#hardsurfacemodeling

What are poles in 3D modeling? 🤔 There are two common types of poles, N-poles & E-poles. Poles help control and the flow of topology and distributed edge loops to enable better control of the placement of support loops. 😁 #Blender3D #BlenderModeling #HardSurfaceModeling
Joshua Graham61,983 görüntüleme • 7 ay önce

Never stop 3D modelling. Because if you stop, you’ll never know how good you’ll get. 😁 If your passionate about it, stick with it and see it through, you might just surprise yourself with what you’re capable of. 😁 #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway62,379 görüntüleme • 10 ay önce

Quad sphere vs UV sphere, which should you use? Well, for subd modelling, a quad sphere is ideal since it subdivides nicely. A UV sphere has nasty pinching artifacts at the top and bottoms caps due to the triangular poles. #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway53,942 görüntüleme • 8 ay önce

Ever wondered how to use the LoopTools curve operation in Blender? Personally, I’d never used it a still find it a little confusing, but thought I’d share this pretty handy use case that I found for it. 😁 #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway34,810 görüntüleme • 7 ay önce

My solution to last week’s Lego blaster modelling challenge. It’s probably a little trickier than you first think, but I’ll show you an easy way to merge the two cylinders together and retain clean surface normals. 😁 #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway37,985 görüntüleme • 9 ay önce

🚨Modelling Challenge🚨 How would you model a sphere with a bunch of circular cutouts? Main thing is that it needs to subdivide nicely and have clean shading. Share your results and method in the comments. 👇 #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway50,807 görüntüleme • 1 yıl önce

Do you hate UV unwrapping? I’m here to help make it more understandable. 😁 We’ll unwrap each component of the helmet, combining them into a singular pack and averaging them out to keep consistent and even texel density. #Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Josh Eastaway28,188 görüntüleme • 8 ay önce
Daha fazla içerik yok.
