**I have the flow chart free on my Artstation store here: artstn.co/m/dr3YB Patreon only gives me the option to give assets away for free to paid members so I can't make it free to everyone, apologies about the mixup! While you're here, make sure to check out my Patreon/KZitem Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel www.patreon.com/OnMars3D Discord: discord.gg/vybvJnEeya
@hectorescobar9450
Ай бұрын
Blender has the perfect sub div modelling workflow, as you can keep the supporting edge loops live (non destructively) and use the edge weight data to determine how far apart to have them in sections. Not only that, but you can also transfer that stack easily between models and collections. If you are modeling for a game and require more geometry due to its curved nature, you can turn the Bevel modifier off and let the edge weight hold the shape in the subdiv modifier setting. This way you can have your low/mid poly model right out of your high poly beveled model and have that to bake the bevels onto the other.
@OnMars3D
Ай бұрын
Great points, I actually plan to cover this workflow in a future video!
@hectorescobar9450
Ай бұрын
@@OnMars3D great stuff in your channel btw man. Definitely one that f the better ones out there
@BGW0
22 күн бұрын
@@hectorescobar9450 why not use the multi- resolution modifier?
@hectorescobar9450
22 күн бұрын
@@BGW0 multi resolution is mainly used for sculpting. Not great for hard surface clean models.
@BGW0
22 күн бұрын
@@hectorescobar9450 I'll have to go try it out so I have figure out why. I would have thought that you could also add geometry levels for non-sculpted models.
@Cyb3rHusky
20 күн бұрын
I see this as important viewing for anyone who's starting to get their feet wet in modelling. I hear all the time about "maintaining quads" or some such, and it's great to finally have an explanation.
@OnMars3D
14 күн бұрын
Glad you found it helpful!
@GA-br8wj
Ай бұрын
Lately I have been stopping to check models in Cyberpunk 2077, especially cars, and, well, so many things are baked on the models and sometimes not with great baking, like visible seams on the tires textures and others, but, of course most people won´t stop to do that and everything works from a reasonable distance. Not that I don´t like the work they put on that game modeling but my admiration for their capacity to simplify so much with great visible results.
@OnMars3D
Ай бұрын
That's one of my favorite things to do in games, jump into first person or camera mode and pixel peep all the models to appreciate the details (or find the shortcuts they used)
@Nitedontdie
23 күн бұрын
@@OnMars3D I do this all the time, I have an unhealthy obsession with inspecting other peoples work while I'm gaming with friends and they hate it :)
@LilShaqi
29 күн бұрын
I am learning blender as hobby and fun, and yet i have learnt more then with some of my jobs! Thanks for the video
@mrkoddy
Ай бұрын
You are one of the best teacher on KZitem for hard surface modeling. Do you plan to do tutorials for texturing and rendering on substance/marmoset/real time engine? A good render has also good textures, materials and good lightning and it is pretty hard to know which are the best practices
@nanshire2278
Ай бұрын
A good model also has those features you mentioned, yes, but it totally depends on what your end-goal is. :)
@mrkoddy
Ай бұрын
@@nanshire2278 Portfolio and in engine
@OnMars3D
Ай бұрын
Glad to hear it and yes! I plan to make more tutorials on the materials, textures, and rendering in future videos and courses, so stay tuned!
@mcclog3975
Ай бұрын
really clear, short and well laid out. thank you
@OnMars3D
Ай бұрын
Happy to share!
@ExistentialPineapple
Ай бұрын
Hey Mars! Huge respect for your wisdom as always. For a while now you've been my go to number one guy for who I reccomend to beginners that wish to start 3D modelling. The knowledge you give out for free is always massively appreciated, and just wanted to swing by with a thanks :)
@OnMars3D
Ай бұрын
Much appreciated, I'm all about sharing knowledge!
@weeliano
Ай бұрын
Awesome video! You have condensed most of the key points of 3D modeling into a quick and easy reference! I am teacher myself and I teach both Maya and Blender modeling, but no matter how many good tips out there, the best way to master 3D modeling is to actually model something and anything and persist at it until you master the tools and techniques.
