 My name is Pedro and I have been working for Gameloft in BlueMobile, but now I'm working in Black River Studio with Cydia, Cydia Studio, and Cydia is a Samsung Institute. So Black River is a gaming company created by Samsung, and okay, let's skip it. Very quickly, it's very dark, but it's some picks from the games we did. Most of them were made for Samsung VR. This one is Angust. You are lost with a robot in a spaceship, something like that. And this one is Dead Bar Falls. I did that box, by the way, you can see. Okay. Just very quickly, do you guys see the games we made? This one is Ashura in VR as well. Rococo is an investigative game. You are dead, but your spirit wants to know who killed you. It's very interesting. Jake and Tess, it's a game about photographic monsters. It's for kids. Maybe our most beautiful game, I don't know, because of the colors. So hard surface techniques for fast concept and prototype. Why we are discussing this? Because there is some in Black River Studio, sometimes to convince a game designer or art director, we have to build a fast hard surface. Let's forget that box cutter and hard ops is real, okay, because it's very hard to convince a big company like Samsung to work with other softwares. I'm there more than two years and it was very hard to convince them to work with Blender, but I want this barrel and now we are using it. So we are discussing it because hard surface is in many scenarios, fantasy sci-fi, cartoon, or at least whatever you are doing, you have some hard surface to build. And I'm still, especially there, I see lots of artists are still struggling to do hard surface fast. And as I said, as I wanted to say before, happy prototype is a daily necessity because game designers don't know how 3D works and they had the idea, but they know how to do, so we have to do fast. Sometimes we have less than one day to build something, so they start testing Unity or Unreal Engine. And because Blender has the tools for that. And then I have selected four techniques that I used a lot there. You may think that they are, how we say, they are basic, but they are very useful. The first one I think is the most common technique, is Boolean plus a topo, which means, let's say, I want to build this torso from K2SO, which were done entirely in Blender to convince my boss, by the way. So the technique I used for this part was to build a basic modeling. Oh, I have a mouse here. So I did this basic modeling and I created these geos for difference, for subtract. Then I have the form, the shape I wanted. And before that, you do the retopology, which if I can say it's a pain in the ass, you have to have a lot of patience to do that. In case you guys don't know what retopology means, I did this quick gif, just to show the process. The process of retopology, who doesn't know, is to rebuild, redesign the topology of the mesh. But the good thing here is that in this technique, you already have the form, which is the worst part to do. So using this technique, you achieve the form, then you redesign the topology after. It's a good technique. I like it a lot. It's not the best for fasting prototype, but the result is very nice. A lot of parts of this robot were made using this technique. I don't know why the JPEG is so bad here. Okay, just a cycles handler. I did this handler to show my boss, because he's a, I don't know if I'm saying correct, but he's a Maya alienist. He likes Maya a lot. So it's a WIP project I'm doing for another presentation. I'm a regifer of Daft Punk. Then the helmets were made using this technique, bullings in retopology. So let's talk about pros and cons because it's important. Bulling tools affect the way to achieve complex form, which is the best part for fit. And Bulling modifier, I think it's not correct, the word there, but the body modifier allows to control every operation step, keeping it alive, which means, let's go back here quickly. It's a little bit slow. Let's wait. I think I want to show you an image, but the computer, okay, no, okay, which means this green, green geo, this green geometry, this yellow geometry, the blue geometry that make that the form happens can be in separated modifiers, which lets you to have a lot of controls of what's happening, because you can change the geometry, you can change the position of the geometry, then you can update this form, and then you can apply and do the retopology. The cons of this technique is that bullying results in bad mesh. So we should avoid low mesh to get a better result. And the cons, yes, of course, is because you need the retopology step. Which is a pain for many artists, because of our technician. Okay, that's the second technique, I use it a lot as well, because it looks like the first one, but it's different, because you can skip the second step that was retopology. You can skip directly for Bevel node, which means the process is like the same, but you do the basic modeling, you create the geo's imagining the result you want, but in the end, you don't need to do retopology. Some artists think they can use Bevel modifier to do their jobs, but they don't, but it won't work because the topology is so messed up. Oh, the topology you can see here, so messed up that Bevel came to work. So I found this way, use Bevel node, you can see here the messy topology, but in the end, you have a good result. And the secret is to use, okay, maybe you can see, but you can use Bevel node in the plug-in normal. This is a principled shader here, and I have a gift for you. Okay, here you can see the crap mesh, I don't know if I can say that word, but the mess, mess, mess. But here you have the node, you just plug into normal, always use 16, 16 