great video. I like how you explained your own learning process instead of acting like an infallible authoritative source of advice. The finished product came out really nice and i feel inspired ti create somdthing like it. I do think the textures could use more contrast, things like decals or stripes would really do wonders on the design I think.
I have so much respect for blender 3D modelers.... Because every single tutorial I've looked up including the most basic tutorials I could possibly find still involves you having an in-depth knowledge of the tools and keybinds.... Like even the basic donut tutorials all involve you pretty much having a ton of knowledge about blender. After years of playing around in it and still making absolutely no progress I've decided to dive into it once again and hopefully make some progress this time but man it definitely takes a certain type of person to become proficient with blender. And the people who respond to this that think it's not that difficult just understand that you're one of those proficient people I'm talking about. And you're amazing but it's definitely not easy at all.
Blender can be extremely difficult at first and I am certainly no stranger to that lol... but trust me I know just by this comment that you can do it. I remember opening up Blender, trying to do even the most simple things and failing horribly, and then closing it not to go back and try again for months. Eventually, however, I got my first render out, and something in my perspective changed. Blender is a tool you can do so many things with, that even after almost 5 years of using this software I find entirely new things every single day that blow me away. That gray window you open up to is a window to infinite worlds, all you have to do is take one step forward and eventually the next step will reveal itself. Good luck on your Blender journey, and I'm excited to see your future renders! *Here's that first piece I rendered 5 years ago:* facebook.com/photo.php?fbid=1002503446499990&set=pb.100002210339192.-2207520000.&type=3
Please include your keyboard input aswell, that would drastically improve the quality of such tutorials with little to no effort on your part. I like that you "rush" through the more basic parts for the sake of time but i found myself not knowing how you performed certain actions (i'm a beginner) and it would have been lovely to see how you did it without going through other tutorials/sources. Anyways this would be my only criticism, great video :D
This model is pretty rad, all it really needs is decal textures (I think that's what it's called). Like if you look at actual warplanes there's text all over them. Sometimes it's stripes or big painted numbers but also sometimes it's some little text next to the jet engines that says "DANGER don't stand here". If you slapped some of those puppies on here it would increase the realism by 1000%
Nice video. I had the same challenge, and over about a month of practice on just workflow of spaceship design, I actually settled on the same workflow. Though I actually don't (so far) collapse the modifiers. I also use procedural textures exclusively, since I've yet to learn UV unwrapping and mapping. Eventually I will, since it'll add a lot of efficiency and speed. However, I've also not yet gotten down to a -fully- complete model yet, so we'll see where it goes. Anyway, I think the internet needs more tutorials like this; how to approach the concept of modeling, rather than the details of the tools. You need those too, and each is its own half hour video. But the concept is the most important part, as it applies to any vehicle, in any model medium, digital or real. And as you pointed out, such tutorials are frustratingly rare.
Instant subscribe, I've been looking for this kind of tutorial for years. As you said, nobody seems to be making any! I may have to try my hand at some point as well...
Man for the life of me I couldn’t figure out how to access the subdivision modifier, also, halfway through the project I realized I created everything onto “1 cube”somehow, it’s definitely a learning process
Never be afraid to ask! Always reading the comments to help out whoever needs it! Plus if I miss it, someone else will sure to be there to help. Keep up the Blendering!
@@skilllanoodle also as much as I loved your tutorial, I feel like off to the side you could add the key bindings to everything you do, learning the bindings helps save loads of time. But that’s just me. Keep up the great vids man
super helpful video! I would love to see you revisit this to see where you improved/what you changed about it, as well as hopefully going a little more into detail for a more in depth tutorial. for now though I'm going to subscribe and open up blender to give it a go!
retopology... kind of destroys the whole point of modeling free. But why wouldn't you be able to just UV unwrap each object using some UV unwrap that worked? smart uv unwrap? Or try some remeshing tool? I don't know but there ought to be a way to join stuff and remesh it how you want with quads etc. anyway, nice vid.