@OnMars3D
Ай бұрын
Appreciate it, and I definitely agree, the best way to learn is just to get out there and do it, over and over again :)
@mahkhardy8588
Ай бұрын
Maybe a video to complement this topic, like an update to industry standards, in which you could show real examples of the current state of the industry in terms of poly count as we are all headed in the direction of generally higher poly counts than just 5 years ago.
@OnMars3D
Ай бұрын
That's a great point! I've been talking to AAA game industry friends and they tell me weapons for FPS can easily get over 100k tris with all the mods and attachments. Quite a jump in just a console generation.
@heatherelroy9534
Ай бұрын
OH MAN thank you so much for this. I teach a 3D Modeling class and I try to impart this information on the students. Loads of them coming from other people's classes into the portfolio class aren't understanding any of this or when each is appropriate. I was about to have to make one of these myself, but I think you've got a lot better examples to use. This is going to be so helpful. Also helps having someone else also saying what I've been saying because they tend to be like "Uh huh. Okay."
@OnMars3D
Ай бұрын
So glad to hear that! I deal with the same thing, even live in labs I still get the blank head nods XD
@DanielNorval
27 күн бұрын
Appreciate all the help you've given me from your mentorship so far 🙏
@OnMars3D
26 күн бұрын
Glad you joined, you're showing great improvements!
@-kyriune5567
Ай бұрын
the information you give is really informative! this helps a lot of people deciding suitable workflow down the line! thank you so much!
@OnMars3D
Ай бұрын
Glad you found it helpful!
@rohanrazaghi1198
Ай бұрын
I learn a lot every time when I watch your videos, u answer some of the questions that I search a lot to find the answer. amazing
@OnMars3D
Ай бұрын
Thank you my friend, glad you found it helpful!
@BM-dl9tb
Ай бұрын
Always thought that if i made any model and it had tris it would instantly become a model with bad topology, thank you for explaining the way to decide if its good having tris or not when creating a model 🤝.
@OnMars3D
Ай бұрын
Glad it helped your understanding of topology!
@aguynamedcameron8505
28 күн бұрын
This overall changed my perspective on how i use my topology. Cant say im super good at it yet but i was just throwing tris and nGons along parts of my projects to try to make them look smoother but i also never really used sub-d for any of my projects till recently
@jdigitalartworks
14 күн бұрын
ohhhh the 45 long colt. Vash gonna love this
@handleisv
29 күн бұрын
Man I can't wait for your topology masterclass course!
@cgimadesimple
23 күн бұрын
great video!
@bullitstorm_0936
Ай бұрын
This is exactly what i need! Thank you!!
@OnMars3D
Ай бұрын
Happy to share!
@Illasera
9 күн бұрын
Some things that are lacking so i will add my own input : When to subdivide or add more polys, in my take its very simple, when your angle is getting steeper and you want a smooth surface then add more polygons, but what about the default cube, as the end result, do we need to subdivide it? no, if we want a cube, adding more vertices will change nothing; just slow down performance and subdividing it will make it smoother by rounding it (if using catmull-clark). 5:08 as for the gun example, remember folks, if your mesh is non deforming then it can be split into multiple meshes, that way, you can probably get that gun to 2K-5K vertices instead of 10K, the payment in game engines that don't do any sorting optimization is that you will pay an extra draw call, its up to you to benchmark it and see if its worth it. A word on the fallacy of "Free / low cost" texture baking such as normal maps, displacement maps and bump maps; A lot of people come under the impression that its "Faster"; no folks, there are NO FREE gifts in life; you just moved the bottleneck from point A to B and maybe B can endure it more; If you ask if you should use normal maps on mobile games; in most cases they will tell you to avoid it; because mobile GPUs can't handle it well. As for PCs, its just the hardware is more powerful. Little tibid for blender users : Normal maps on blender are expansive as hell; that is because half of the work in processing normal maps is done on the CPU instead of the GPU for dependency reasons (Does not apply to video games).
@Eric-cj9mu
Ай бұрын
Great video! You explain things well. Thank you.
@JPax-og5ip
23 күн бұрын
At Low Poly Tip 3: Tris for Optimization - the other reason you triangulate your model yourself before the bake phase is because on curvature, especially very low poly projects, the triangle cut will have the potential to change the shading of the surface, which will in turn make your baked normal maps look wrong in those areas. You triangulate before bakes because that is then the surface it is mapping normals too, and you can't rely on the engine to triangulate in the exact same way that you would have beforehand - which as stated, can alter the underlying model's normals that the normal map is working off of.
