• Wednesday , 21 November 2018

3D Abstract Monitor Tutorial in Photoshop & Blender

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13 Comments

  1. PC Solutions
    September 13, 2018 at 03:09

    It looks like you only know the long hard way to do this lol, There are so many ways to do this with less steps.

  2. PC Solutions
    September 13, 2018 at 03:09

    The render settings was the worst "Next Step" You don't need to worry about all that till you are ready the Final Render……

  3. LilCleetuzOnThatBeat6
    September 13, 2018 at 03:09

    8:48 it looks like he is making a YT playbutton XD

  4. LilCleetuzOnThatBeat6
    September 13, 2018 at 03:09

    hey designcourse i u know there is a bevel tool in blender right? just go into edit mode and select the side you want to be rounded a little bit or alot it would save you much more time than doing the subdivision surface modifier.

  5. Jeshua CR
    September 13, 2018 at 03:09

    toda funciona con wifi hasta el encendido 😀

  6. Azure
    September 13, 2018 at 03:09

    Don't Understand 7:58 :C

  7. Adam E
    September 13, 2018 at 03:09

    Just a note for Ati/Amd graphics card users, the option you will be looking for in user preferences will be OpenCL, Cuda is for Nvidea cards only.

  8. Blerim Havolli
    September 13, 2018 at 03:09

    Awesome

  9. Johan Ekström
    September 13, 2018 at 03:09

    place mirror above the subsurf and there wont be a hole.

  10. brian651msp
    September 13, 2018 at 03:09

    9:45 adding loopcut to fix subdivision surface issue at mirror boundary:  this doesn't address the underlying error.  The issue was that your mirror modifier needed to be at the top of the stack.  Mirror the object first and then subdivide, so that you are "rounding an unbroken rectangle" instead of "mirroring four rounded objects."  Using the triangle button in the mirror modifier panel will move it up to the first slot.  Also notice that since it wasn't first, the information bar gave a warning: " Applied modifier was not first, result may not be as expected " when it was applied.  By pointing out how changing the modifier order changes the result, you can show your viewers how to avoid the problem instead of forcing them to bandage it by cluttering the mesh with extra edgeloops that would not be needed otherwise.

  11. Darran Lewis
    September 13, 2018 at 03:09

    Another amazing tutorial, keep up the good work!

  12. Ryan Duffy
    September 13, 2018 at 03:09

    Great tutorial! 😉

  13. jurjen folkertsma
    September 13, 2018 at 03:09

    i like the longer tutorials !

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