samples, I mean. Then you can see the result is stently. It's a great result. Even if you can see that part, I'll go back one slide to show you, if the computer will allow me. Wait, wait a minute. Okay, it's here. You can see here is two pieces. This is one piece, this is another piece. They are not welded, they just two pieces combined, but they better not do the job. You can see he does the weld very well. If you work with mesh, with resolution enough, you have a good result. Let's see it again. You may think it's not necessary, but when you work with game design, I don't know if there is a game design here, but in Brazil, many of game design, they don't know how 3D apps works. They don't understand, they need to see exactly what you are doing, exactly what we are saying. So prototype is almost very close to the final mesh. You know what I mean? Okay, this is a very example. Energy drink addicted. Okay, so I did this refrigerator, it's a refrigerator concept for Red Bull. Then what you are seeing here is just a mesh with a lot of Boolean operation, a lot of cuts here, no bevel, no finish here. Then the result is just bevel. I made a close-up for you because you can see the bevel result is amazing. I just plug it into the normal and mix it with roughness maps and shaders, but that the mesh is only this. There is no bevel finish here in modeling. This result is just in-hander using the bevel node. We use it a lot there. Again, I would say you may think this, oh let's go back here. You may think this basic, but when you have to present an idea and there is a lot of studios doing the same and you want to do the best presentation and you don't want to present, let's go back just, you don't want to present something like this and say, hey, I was thinking something like that. No, you want to present something very close to the finish, very close to the real idea you want to present. Okay, let's talk quickly about the pros, fast and nice result for concepts, concept and prototype, great for-hander results. You can jump direct to blender nodes, oh, I was saying Portuguese, Oseja. Without wasting time in your topo, you can mix multiple nodes to have many bevel levels, which means you can have a different thickness of bevel just mixing the bevel nodes. You can apply many bevel nodes just mixing them in different parts of your mesh. What I mean is, do I have a mouse here? Sometimes I have, which means I can bevel one type of bevel here and another one for the gray area. It's up to you. I really love this technique. Okay, the concept is that work only handle because now everybody wants to use Eevee. I like, I love Eevee, but I think I'm more cycles guy because the GI and the shadow results. Okay, great results, only high quality booleans, the same as before, avoid low has mesh less previews to do the boolean operations. Okay, the third one is interesting to me because I like a lot of mechanical modeling and I used to use a software called Sparks Mechanical, but they became very, how we say, expensive and I had to create some some, some technique to use to build mechanical modeling brand. I put these two images because not everybody knows what mechanical modeling means, so it's this. Okay, you may think it's ugly, but we like to do that. Okay, in case you guys don't know what a screen wrap is because this technique is about a screen wrap modifier. I did this image just to show that screen wrap, what screen wrap does is he takes a mesh and wrap in another mesh, so I have three, three examples here, sorry. And I have a sphere, a cylinder in a cube just to see that the mesh conforms to that shape. So how we use that, use it. Okay, I have a ugly but sometimes my mouse works, sometimes it doesn't, but I have this ugly but a little complex shape. When you see it, you may think it's a single mesh, but it's not, but the handle you see, you can see, you can see here looks like welded piece, but it's a different mesh. I will show you another image. Just so quickly how it works, but before that I will show that. Okay, you can see it's a different mesh with different topologies. Okay, you can see a Z-fight problem. Do you guys know what Z-fight is? Okay, Z-fight, you can see the guys are fighting here, but in the handle, you see the result. And it's the same in YIV, if you want to use this technique, just be patient a little. They told me the computer was a little bit slow, but it's a GIF. Let's just wait one second. Let's try again. There is no tequila for this moment. Okay. And I took three. Okay, let's try again. Okay. It's just showing the process I used. I have a piece and I want to conform it. Let's say I wanted to be coming out for this curved form. So I was a skin wrap and I changed to project here and I fixed it just one X to avoid deformations. Then you can see, you can see. When I'm happy, I just apply it. Let's put some bevel here. I could use the bevel modifier, but I want to put some smooth groups here. You can see Z-fight is happening here. Then I'm going to clone the same material. And now that's the handle. Sometimes in viewport, you see some lines because I don't know if viewport is accrued, but in the end, the result is perfect. Why am I showing you guys this? Because when you started doing hard surface, I did this. I can talk for me. You can do everything in a single mesh. So it's time to struggling with edge loops, mesh resolution, a lot of this shit. But here you can see it's a lot of different mesh with different topologies, different resolution. When you take a look at the viewport preview, say Jesus Christ, it's not happening, it's not working. But if you try Eve or cycle, which I prefer to present, to present an idea, I prefer cycles