@OnMars3D
14 күн бұрын
Yeah, great point, you should always triangulate the model before baking the same way you would import into engine.
@kimip00
Ай бұрын
Thank you!! This is so helpful :)
@OnMars3D
Ай бұрын
Happy to help!
@JPax-og5ip
23 күн бұрын
At Sub-d Tip 2: one of the solutions I'd have liked to have seen is that instead of single holding edges either side of a hard edge, two holding lines either side of the border will prevent curvature geometry passing past your hard edge. This is because the curvature is locked into those two quad strips, rather than a single quad strip and then bleeding into the faces it's meant to be holding.
@OnMars3D
14 күн бұрын
Great point, I like to add extra segments on my bevels for this exact reason
@ZbidiBuzzO
Ай бұрын
Hey man! Thank you for that video it really helps! I'm a hard surface modeler and junior environment artist in the animation industry and I'm currently working on a little game environment to test unreal engine 5 and I come to this issue where I know how to model in the sub-D workflow but I was completely lost when it comes to model in low poly! Your video lights few things up thank you! I'm stil wondering how LOD work exactly, and i'm really interested in your topology class! cheer's!
@OnMars3D
Ай бұрын
Glad to hear it, hoping to cover LODs in future videos but it comes down to the distance from the camera. The Level of Detail models are loaded in real-time depending on the distance from the camera, so the engine doesn't have to render more tris than it needs to. UE has an auto LOD generator, so you don't have to do it manually.
@ZbidiBuzzO
Ай бұрын
@@OnMars3D ah yeah I know what's the principle but it's about the application and how to tackle modelling when it comes to this. But I actually didn't knew UE was doing it automatically ahaha thank you!
@Waffleisskating
Ай бұрын
you really stepped further with the editing, its so much nicer.
@OnMars3D
Ай бұрын
Glad you noticed, working with an Editor now so we're trying to level up the content!
@evandrovsilva
Ай бұрын
Thank you!
@OnMars3D
Ай бұрын
You bet!
@DeMoNELectro
Ай бұрын
this video come at the perfect moment in my life
@OnMars3D
Ай бұрын
Glad to hear it!
@rion.47
Ай бұрын
Really amazing video! Thank you.
@OnMars3D
Ай бұрын
Glad you liked it!
@BlueminNight
Ай бұрын
Trigun AGL Arms attracted more than the title itself
@frustrationcorner6551
Ай бұрын
YES FINALLY SOMEONE SEES WHAT IM SEEING
@OnMars3D
Ай бұрын
One of my favorite animes 🙂
@walterkoch4860
Ай бұрын
Amasing video! Thx a lot!)
@OnMars3D
Ай бұрын
Glad you liked it!
@Timeshlft
Ай бұрын
Brother, thanks, i actually trying to use subd modeling and more knowledge it's always good.
@OnMars3D
Ай бұрын
You are most welcome
@pincodeawara
Ай бұрын
Amazing video
@OnMars3D
Ай бұрын
Appreciate it, took a lot of work!
@acceptablecasualty5319
Ай бұрын
"We can't just Subdivide our Assets into the Millions and drop them into our games!" The Indie Dev with a Credit Card on the Unity Asset Store: "Watch me."
@OnMars3D
Ай бұрын
I've been there, some UE and Unity Assets are a mess!
@Domzdream
Ай бұрын
Superb video 👌
@OnMars3D
Ай бұрын
Thank you!
@pxlmentor
Ай бұрын
This is a very interesting and informative video with mostly accurate definitions and examples. However, I have a different perspective on the term "SubD modeling." I'm preparing a video to explain why it's more effective to use the terms low-res and high-res modeling with subdivision modifiers. Stay tuned! 😉 Cristian Spagnuolo CG & VFX Supervisor | Trainer, Mentor & Content Creator 🎬✨
@ClicStudio
29 күн бұрын
I dont do 3D or anything close to that but that was real interesting lmao great content !!
@Legit_SuperFall
Ай бұрын
Thanks for the flow chart man, appreciate it
@OnMars3D
Ай бұрын
Just posted a pinned comment about this: **I have the flow chart free on my Artstation store here: artstn.co/m/dr3YB Patreon only gives me the option to give assets away for free to paid members so I can't make it free to everyone, apologies about the mixup!
