Build a Rocket | Get Good @ Blender | hard surface techniques | 2019


https://i.ytimg.com/vi/y8pbdYnFEvk/hqdefault.jpg



This is a continuation of the get good at blender series. This episode looks at hard surface modelling and using subdivision surface modifiers with bevels and proximity loops.

You can combine this with the bevel modifier but for simplicity sake i have just used the bevel tool.

Part 2 : https://youtu.be/eFnJhQLAQAo

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recommended graphics tablet:
I use a graphics tablet to paint with and my recommendations are written below:

Normal Graphics Tablets
*Cheapest:*
Veikk a30 £35.91 – cheapest
amazon – https://amzn.to/2EqrAlI
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Veikk a50 £38.30
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*Most sturdy and with tilt:*
Huion h610 pro v2 £55.86
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Display Tablets
*My Favourite*
VEIKK VK1560
£255.36 https://bit.ly/2UKNpSU GearBest

Heard good things:
Huion Kamvas GT
Gearbest – https://bit.ly/2SR7q8r 15 inch £320
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*Money no object :)*
Cintique 22”HD
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*What I use*
Mobile studio pro
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37 responses to “Build a Rocket | Get Good @ Blender | hard surface techniques | 2019”

  1. Great tutorial, as usual. Very poetic toy-rocket model. For the fins, I'd go with the circular array method. This allows you to modify only one fin, if so you wish, and have all the other fins updated. As an alternative, I'd use ALT+D (Linked Duplicates – At least, up to version 2.79b). But I don't know what a mess have they done with key shortcuts. Which worries me much more than greeting the Game Engine forever (I'd use Godot anyway).

  2. At around 18:18 he keeps duplicating the fin and re rotating it. Instead, just duplicate it and rotate it ONCE, then hit Shift+R which repeats the action you just did, do that twice and the last 2 fins basically make themselves.

  3. It might be a good idea to add an 'intermission' video that covers off the basic controls covered in 2.79 to 2.8 that we who are following your course have encountered thus far – I know I can google etc, but your voice is much more reassuring hahaha

  4. Just curious; can someone explain to a beginner why folks start with a cube and subdivide it into a sphere when hard surface modelling, why not just start with an icosphere or a uv sphere… anyone?

  5. I'd go about doing something like that in completely different way (use screw modifier and draw just crossection of the rocket with vertices to create the base rocket itself, then create one "fin" and duplicate it via array modifier. This gives you a bit more control I believe over end product and I find it faster too), but it was still cool to see your take on it

  6. You forgot to apply the scale of the object before using the bevel tool, that will give some weird results with non uniform scaling in different directions, also a much easier way to duplicate objects around a circle is to use an empty at the origin and use the array modifier and use object offset, set the empty as the target then rotate the empty the required number of degrees to get perfect symmetry

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