3D modeling tips in Blender


https://i.ytimg.com/vi/zzjAbQMCYsk/hqdefault.jpg



In this video I go over different tips that I wish I had known when I started out doing 3d modeling. I hope it helps!

source


30 responses to “3D modeling tips in Blender”

  1. Very good tips for all modellers, not only Blender users. As a common pitfall for beginners, I would mention the fact that the 3D object is projected on a 2D screen, which means that we don't see it in stereoscopy. We see the same image with each eye closed. Therefore, to understand the volume you are creating, your brain needs parallax perspective, which is not gotten by moving the head (however tempting) but by orbiting the camera around the model. As a 3D teacher (Max and Maya) in art schools, I see many beginners unable to get the right volumes (especially when modelling a head or an animal) because they just stick to the background images without moving around their object to "feel" it and build the volumes in their head.

    I use to say that the reference images are like the Gospels. If you consider them as absolute truth, but they don"t seem to match what you think is right, it means that you are not interpreting them correctly. Your beliefs must adjust to reality, not the other way around. If your model fits perfectly a side-view shark image, but doesn't look like a shark volume, it doesn't mean the image is wrong. It means that you are mistaking knowledge for intelligence and that whatever information you might get from reliable sources, it will only lead you to soul's perdition if you never pause a second to consider it from different points of view.

  2. hey man, we are searching for modeller. we are group that working on a fighting android game on unity. we have everything but don't have modeller. and we 'll sell it on play store. do u wanna be our modeller?

  3. Thank you!
    Very helpful tutorial, but I have question:
    How to learn topology?
    In one of the comments below someone mentioned to look for the wireframes of the done models, but some people tells that watching a human making tutorial is good way to learn topology too.
    So which is better solution?
    Or if both are very good, which should I use first?

  4. the reason why i model cars in one piece, is because it will look odd when you apply smooth shade, and will look as if the pieces are misaligned. believe me, if it didnt effect the smooth shade look, i would do it piece by piece because it is way faster that way.

  5. The thing about cars you mention is quite case-specific though, and it's done with good reason. If you want contours to follow through multiple parts, it's much easier to start with one part and chop it up. Saves heaps of time trying to line up edge-flows and/or verts if you made each part separate. This also holds true for most modern aircraft and and other streamlined aerodynamic or continous sculpted-form type things where parts line up in a nearly seamless fashion. (It's all about establishing the form, and everything made from it fits perfectly from the start.)

    Now if you made a really boxy or kit-bashed looking vehicle, then starting out the parts separately is better, as you're not worrying about nor wanting to have the flow carry through multiple parts.

Leave a Reply