@Legit_SuperFall
Ай бұрын
Oh okay, that makes more sense. Ill edit the comment
@OnMars3D
Ай бұрын
@@Legit_SuperFall all good!
@Legit_SuperFall
Ай бұрын
@@OnMars3D hope you didn't take it personally
@OnMars3D
Ай бұрын
@@Legit_SuperFall No worries, I try not to take things personal on the internet :)
@noiJadisCailleach
Ай бұрын
1:46 "Be sure to focus on the funda of quads" IDK.. I think it's the other way around, but then a chicken and egg kind of problem. I only do quads. And i'm doing it for years. But recently, this year, i've worked with a Zbrush god who's super comfortable with ngons. I've learned a lot from working with him. And one of those lessons is that- If i could tell my younger self one of the things i have to master early on - It's definitely going to have to be Ngons. Mastering quads would just cascade by itself.
@meLaNiXonS
Ай бұрын
Can't wait for this Masterclass! How close it is to us? 1 - 2 weeks?
@OnMars3D
Ай бұрын
Not quite that quick, but my plan is to have it ready by the fall!
@meLaNiXonS
Ай бұрын
Awesome, thank you. Can't wait to see what we gonna model :) I really love your approach to the modeling and you explain the principles@@OnMars3D
@OnMars3D
Ай бұрын
@@meLaNiXonS No problem, appreciate the kind words!
@dwightk.schrute8696
Ай бұрын
Great information and very concise. Though whoever modelled that revolver gun needs to have their eyes checked😃
@OnMars3D
Ай бұрын
I assume you're talking about the trigger/hammer and barrel. It's based off the AGL Longcolt from the Trigun anime. There are real revolvers that have the hammer hitting on a lower barrel, you can see an example of this on a Rhino Chiappa revolver.
@Potatinized
Ай бұрын
"polycount is not a concern for offline rendering" proceeds to create 2gb model of one single untextured brick. jokes aside, this is a very good video. subbed.
@OnMars3D
Ай бұрын
Ha, thank you enojyed it!
@playcebovision5319
Ай бұрын
Just graduated from college. Working on a Game Character portfolio. I thought perhaps characters should all be left in quads when retopologizing, but seems tris are good. When I place renders of the character in the portfolio, should I have one render showing just the quads, and another showing tris? Or do you think it would be better to just have a render of tris except in areas of deformation? I guess faces shouldn't have too many tris either, huh?
@OnMars3D
Ай бұрын
If you retopo it, just show that version before it goes into engine (quads and tris). Showing both before and after engine is completely fine.
@TheCryptoFarmer
7 күн бұрын
What's your thoughts on using subD with hard soft crease edge in maya. I use it a lot to hold my edges and don't have to use so much edge loops to hold edges. Ends up being a low to mid poly subD
@lleaflag
Ай бұрын
i often see some free asset on game asset store use subd method for their free game assets. they mean good but, its too highpoly for simple object but its need much work around to reduce it because they love to use bevel.
@madmodder
6 күн бұрын
Where can we find that paper on topology seen @1:38?
@Smedthegnome
Ай бұрын
Hi! I've seen a lot of 3D modelers (the main example that comes to my mind is chamfer zone) that sometimes use Ngons on their low poly model topology because they know that the export/engine they're exporting to will automatically triangulate those. What's your opinion? is it better to fix by yourself the Ngons or let the triangulation of the program do it's thing? Is there any main difference on the polycount? Love your vids and appreciate your hard work!
@OnMars3D
Ай бұрын
I'm glad you brought this up! I plan to cover the remesh workflow in an upcoming video, specifically for game ready assets. It's a great workflow as it allows you to model once with creases, then use remesh to create the high poly. More to come!
@autonk6217
Ай бұрын
whats the point of subd modeling hardsurface when you can just use a boolean/cad workflow and bring it into zbrush (or blender remesh/smooth) for polishing? its infinitely faster and more accurate since you can have way more control over bevels and stuff. you can also chain this with subd modeling, but you dont need to mess with the topology of booleans and stuff. its more nondestructive (since the zbrush file maintains history and your pre-zbrush file is super editable) and literally better
@OnMars3D
Ай бұрын
I explained why Sub-D modeling is needed for many pipelines like VFX and CGI . You cannot use the remsh workflows for those pipelines. You can however use the remsh workflow for game assets, I'll be covering that in a future video!
