Although it seems pretty cool to do a time lapse of your modeling process, it has very little pedagogic use. When I see this type of videos I am interesting in watching details about modeling, how to create crevasses, seems, rings, etc. So far the only thing I am able to tell is that you're a great modeler, but your technics don't show because of the speed.
Ask yourself a question. Is this an ego trip or you really want to share your techniques? If so, slow it down so it counts.
@matiaslanzi as you can see in my newer videos, i do share all my techniques to the viewer, this was one of my first videos, i uploaded it because it looked cool, nothing more.
hab grade mal auf der setie von dem spiel geguckt. also die modelle sehen ja schon irgendwie hammer aus :D ich fang grade an blender zu lernen und bewundere dich jetzt schon :D
Subsurf doesn't smooth it cuts up your mesh and adds more pollys. This is not a good way to model a spaceship. And deffinatly not a way to model one if you want it to be useful for something more like a game.
Use shade smooth to smooth your geometry. Use edge split modifier to cut the angles sharp. Never apply the edge split. All I am seeing right now is that you have a genreal knowledge of blender. AWESOME. Now actually model something rather then let the software do it for you.
@zizathunda sry if i get annoying, but it is simple not true what you are telling here.
subsurf is perfect for modeling in fact of having a good control over the mesh without getting lost in a forest of edges and vertices. it would be too time wasting, if i have to move every singe verice in a whole mesh having a massive polycount for a round surface, i mean a "real" round, not faking it.
this highpoly mesh is used to bake a normalmap for a lowpoly model, and this lowpoly model is used ingame.
@linolafettatnet No no good good. I know what your talking about. It sounds good. Thats a good reason to do this. Its a common technique being used now to keep models low polly and get great looks while maximizing system performance. But the way you are going about doing it is all wrong. No offence ;)
Keep up the good work though. But idealy you are going to want to make the model first, the way it will be in game. And then add the sub surf and cut the detail into that shape to do the bake.
@linolafettatnet The other thing that the people often forget is that the purpose of a high quality model is to apply it's realism onto a low poly if used in a game and cutscenes (if you want to use in a CS anyway). I wish i could use high poly anything but not everyone has the best PCs around.
@zizathunda If you wanted to do anything with baking high-poly normals onto a low poly mesh then modelling with subsurf in mind is good as it means you can use blenders /zbrush's or mudbox's sculpting tools without problems
Subsurf doesn't smooth it cuts up your mesh and adds more pollys. This is not a good way to model a spaceship. And deffinatly not a way to model one if you want it to be useful for something more like a game.
Use shade smooth to smooth your geometry. Use edge split modifier to cut the angles sharp. Never apply the edge split. All I am seeing right now is that you have a genreal knowledge of blender. AWESOME. No actually model something rather then let the software do it for you.
This is truly amazing. If there is any way you have something that shows what you did but a little slower I would be in your debt. I am trying to learn how to model in blender and I don't understand how you get such smooth surfaces with sharp edges at the same time.
@bassmanpray im sorry that i do not do english tutorials, i have a german one- it shows how you can create a mercedes sls. maybe this is something for you ;)
for the surface: subsurf(subdivision surface) and edgeloops are used.
@bassmanpray hmmmm i kinda agree with your queastion but mine has one difference. how did he get it so SMOOTH without blowing his machine to bits and without increase face number values?
Although it seems pretty cool to do a time lapse of your modeling process, it has very little pedagogic use. When I see this type of videos I am interesting in watching details about modeling, how to create crevasses, seems, rings, etc. So far the only thing I am able to tell is that you're a great modeler, but your technics don't show because of the speed.
Ask yourself a question. Is this an ego trip or you really want to share your techniques? If so, slow it down so it counts.
matiaslanzi 1 month ago
@matiaslanzi as you can see in my newer videos, i do share all my techniques to the viewer, this was one of my first videos, i uploaded it because it looked cool, nothing more.
linolafettatnet 1 month ago
Nice hp mesh. Are you gonna normal bake? Have you ever heard of Infinity: The Quest for Earth?