So this is an older tutorial, more recently I've refined my process here: ruclips.net/video/zit7UmzcSgU/видео.html Most of the time I try to separate shapes into simple forms so that I have something low poly. I try to get performace as High as possible so that I can use the model in any context (games, vfx, concept art, you name it)
This tutorial was very helpful over all but you skipped over a few things I'm struggling with; Making the fans( the small blades), making the windshield indents and adding the fine details like the indents on the wings. It could just be that because I'm pretty new to blender I'm struggling with simple things but Anyway a great tutorial, its good being walked through the process of design.
Would you ever consider 1 on 1 sit downs over FaceTime to teach privately? I’m junior level I figure and am wanting to get to know the rules of subd modeling. $$
It gets hard when the model has to be for a realtime game engine, is large, very detailed when getting up close and has to use a minimal amount of texture memory. Thats why the way textures are used in Star Citizen is different than the classic baking of maps.
Over time I've developed a few methods, and it really depends. I use hard surface sculpting on high poly meshes that are curvier, I use the edge split, sharpen and bevel trick for quick panel lines, sometimes I separate faces on the mesh and solidify/bevel, and If I'm feeling lazy I just paint them on the normals in substance painter. Hope this helps!
Thank you. I’ve been looking for a tutorial on the last technique with Substance Painter. If you can send me any links, I’d be grateful. Thanks again. Looking forward to seeing more of your work.
Is it possible to make a 3D model using 2D images of a spacecraft design? I have concept art for a ship as seen from the top bottom, sides, back and front. Is there any way to combine them in blender to make a complete model?
I was thinking of uploading a longer tutorial where I create something live. Wanted to do this first as there was a lot I learned and that video would've just been me struggling for 7 hours lol...
I'm sorry but how is this a tutorial ..? You don't detail how you do things, just impossible to reproduce for a complete noob, even someone willing to spend hours to reproduce (like me) Arg, disapointed unfortunately, mostly because of the intro
I'm sorry to hear that. This is a much older video and I feel reflects my old way of doing things. I actually created a newer spaceship tutorial I think you would like a lot better!
@@tsm688 I do. And your point applies to cameras more than AI. ISO setting, F stop setting, and click a button. That's all the input it takes. With modern phones there is even less input. An AI on the other hand requires nearly a paragraph of input, and hundreds of iterations to get what you are looking for. Not unlike a photographer who takes dozens of images to find the perfect one. I think you see my point about it being a tool. The camera is worse than AI for taking the 'art' out of it. They sure cried about art being dead back then when the camera was new. They cried about Disney using rotoscoping as well. Then the digital "artists" came around with their undo and layers. "There's no undo in real life..." they would cry. Luddites. All of them. We have finally found a tool that will expose the infestation of Luddites in our current society. Because they tend to fall for socialism. And those people don't belong in our society.
@@HalkerVeil Many great masters used the Camera Lucida. Some paintings, we can trace the exact location they sat while painting. Fear and rejection of new technology is not my objection. I mean the giant leap you're expecting the computer to make in re-topologizing it. You can't just handwave it with "AI" when you have no idea **HOW** you expect an AI to do it. (We still don't have true AI. What you see is partly tricks, and partly brute-force. There's probably a better algorithmic way to solve it anyway.)
@@skilllanoodle Sure! It's cool to see a content creator worry about his content. First, you say you teach a comprehensive way to make spaceships, but you are really showing the way you make an asset that tries to resemble one, you do not show any solid design principles, you simply deploy an arsenal of tools to try to shape a "spaceship" however I do not see a clear direction in the asset you are trying to make. Second: Clearly the result is not an asset that resembles the initial reference you proposed at the beginning of the video, clearly you expose a concern about why nobody shows how to make something with that quality and shape, and what you propose in the video does not come to resemble anything in it. In my opinion your video is just another extension of how some blender tools work in a way but it doesn't show a clear direction to develop a spaceship of good visual quality. Of course it's not a hate comment, I saw the video and you show very useful things about blender as a tool, the problem is that you didn't link that functionality with what you propose to create which is in this case a spaceship.