@lembarkii8669
27 күн бұрын
the Gigachad of blender
@OnMars3D
26 күн бұрын
😂
@jeffyboi6969
Ай бұрын
I've mastered mid level polys, cause its all my work requries lol.
@OnMars3D
Ай бұрын
Yeah, I get that, that's why I showed a higher range for the revolver, around 30k with extra detail that isn't in the much lower version.
@temperboy5460
Ай бұрын
What about endgon workflow? or otherwise called as triangulate method.
@efeozturk5253
26 күн бұрын
optimization matters even if you're rendering with a normal renderer
@OnMars3D
23 күн бұрын
Correct, for offline rendering, that's more scene optimization. You never want to have millions or billions of tris for no reason. Things like instancing, proxies, standins, help with offline rendering scene optimization.
@shubhamshah966
Ай бұрын
Really Great video, just one doubt, I am a student learning 3d Game art and dev, my teacher says, its illegal (prohobited) to have triangles in a model which is going to be used for games. While here 7:47 you say is opposite, what should I follow? Thanks
@OnMars3D
Ай бұрын
Tris are fine to use, especially for game assets. You just want to keep quads in areas of deformation.
@shubhamshah966
Ай бұрын
@@OnMars3D Thanks man, That means a lot! 😃
@aloisionunes3235
Ай бұрын
Hello, I am Brazilian and I'm starting with Blender. I am looking for a lot of information in this area. I have difficulty dubbing the videos into English, but I try my best to follow your content and dub it into my language. Please recommend older content on your channel or even some courses that I can download to understand Low Poly. Where should I place the vertices and edges appropriately? Please help me.
@OnMars3D
Ай бұрын
I have a lot of older content on my channel, but most of it is Maya. I'll be putting more Blender (and Maya) content out soon!
@HidenBarney
Ай бұрын
i have a question: Were i can find a 3D modeling coure than learn to me this type of nozions? ...Or better, what i need to search, On line course or universitary course, and in the case of the second, what kind of study path is it? Thanks for the attention!😊 P.s. to be clear, im sercing an entire path of study on the 3D modellation, that mean software, algorithm, math, topology, shading, code shading, ecc...
@OnMars3D
Ай бұрын
I'm releasing a 3D Modeling Topology Course soon, but you can always look at local institutes for learning 3D Art. Just make sure to ask the students about the program. The institute will always talk it up but the students will tell you the truth :)
@joselopeslinsneto3176
Ай бұрын
Bro that spongebob meke me lought so much.
@OnMars3D
Ай бұрын
It was one of my favorite memes in the video 😂
@TylerDane
Ай бұрын
The gigachad of 3D
@OnMars3D
Ай бұрын
😂
@manmohanmeena1854
Ай бұрын
i really need help reagarding about modelling showreel and what should be the best to make for presonal work or professnial work and how much skill required
@OnMars3D
Ай бұрын
Feel free to join my Discord and post there: discord.com/invite/83MMpPrE
@bahez11
Ай бұрын
Question: when will you release your course? Because i don’t want to buy another course .. thanks
@OnMars3D
Ай бұрын
Planning to have it ready by the fall!
@acceptablecasualty5319
Ай бұрын
Can't one use Marked Sharps to avoid the problem of Sub-D Modeling degrading sharp edges?
@OnMars3D
Ай бұрын
Do you mean creasing? Mark Sharp will only "harden" the edge while Creasing will hold the edge during subdivision. It just comes down to the workflow needed for the pipeline.
@Azzazel_
Ай бұрын
Quick question support edges or creases?
@OnMars3D
Ай бұрын
Creases first, once form is final, then support/holding lines
@forbiddenbox
24 күн бұрын
I hope this doesn't age like fine wine 😭🙏
@douka3993
Ай бұрын
I honestly don't understand why we should learn/improve our 3d skills since 80-90% of the modeling jobs are now moving to India for the fraction of the price, you can't even land a job anymore, not freelance job, neither contract jobs, it's really sad.
