and non-dustructive approach also shift alt s is a faster way of creating a circle
loop tools gives a little more control i find but yes i will move onto the modifiers later
thank you
Hi gabbit, i've been enjoying your tutorials and I am learning a lot from your videos. Could I just sleect one edge and then click dissolve to disconnect the edge at the supporting edge around at 12:45 without using the knife tool? Will it be broken when I insert materials in the object?
Should be ok I think
@@grabbitt thanks
Thanks for the tutorial Sir 😊
Thanks :)
thanks for these amazing tutorials! But how do you decide whether to use bevel or supporting edge loops?
you can use either
Not sure I understand the concept of edge flow yet but Beveling the edges seems to work a lot faster and do the same job xD
Question. Why would you prefer to extrude the top part from the bottem? Why not take two meshes, a cube for the bottem half a cylinder for the top. Only use the subdiv modifier on the top part and merg the two meshes together?
could work either way
I got stuck on the part at 9:15 because I wanted to make sure both the walls and the roof had the same thickness. Spent quite a while but could not figure it out. Using loops this is trivial of course, but how would you ensure their sizes match?
Edit: thinking about it, we could probably extrude the "inside" from the base plate and then extrude the wall and roof out. Tricky stuff :)
I’ll get around to watching later, you uploaded so early ( in my time that is ) and I gotta go to school 😞
5:33 - other option is just bevel the corner. Select the 3 "edge" on the corner, and bevel...
Heya! For the first object, I made the circularly object on its own and then joined it with a "platform" object (Just a plane being extruded up) afterwards. That seemed a lot easier and quicker to me- Is there any disadvantage to doing so?
No I don't think so
For the second one, I just beveled the corners with the rest of the base's edges. Though your method is slower, it requires less geometry than beveling the corners.
Loving this seriz
Thanks :)
Very nice
On the second one I selected all the faces around the bottom part and beveled them and it worked, is that okay or does it result in bad topology/flow ?
Oh and thanks for the tutorials Grant, they are awesome, can't wait for more!
yes that's the quick way i wanted to explain it a bit more rather than do it like that :)
@@grabbitt oh nice, thanks a lot!
Followed the tutorial, result: i.imgur.com/Do4habc.png
Back left -> right: 1) not-subdivided, 2) using my own strategy, 3) using your strategy.
Front left -> right: 1) not-subdivided, 2) subdivided, 3) attempt to show the underlying topology of the subdivided model tried making it as simple as I could, kinda cheated by removing the bottom faces.
Loving the series, and your calm voice while explaining.
nice
At 9:30 if you wanted to create a perfectly flat angled surface you could also use the shear tool.
Indeed
6:52
You could get the Sharp lines with a bevel
Thanks a lot again King of Control B ! (do you accept BAT rewards ?)
i dont know what they are :)
@@grabbitt Crypto rewards integrated in Brave browser, users can send them in one click. Take a look maybe, it could be interesting for you.
Ooh, we're starting to get really technical now, lol.
Is there a list of objects (like this) that we can try and reproduce for practicing these skills? Or is it just as useful to randomly come up with our own?
just look around at electrical items i think
@@grabbitt many thanks, shall do!!! [Now why didnt I think of that, lol)
All about the mirrors.
6:44 I clearly understand why using this. But I don't understand why it's not better to just take the edge from the bottom of the circle to the corner and just bevel it. Is it better for topology ?
Bevels can work but you do have to be careful of topology. It's mainly easier for explanation
@@grabbitt okay, thank you so much for your amazing works !
thanks for this one ! its really hard, if something doesn´t work, it isn´t easy to find out what it is. for example, i got some extra edges and vertices underneath the right corne that you smooth out, it looks quite similar but i got something wrong. :/
Bro. Thanks to your this video I found a bug in blender. (issue 128702, it got confirmed and high severity): I somehow ended with geometry where I forgotten that I extruded or inset or something and I had overlapping faces. Then I tried to do edge loop. Blender not only froze itself, it froze mouse with it: I couldn't move mouse. I would be furious if I found it doing my own model lol
(Also for goal post model I've used annotation tool. It was very helpful)
Grant, I cant gauge your knowledge since I myself know so little, but your teaching skills are amazing. Keep it up!
the progression on this is perfect for a noob like me :)
Thanks :)
The part starting at 5:07 until the end of the knife tool operation shows how this program DESPERATELY needs a "slice plane" tool, like the one in 3dsMax
@Grant Abbit Heh, thanks for the like man, i knew i wasn't alone thinking that. By the way superb series, i'm really starting to learn here, most other tutorials just show how to do this or that thing, but they don't really focus on critical thinking.
Nice series, tyou...
Thanks :)
How did you get the view to overlay the shape BEFORE the subsurf modifier? It makes it really confusing to follow what you did when doing the knife cuts for the bottom corners.
its on the subsurf settings
@@grabbitt Right, that fixed it. Thanks Grant!
This one was a bit of a leap for me, I had hideous geometry flying all over the place. Doesn't bevelling the corners (as others have suggested) create ngons in the middle? Great stuff anyway
no it should n't