Didn't expect this much quality from such a small channel! Kudos!
Thanks! Means a lot!!
@@skilllanoodle wheres the tutorial mate??????
@@makeitlastmedia which tutorial?
don't see the big deal about this video as a tutorial, you simply dove in... good job, keep going
Made this video a while ago, so I don't know if I would call it a tutorial either lol, but definitely a lot to take away from. Thanks!
great video. I like how you explained your own learning process instead of acting like an infallible authoritative source of advice. The finished product came out really nice and i feel inspired ti create somdthing like it. I do think the textures could use more contrast, things like decals or stripes would really do wonders on the design I think.
I have so much respect for blender 3D modelers.... Because every single tutorial I've looked up including the most basic tutorials I could possibly find still involves you having an in-depth knowledge of the tools and keybinds.... Like even the basic donut tutorials all involve you pretty much having a ton of knowledge about blender.
After years of playing around in it and still making absolutely no progress I've decided to dive into it once again and hopefully make some progress this time but man it definitely takes a certain type of person to become proficient with blender.
And the people who respond to this that think it's not that difficult just understand that you're one of those proficient people I'm talking about. And you're amazing but it's definitely not easy at all.
Blender can be extremely difficult at first and I am certainly no stranger to that lol... but trust me I know just by this comment that you can do it. I remember opening up Blender, trying to do even the most simple things and failing horribly, and then closing it not to go back and try again for months. Eventually, however, I got my first render out, and something in my perspective changed.
Blender is a tool you can do so many things with, that even after almost 5 years of using this software I find entirely new things every single day that blow me away. That gray window you open up to is a window to infinite worlds, all you have to do is take one step forward and eventually the next step will reveal itself. Good luck on your Blender journey, and I'm excited to see your future renders!
*Here's that first piece I rendered 5 years ago:*
facebook.com/photo.php?fbid=1002503446499990&set=pb.100002210339192.-2207520000.&type=3
@@skilllanoodle Thank you for the words of inspiration! You keep being awesome 😎
@@flumyxx Same to you!
the modern donut tutorial is actually pretty bad now. it kind of throws you to the wolves. try the 2.8 donut tutorial. Or just ... something else.
bruh very hard for me but i like ur vids keep up the hard work!
Trust me I feel you, this one took a while but I learned a lot. I have a newer spaceship tutorial if you want to give it a look!
Please include your keyboard input aswell, that would drastically improve the quality of such tutorials with little to no effort on your part.
I like that you "rush" through the more basic parts for the sake of time but i found myself not knowing how you performed certain actions (i'm a beginner) and it would have been lovely to see how you did it without going through other tutorials/sources. Anyways this would be my only criticism, great video :D
This model is pretty rad, all it really needs is decal textures (I think that's what it's called). Like if you look at actual warplanes there's text all over them. Sometimes it's stripes or big painted numbers but also sometimes it's some little text next to the jet engines that says "DANGER don't stand here". If you slapped some of those puppies on here it would increase the realism by 1000%
This really helps me a lot. Thanks!
Nice video. I had the same challenge, and over about a month of practice on just workflow of spaceship design, I actually settled on the same workflow. Though I actually don't (so far) collapse the modifiers. I also use procedural textures exclusively, since I've yet to learn UV unwrapping and mapping. Eventually I will, since it'll add a lot of efficiency and speed.
However, I've also not yet gotten down to a -fully- complete model yet, so we'll see where it goes. Anyway, I think the internet needs more tutorials like this; how to approach the concept of modeling, rather than the details of the tools. You need those too, and each is its own half hour video. But the concept is the most important part, as it applies to any vehicle, in any model medium, digital or real. And as you pointed out, such tutorials are frustratingly rare.
I felt that I didn't fully achieve what I wanted with this piece, so I actually have a new tutorial with a much improved spaceship coming very soon (:
Instant subscribe, I've been looking for this kind of tutorial for years. As you said, nobody seems to be making any!
I may have to try my hand at some point as well...
Stunning!
really well made tutorial, well done on the video!
