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

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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
Gearbest (best price) – https://bit.ly/2rBwRj3

*My Favourite:*
Veikk a50 £38.30
GearBest (best price) – https://bit.ly/2LnBCG0
amazon – https://amzn.to/2R07Jk2

*Most sturdy and with tilt:*
Huion h610 pro v2 £55.86
Gearbest – https://bit.ly/2Lq31Hr

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
Amazon – https://amzn.to/2UMy7NG 13 inch

*Money no object :)*
Cintique 22”HD
https://amzn.to/2EoDdtp
£1,413.78

*What I use*
Mobile studio pro
https://amzn.to/2UMNc1x pro 13 £1600
https://amzn.to/2EnMX7u pro 16 £2000

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37 thoughts on “Build a Rocket | Get Good @ Blender | hard surface techniques | 2019

  • October 30, 2019 at 13:11
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    How do I get the context menu for example subdivide or shade smooth form the object that's selected? I've been playing with the preferences but can seem to get it

  • October 30, 2019 at 13:11
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    Blender is free but it's waaay more difficult than 3dsmax… there's nothing intuitive, the simplest command requires ro remind more things than 3dsmax…

  • October 30, 2019 at 13:11
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    When I add subdivision surface to the cube, the shape isn't round. Look from the top view, it's still looks a bit square. How can I make it a perfect circle ?

  • October 30, 2019 at 13:11
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    Hi, the lessons are so cool that they translate into Russian. I have a question. I created a cube, applied Subdivision (x3) and smoothing. Visually, this object is round, but the glare in the places where the vertical edges of the cube are located is too sharp. This is very noticeable, this was not on the video. How to solve this?

    I recorded a video for clarity: (https://youtu.be/1qBD70zaHTI)

  • October 30, 2019 at 13:11
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    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).

  • October 30, 2019 at 13:11
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    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.

  • October 30, 2019 at 13:11
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    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

  • October 30, 2019 at 13:11
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    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?

  • October 30, 2019 at 13:11
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    Use Alt-D to make instances of the 'fins' instead of Shift-D so if you want to make a change you can do so without problems.

  • October 30, 2019 at 13:11
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    "This might be getting to complicated…….lets add more!" 😉 Thanks for taking the time do the tutorial. learned more stuff. subbed!

  • October 30, 2019 at 13:11
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    I really like the little finished rocket in the corner, it makes the tutorial much more entertaining for me… for some reason

  • October 30, 2019 at 13:11
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    Thanks for this simple but comprehensive modeling exercise. I like the rotating model in the corner – its a nice constant reference for what we are trying to achieve.

  • October 30, 2019 at 13:11
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    Very nice, just the reflections on the orange part of the final rocket that's rotating all the time have been irritating me, even if the rocket is rotating the reflections should stay static.

  • October 30, 2019 at 13:11
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    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

  • October 30, 2019 at 13:11
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    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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