Terran123rd 7 months ago
geile sache.
hab grade mal auf der setie von dem spiel geguckt. also die modelle sehen ja schon irgendwie hammer aus :D ich fang grade an blender zu lernen und bewundere dich jetzt schon :D
BulletFanDave 8 months ago
wow this is great!
BDMovieProductions1 10 months ago
Subsurf doesn't smooth it cuts up your mesh and adds more pollys. This is not a good way to model a spaceship. And deffinatly not a way to model one if you want it to be useful for something more like a game.
Use shade smooth to smooth your geometry. Use edge split modifier to cut the angles sharp. Never apply the edge split. All I am seeing right now is that you have a genreal knowledge of blender. AWESOME. Now actually model something rather then let the software do it for you.
zizathunda 11 months ago
@zizathunda sry if i get annoying, but it is simple not true what you are telling here.
subsurf is perfect for modeling in fact of having a good control over the mesh without getting lost in a forest of edges and vertices. it would be too time wasting, if i have to move every singe verice in a whole mesh having a massive polycount for a round surface, i mean a "real" round, not faking it.
this highpoly mesh is used to bake a normalmap for a lowpoly model, and this lowpoly model is used ingame.
linolafettatnet 11 months ago 3
@linolafettatnet No no good good. I know what your talking about. It sounds good. Thats a good reason to do this. Its a common technique being used now to keep models low polly and get great looks while maximizing system performance. But the way you are going about doing it is all wrong. No offence ;)
Keep up the good work though. But idealy you are going to want to make the model first, the way it will be in game. And then add the sub surf and cut the detail into that shape to do the bake.
zizathunda 11 months ago
@linolafettatnet The other thing that the people often forget is that the purpose of a high quality model is to apply it's realism onto a low poly if used in a game and cutscenes (if you want to use in a CS anyway). I wish i could use high poly anything but not everyone has the best PCs around.
Fyrewyrd 8 months ago
@zizathunda Wow do you know ANYTHING about game modeling? Hilarious! You Subd model to bake normals, that you apply to your low poly.
d2king10 6 months ago
@zizathunda If you wanted to do anything with baking high-poly normals onto a low poly mesh then modelling with subsurf in mind is good as it means you can use blenders /zbrush's or mudbox's sculpting tools without problems
Olirap 5 months ago
Subsurf doesn't smooth it cuts up your mesh and adds more pollys. This is not a good way to model a spaceship. And deffinatly not a way to model one if you want it to be useful for something more like a game.
Use shade smooth to smooth your geometry. Use edge split modifier to cut the angles sharp. Never apply the edge split. All I am seeing right now is that you have a genreal knowledge of blender. AWESOME. No actually model something rather then let the software do it for you.
zizathunda 11 months ago
This is truly amazing. If there is any way you have something that shows what you did but a little slower I would be in your debt. I am trying to learn how to model in blender and I don't understand how you get such smooth surfaces with sharp edges at the same time.
Thank you for creating this.
bassmanpray 1 year ago
@bassmanpray im sorry that i do not do english tutorials, i have a german one- it shows how you can create a mercedes sls. maybe this is something for you ;)
for the surface: subsurf(subdivision surface) and edgeloops are used.
linolafettatnet 1 year ago
Comment removed
cldmusica 1 year ago
@bassmanpray hmmmm i kinda agree with your queastion but mine has one difference. how did he get it so SMOOTH without blowing his machine to bits and without increase face number values?
dragonrage500 1 year ago
@dragonrage500 i have a quite good machine, so i do not have problems at modleling up to 2m polies.
how it gets smooth? subsurf on 1-2 and "set smooth" nothing more ;)
linolafettatnet 1 year ago
xD ok but could you make a little spaceship like a fighter.
i dont know how to make things blender^^
SGdaniel1 1 year ago
@SGdaniel1 i do have here a car modeling tutorial, a spacecraft works like the same, just easier ;)
linolafettatnet 1 year ago
could you do that at normal speed^^
SGdaniel1 1 year ago
@SGdaniel1 i could, but i do not think that 4 or 5 hours of watching me modeling is as boring as looking a plant grow =D
linolafettatnet 1 year ago
Nice work.
dvnobles 1 year ago
Mach mal bitte ein raumschiff tutorial in normarl geschwindigkeit
PVTZwai 1 year ago