Some useful tips there. My Blender skills are at the point of a new challenge so making my own spaceship would be a good way to expand on them. 😁
Fantastic video and content mate,please more of those,subbed !
Finally found what I needed thanks!
Wow, thanks so much. I have been trying to get into blender for ages but it seems so intimidating. I think this vid will be a big help.
That's awesome to hear! Just have fun and make the Blender World your own world 👍👍👍
@@skilllanoodle Wow, thanks :D
bro this is a good tutorial. ty for makin' this
Great lesson, Nood.
Got subed bro nice vid much love
Man for the life of me I couldn’t figure out how to access the subdivision modifier, also, halfway through the project I realized I created everything onto “1 cube”somehow, it’s definitely a learning process
Never be afraid to ask! Always reading the comments to help out whoever needs it! Plus if I miss it, someone else will sure to be there to help. Keep up the Blendering!
@@skilllanoodle also as much as I loved your tutorial, I feel like off to the side you could add the key bindings to everything you do, learning the bindings helps save loads of time. But that’s just me. Keep up the great vids man
super helpful video! I would love to see you revisit this to see where you improved/what you changed about it, as well as hopefully going a little more into detail for a more in depth tutorial. for now though I'm going to subscribe and open up blender to give it a go!
I've actually been trying to find new techniques for that job exactly, excited to present it in the near future (;
@@skilllanoodle I’ll be sure to stick around then >:D Thanks for sharing your knowledge!
@@galacticnipple2586 Of course thanks for the support!
retopology... kind of destroys the whole point of modeling free. But why wouldn't you be able to just UV unwrap each object using some UV unwrap that worked? smart uv unwrap? Or try some remeshing tool? I don't know but there ought to be a way to join stuff and remesh it how you want with quads etc. anyway, nice vid.
So this is an older tutorial, more recently I've refined my process here: ruclips.net/video/zit7UmzcSgU/видео.html
Most of the time I try to separate shapes into simple forms so that I have something low poly. I try to get performace as High as possible so that I can use the model in any context (games, vfx, concept art, you name it)
Indeed useful. But Im incapable of doing high polu models as I'm not at that stage yet. But your tutorial was helpful.
holy shit this exactly what I've been looking for
Awesome!
Me: **Sees blurred image of a Drake Vulture** Insta-like
Looks great! How did you achieve that panel look? Is it modelled or just a texture?
it's just a texture! I find it's really about blending the actual modeled pieces with the texture map to achieve a good result.
@@skilllanoodle Cool stuff, looking forward for more :)
@@jager54 Thanks! Excited to be creating stuff people can learn from and enjoy!
well done
This tutorial was very helpful over all but you skipped over a few things I'm struggling with; Making the fans( the small blades), making the windshield indents and adding the fine details like the indents on the wings.
It could just be that because I'm pretty new to blender I'm struggling with simple things but Anyway a great tutorial, its good being walked through the process of design.
Would you ever consider 1 on 1 sit downs over FaceTime to teach privately? I’m junior level I figure and am wanting to get to know the rules of subd modeling. $$
I'd be more than happy to! You can reach me at seankillion@sprucemedia.tv so we can discuss it more.
It gets hard when the model has to be for a realtime game engine, is large, very detailed when getting up close and has to use a minimal amount of texture memory. Thats why the way textures are used in Star Citizen is different than the classic baking of maps.
Great 3D model and video! How did you do the panel lines? They look great. Thanks.
Over time I've developed a few methods, and it really depends. I use hard surface sculpting on high poly meshes that are curvier, I use the edge split, sharpen and bevel trick for quick panel lines, sometimes I separate faces on the mesh and solidify/bevel, and If I'm feeling lazy I just paint them on the normals in substance painter. Hope this helps!
Thank you. I’ve been looking for a tutorial on the last technique with Substance Painter. If you can send me any links, I’d be grateful. Thanks again. Looking forward to seeing more of your work.
ruclips.net/p/PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY This is a great tutorial series I used to learn some of the really key basics!@@allengawlik94
You scared me before starting , You could make tutorials beginners friendly.