because the eye, shadow, resolution, that kind of stuff, you see the effect is perfect. And to validate that technique, I used the academy modeling. I did the same thing. And I studied the way the academy modeling does, how we say it. It's like that. He's projected the form and then he starts to extrude. So let's see cool stuff because I know this is boring. Okay. This is just to show if you think texture will be a problem because we have a lot of meshes here. After struggling a little, I discovered this technique that you can use. In texture coordinates, you can select just one object. Then you can use procedural texturing to do whatever you want. We all know how powerful procedural texturing is. I will show you a good example of that. So cool stuff here. I emailed this guy, Hope Bert from Ubisoft, but he didn't answer me at the time. So to validate the technique, I decided to do this robot. I like it a lot when I saw it on our station. Then decided to build it using these techniques. Okay. Nothing unusual here. So I think it's going to cry right now. I mean, the computer. I did an EV render showing the turning table using procedural texturing. Let's wait a little. I wait for a few more seconds, but I have some images if the gif doesn't work. I think I must skip this to show. Okay. Thank you, God. So this is an EV render very quickly to show the procedural texturing. Maybe as fast as you can see the dirt and the other stuff, but I'll show a close up image. Let's see the images. Okay. It's a cycle render using a HDR map. I took two weeks to do that robot. You can see in that part the, okay. You can see that part I used a lot the projection, the projection technique, especially in curved surface, like this one, when you have two curved surfaces different and I have a piece coming out here. Even for, I would say, depression, holes, you can use the technique, you can use the, you can build the CAT word, then you wrap, you do the boolean, then after that you can use the bevel node, you can use the bevel manually, but you can see the result works just fine. I used both procedural and procedural texturing and normal texturing for roughness. Okay. Here you can see the mesh is a crap. You see a lot of, a lot of different mesh topologies. I used to, I used to triangulate, sorry, the mesh because you use unit and unit works best with triangles, more than normal polygons. Okay. The pros, the pros and cons here, it works both EV and cycles, no retopology work, which is a best. Great for mechanical modeling. The cons is bad for animation if you want to animate mesh deformation because the topology is a mess. And as the other ones need high quality mesh for best projection results. Okay. The last one is we call, you call their panels. I don't know how you guys call this, but which, what is panels? Where is my mouse? Okay. Okay. Panel is that crazy, crazy thing that happened that make you think there are two pieces assembled, but you can do that in one piece. You see it a lot in sci-fi stuff. Let's see how it works. I'll be quickly. Let's wait the computer to process the GIF. This one is very useful. Do you guys want to make me some question? That's the time because computer is thinking. I don't delete it because this is rapid. So I don't delete it because in the random won't appear and they need the mesh, they need the mesh completely. I tried this before to delete, but they create a line, a strange line. I don't know if it's an ambient occlusion line, but if you leave the mesh, you won't have a problem. Let's try again. Yes. I learned this technique. I did a course in CGMEA from a guy from Electronic Arts that made a lot of Star Wars weapons, but he taught me that in 3ds max. Then I find a way to work in Blender. You can see instantly we see a crazy result. I will explain how it works, but you can see you have a solid file in a bevel modifier here already in the mesh. I'm going to do a circle shape. I always like to test in cycles. I know you are in, how you say, an EV era, but I'm a circle guy. You can see the result is amazing. The secret here is when you create the edge loop, I have to mention that because I almost forgot, you have to split this edge loop. When you split the edge loop, you create one vertex over another. Then the solid file bevel starts to work. You can see I create the edge and then split. Just press V, enter. As I said before, I'm always testing cycles because sometimes the issues only appear in the handler. Let's see a more irregular form. So, as I mentioned, solid file, sometimes thickness in a negative value, but always in a little value. Bevel always in angle, always in angle. No need to create a sharp edge or that kind of stuff. For me, it's enough to convince the guys that you need panels more. Another example where I could use it in the K2SO. So, when you are modeling, you can think in the topology and think, okay, I need a panel here, so I'll leave edge loop exactly here so you won't be a problem. And you have controls because if you use the modifier, you can control everything. So, some handlers see the result. I'm called the crazy render guy you guys can see. It's a real-time render. So, the pros and cons. Pros work for both event cycles and great for fast results because you just put the modifiers, you just start creating and splitting the edges you want. The cons, I couldn't find one, which is nice. Then is it. I showed you guys four hard surface techniques which came, you can think, oh, it's so basic, but I use it every day. Every day to make the guys to validate, I would say, assets for games is what I do a lot nowadays. And thank you very much. If you guys have, thank you very much. Thank you very much.