Blender Hard Surface Subd Tutorial

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  • Опубликовано: 4 фев 2024
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Комментарии • 33

  • @PonteRyuurui
    @PonteRyuurui  6 месяцев назад +1

    ➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart

  • @DaCapitalist1
    @DaCapitalist1 6 месяцев назад +4

    Adapt and conquer!!! as always, thank you Ryuu for yet another brilliant hard surface tutorial. I genuinely hope that for the folks that frequent this channel, that you spend the time and truly digest this information.

  • @bt_martin
    @bt_martin 6 месяцев назад +4

    Very excited for your upcoming sub-D tutorials, especially as it relates to hard surface modeling... thanks for all you guys do for the community! Cheers!!

  • @colinhare4722
    @colinhare4722 5 месяцев назад

    You've just reminded me why I use Plasticity for this kind of stuff. Same model created in just a few minutes. Life's too short 😬

  • @misentable
    @misentable 5 месяцев назад

    Thanks Ponte, once again. One more video, for my learning experience in Blender. Excelent Tutorial

  • @weedniac
    @weedniac 5 месяцев назад

    i already finished the tutorial and i feel the purpose was to make me remember why i selected hard surfacing as standar XD by the way nice exercice bro

  • @2creates1
    @2creates1 6 месяцев назад

    Thanks again for content like this👍

  • @razvansd
    @razvansd 6 месяцев назад +1

    Another great tutorial! Thank you! 👍

  • @alexanderortegagarcia2219
    @alexanderortegagarcia2219 5 месяцев назад

    Thanks for the tutorial

  • @najhonbanjon
    @najhonbanjon 6 месяцев назад

    very nice thank for this video

  • @TheOz91
    @TheOz91 5 месяцев назад

    Whether you use addons or do vanilla, this requires a lot of thought put into it either way. It's the edge flow stuff that is the most challenging--once you get that down, the all-quads stuff becomes easier.

  • @AephVeyniker
    @AephVeyniker 6 месяцев назад +3

    Wouldn't it be faster to use 3 edge corners from the start instead of 5 edge bevels?

  • @Tayosteph
    @Tayosteph 6 месяцев назад +4

    Ngl, Subd seem to be the standard in the industry. Embrace that fact as soon as possible and you'll see things being way easier for you.

    • @forestpump3
      @forestpump3 5 месяцев назад

      not really standard, at least in the game industry. you can pretty much use whatever you want usually - be it bevels or subd. since you're baking the highpoly down to the lowpoly, it just needs to be clean. how you get this result, up to you.
      Film industry might be very different, but I don't know that

    • @PonteRyuurui
      @PonteRyuurui  5 месяцев назад

      @dmtyson647
      dumbest shit i ve heard in a long time

  • @LatestNeuz
    @LatestNeuz 6 месяцев назад

    Cool

  • @wissamjassim6888
    @wissamjassim6888 5 месяцев назад

    How can I add a tool to the toolbar (toolbar) Please clarify that

  • @Aceofspades088
    @Aceofspades088 5 месяцев назад

    There’s an add-on that checks, counts and highlights all of the tris, quads and n-gons for you. But it stopped working after a certain blender update and I haven’t followed up because i have been using plasticity.

    • @PonteRyuurui
      @PonteRyuurui  5 месяцев назад +1

      i think hops has a tool for that, forgot the name though

  • @user-yd5gv1uk7e
    @user-yd5gv1uk7e 6 месяцев назад

    Is it worth learning cad programs to create firearms? Or I can reach the same precise results with blender?

    • @PonteRyuurui
      @PonteRyuurui  5 месяцев назад +1

      Out all the CAd plasticity was my favourite, and it is fanatastic. Issue is you will need to retopo in blender if you want to use that mesh for game assets, especially if you wanna continue work on that mesh in blender. The more you know the better, so i;d definitely try it. Plasticity is piss easy to learn if you know blender.

    • @gragh123
      @gragh123 5 месяцев назад

      Creating a high poly model is only part of the process, after that you need to lowpoly and bake.
      If you have somewhere to get or can buy, use fusion, moi, plasticity for high poly. This is not to mention texturing and that some people still work with high poly in zbrush.
      Personally my opinion, if you want to do it directly (modeling firearms), jump straight to Cad, if it is only part of your tasks or your hobby, blender is enough with a head. That's not to say that blender isn't enough for professional work. The only question is why?

    • @PonteRyuurui
      @PonteRyuurui  5 месяцев назад

      @@gragh123 I have no idea whats your point here

  • @3dMistri
    @3dMistri 5 месяцев назад +1

    Better to use plasticity for hard surface, you will get perfect shading and perfect freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations.

  • @ohmycaaat
    @ohmycaaat 6 месяцев назад +1

    Sensei, I started 3D with your videos! but it seems to me that 260,000 tris for this model is overkill. a hole in the center and the initial bevels in the corners could have been made with a much smaller number of vertices without loss of quality, many loops here are useless, it seems to me that even 1 subdivision level would be enough for such a dense mesh. The mesh is more likely not for a subdivision, but for polygonal modeling. In my opinion, subd this method allows you to have good surfaces with an easily customizable mesh. very beautiful picture but without taking into account the further fate of this model. Usually we model for texturing or export somewhere and try to make careful decisions regarding the mesh.

    • @PonteRyuurui
      @PonteRyuurui  6 месяцев назад +7

      One day you will understand, that models may be used for different purposes. What you do in your pipeline is not what everyone else does. The world does not end on game assets. There is also a thing called baking.

    • @uzairbukhari99
      @uzairbukhari99 5 месяцев назад +1

      The subd modifier is live. You can dial down the subd levels at any given time to suit your needs

  • @3dMistri
    @3dMistri 5 месяцев назад

    Better to use plasticity for hard surface, you will get perfect shading and full freedom to make surface any way you want. Even it has blender bridge to import instantly your model. I hate this topology cleanup each time and all other limitations. Don't waste your time in blender for hard-surface. Even you make model with measurement in plasticity and without worry about resolution.

  • @Melvinanimz2301
    @Melvinanimz2301 6 месяцев назад

    1st lol

  • @alfreiger2540
    @alfreiger2540 4 месяца назад

    'Promo sm' 😍