But good video I had to watch over and over to understand all the process
I'd like to see u make a Pacific Rim style mech from start to finish
Is it possible to make a 3D model using 2D images of a spacecraft design?
I have concept art for a ship as seen from the top bottom, sides, back and front. Is there any way to combine them in blender to make a complete model?
Nice work! totally unhelpful, but nice quality
Great video man, although I was hoping for more in-depth "tutorial" content.
I was thinking of uploading a longer tutorial where I create something live. Wanted to do this first as there was a lot I learned and that video would've just been me struggling for 7 hours lol...
what is he doing? I couldnt follow how the extruce was so exact, when i treid it it was a holy mess!
Could you give me a timestamp of where you were getting a problem?
That big fans is for traveling in the space where there's no air?
landing, at a wild guess.
Great job, Very helpful. Song at 6:00 ?
It's an unreleased piece of music actually from a friend, hopefully a full version will be out soon!
@saturndazed on instagram is the artist
I'm sorry but how is this a tutorial ..? You don't detail how you do things, just impossible to reproduce for a complete noob, even someone willing to spend hours to reproduce (like me)
Arg, disapointed unfortunately, mostly because of the intro
I'm sorry to hear that. This is a much older video and I feel reflects my old way of doing things. I actually created a newer spaceship tutorial I think you would like a lot better!
Duuuuuuude why the fuck is there a rotor in a thumpnail about space ships! Cool video though
Retopology is the reason so many quit.
The fact it hasn't changed since the 90's is ridiculous.
We have AI now. It should be able to handle this.
if the computer could understand your intent without your input, there'd be no need for human artists anymore.
@@tsm688 Without artists there is no intent. It's just a tool.
Don't be another sophist spewing Luddite.
@@HalkerVeil You understand my point entirely, then.
@@tsm688 I do. And your point applies to cameras more than AI. ISO setting, F stop setting, and click a button. That's all the input it takes. With modern phones there is even less input.
An AI on the other hand requires nearly a paragraph of input, and hundreds of iterations to get what you are looking for. Not unlike a photographer who takes dozens of images to find the perfect one.
I think you see my point about it being a tool. The camera is worse than AI for taking the 'art' out of it.
They sure cried about art being dead back then when the camera was new.
They cried about Disney using rotoscoping as well.
Then the digital "artists" came around with their undo and layers. "There's no undo in real life..." they would cry.
Luddites. All of them.
We have finally found a tool that will expose the infestation of Luddites in our current society. Because they tend to fall for socialism. And those people don't belong in our society.
@@HalkerVeil Many great masters used the Camera Lucida. Some paintings, we can trace the exact location they sat while painting. Fear and rejection of new technology is not my objection.
I mean the giant leap you're expecting the computer to make in re-topologizing it. You can't just handwave it with "AI" when you have no idea **HOW** you expect an AI to do it.
(We still don't have true AI. What you see is partly tricks, and partly brute-force. There's probably a better algorithmic way to solve it anyway.)
𝘱𝘳𝘰𝘮𝘰𝘴𝘮 👊
Well looks like you made another tutorial that does not show a comprehensive way to make spaceships and the result is not good either
Can I ask why? I'm always interested to know how I can improve!
@@skilllanoodle Sure! It's cool to see a content creator worry about his content. First, you say you teach a comprehensive way to make spaceships, but you are really showing the way you make an asset that tries to resemble one, you do not show any solid design principles, you simply deploy an arsenal of tools to try to shape a "spaceship" however I do not see a clear direction in the asset you are trying to make. Second: Clearly the result is not an asset that resembles the initial reference you proposed at the beginning of the video, clearly you expose a concern about why nobody shows how to make something with that quality and shape, and what you propose in the video does not come to resemble anything in it. In my opinion your video is just another extension of how some blender tools work in a way but it doesn't show a clear direction to develop a spaceship of good visual quality. Of course it's not a hate comment, I saw the video and you show very useful things about blender as a tool, the problem is that you didn't link that functionality with what you propose to create which is in this case a spaceship.