Building a Star Trek Inspired Corridor in Blender

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  • Опубликовано: 26 дек 2024

Комментарии • 31

  • @alexandreancel6423
    @alexandreancel6423 6 лет назад +2

    Really great stuff, thanks for the modelling tips !
    I love the Cycles result.

  • @temudjin1155
    @temudjin1155 6 лет назад +1

    Very clear rythm in the explanations. Good job

  • @aldemar9416
    @aldemar9416 4 года назад +1

    How did you add the lights?

  • @InsaneScots
    @InsaneScots 6 лет назад +9

    Hey, did anyone else see that green thing flash up on the screen between 19:46 and 19:47 ?

    • @FreakyWavesMusic
      @FreakyWavesMusic 6 лет назад +1

      it's the beggining of the outro

    • @InsaneScots
      @InsaneScots 6 лет назад +1

      @@FreakyWavesMusic No, it definitely looks different to the outro. Its only there for a split second though

    • @InsaneScots
      @InsaneScots 5 лет назад

      @@petertremblay3725 its not, if you pause it right then it looks like an image of something. They are scattered all through the videos

    • @random_idiot
      @random_idiot 5 лет назад

      Just use . and , for frame by frame view while it's paused. It looks like some sort of device floating somewhere.

  • @rajeshnawal6087
    @rajeshnawal6087 4 года назад +1

    facing too much problem in adding material..im using blender latest version..if I copy youthen im not able to add material on single piece .plz help me..

  • @DelcoRanz93
    @DelcoRanz93 6 лет назад +3

    Ooh, So far so good dude!

  • @kimopuppy
    @kimopuppy 4 года назад

    Now how would you do one of the bridge panels?

  • @kevingardner7782
    @kevingardner7782 6 лет назад

    Hey Curtis, great tutorial. very informative
    Could you explain how it would work if the pivot point is moved from the centre of the circle to an edge of a segment or the centre of mass ( making it easier in UE4 for example )

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz 5 лет назад

    Two questions if I may
    Could this be done with a tool set like kitops?
    I guess this is more a tutorial type ask,.. Be nice to a this applied to a Dwemer/steampunk style structure Dwemer being from the older Morrowind assets

  • @Voxavs
    @Voxavs 6 лет назад +2

    But how did you fake mesh lights in evee?

  • @TechCarnivore1
    @TechCarnivore1 6 лет назад +2

    Oh shit you're the Thargoid guy! Nice stuff! Subscribed!

  • @fadilcincir8112
    @fadilcincir8112 3 года назад

    Thanks for the video. At (3:42) this was what i was trying to explain for a long time; in Blender you dont have the right method to build this kind of things in a lot easier way. Thats why Blender needs to import most of the CAD software abilities / tools, such in Solidworks, Rhino, Sketchup, Autodesk Inventor, Fusion360 etc (importing these tools will not affect regular Blender guys dont worry, u can use it whenever you want to, thats all). Without them, you will be "calculating" what angle it was, thats insane :( where as on the CAD softwares there are things for this :( Hope Blender gets those thingys soon.

  • @unpbl2
    @unpbl2 6 лет назад

    Can u have the option that when you press a key we can see it : on next videos

    • @CurtisHolt
      @CurtisHolt  6 лет назад +2

      I will keep that in mind for the future :)

  • @namdoyle
    @namdoyle 6 лет назад

    no light probe is using ???

  • @rjgouravmotivation7580
    @rjgouravmotivation7580 3 года назад

    How To make HD Photo In Cycle Engien

  • @storm5009
    @storm5009 6 лет назад +1

    Amazing!

  • @BrainjuiceRadar
    @BrainjuiceRadar 4 года назад

    You are a God!!!

  • @andrewperdzock9274
    @andrewperdzock9274 6 лет назад

    Whoa, what are you doing at 13:54 ?

    • @CurtisHolt
      @CurtisHolt  6 лет назад +4

      Hi Andrew!
      What I’m doing at that point is selecting all of the edges where I want to create a valley on both sides of the corridor, then pressing CTRL+B to bevel them all at once, making sure to scroll down so that the segment count is 1. After that, I press ALT+E to open the extrude operations menu and choose ‘Region (Vertex Normals)’. This will make sure that the newly created beveled regions on both sides of the corridor will move in accordance to the direction of their normals, so if I move the region into the wall on the side that I am facing, it will do the same to the opposite side.
      I hope that answers your question, and thanks for commenting 😊

  • @edit.r4k
    @edit.r4k 3 года назад +1

    "i struggled with 32/1"
    Seems Understandable

  • @PaburoVIII
    @PaburoVIII 6 лет назад +1

    thanks for this video I will follow you now :)

  • @bigfloppa9220
    @bigfloppa9220 Год назад

    Why is this what people think star trek looks like? I hate new star trek it all looks ugly in the most generically Sci Fi way. Maybe do stuff from older star trek, when it didn't look like a crappy white corridor

  • @shivamoon108
    @shivamoon108 6 лет назад

    This is very good stuff. However, I'm not sure why you need to go to all this trouble... There are 2 possible uses for such a "re-creation": A. You want a still image, in which case you're only going to need a small section of the corridor, or B. you need an animation of said corridor, in which case you'll only need a few seconds at most... I doubt that Star Trek actually ever showed more than this. It just doesn't make for good film making. Just sayin'! Interesting nonetheless!

    • @h4724-q6j
      @h4724-q6j 6 лет назад +1

      I think the point was demonstrating how to achieve that kind of corridor by replicating that specific one.

    • @WhiskeyTangoFox308
      @WhiskeyTangoFox308 6 лет назад +4

      The 3rd use would be to import the modular pieces into a real-time engine and use them to build an interactive environment. In that case it is important that everything connects together in a sensible way :)

    • @k6l2t
      @k6l2t 5 лет назад +1

      Modularity workflow is extremely important for game development in particular. I guess it doesn't make sense if you've never working on video games before.