@vfxartds
Ай бұрын
It's definitely gotten to a point where working this end of production has tanked. Too many applicants where most of them have no clue how bad they are, 'schools' still cranking out wanna-bes, and work going to mediocre artists for a crappy % of what artists should be paid. The audiences and fans don't care. Shareholders are raping us, fan-boys are flocking to garbage, and idiots think you can steal an asset through AI and your days are golden. (machine learning theft, it's not AI, not even close)
@makedonas6
Ай бұрын
I've lost hope in finding a job for this industry during this past month. Unless someone is willing to move to different cities and work to death until the client is satisfied, then it is pretty hard to make a living our of VFX alone. There are other industries that need our 3d so I will only keep this as a free time hobby thing.
@sunofabeach9424
Ай бұрын
the tutorial is for indians
@vagabond1846
Ай бұрын
@@vfxartdsInDiA bAD aMeRiCa GoOd🤡
@efemji
Ай бұрын
i understand this because i come in 3d world country with studios here outsourcing and its very competitive. I cant imagine how its like for you guys, i mean im sweating balls alr here the only answer to get jobs in the industry either being a specific niche influenced concept artist, (yes i know its getting harder but generally the skill is very useful), vfx, or like very niche stuff like tech artist or like 2DFX. maybe pixel art, because the demand still going on out there, and other than its a 2d work, mostly is pretty similliar to asset modeler's workflow.
@andersmalmgren6528
Ай бұрын
With nanite yuu can use the sub d model directly in the engine
@OnMars3D
Ай бұрын
For high-end target hardware, sure. But not for more optimized hardware like VR and Mobile.
@andersmalmgren6528
Ай бұрын
@@OnMars3D we are a VR studio (Unity primarily) and have played around with nanite for VR and it works better than expected on PC hardware, lumen is a bigger problem. I think if we give nanite and lumen a few updates to mature it will work very well for VR. Also you get automated LOD and batching that is more effective than classic LOD and batching, basicly the entire scene can be rendered in a few draw calls.
@OnMars3D
Ай бұрын
@@andersmalmgren6528 That's good to hear. With every UE update, Nanite and Lumen are becoming more optimized.
@neoqueto
20 күн бұрын
1:25 YES. YES, finally someone said it! It's OKAY to have tris and n-gons here and there if you know what you're doing and not going overboard. Yes and they can be problematic on curved surfaces, but you can break even that rule if you, again, know what you're doing. Finally someone to challenge the time-wasting purists.
@KiyoshiKenji881
26 күн бұрын
"If your goal is to do offline rendering, you dont need to worry about polycount" idk abt that chief
@OnMars3D
14 күн бұрын
Within reason of course, scene optimization for offline rendering is important too.
@alisheikh1582
Ай бұрын
What are you pc specs?
@OnMars3D
Ай бұрын
AMD 7950x, RTX 3090, 64 GB RAM, 4TB SSD NVME
@Anthony-x5Anthony__1f2y
Ай бұрын
Dive into an exclusive interview with Binance's CEO for a peek into future developments
@Jungheinz
Ай бұрын
"Before jumping into ngons rabbit hole make sure you understand good topology." - this should be mandatory headline of every beginner tutorial, forum or website. The carving in every free asset offered to public as a reference. There are so many people, especially in Blender communities, who can really mess with newbie's understanding of fundamentals. People repeating like parrots that nothing but quad based topology is allowed, no exception, without actually understanding why is quad only topology recommended in the first place. People who are not even able to imagine that quad is in fact two tris but absolutely convinced about their truth. Or even worse, people, while teach techniques for booleans and ngon topology correctly, lie about the topology rules and purposely withhold the whole truth and the theory behind low poly hard surface modeling. Guys aggressively convincing others that only they are the bearers of truth in the sea of lying assholes and dumb idiots just to lure as much subscribers as possible, promote their crappy courses, always be visible and recommended by YT algorithm. Their business plan works great for them but is seriously harmful and possibly dangerous to anyone new and still confused who finds them at the very beginning of their 3d journey.
@OnMars3D
Ай бұрын
Definitely agree, learning the fundamentals of modeling and topology is crucial to being a skilled 3D Artist. If you just boolean and ngon model, you're missing out on workflows for many other industries.
@aserta
Ай бұрын
For 3D printing, you're just wasting memory for nothing. Every time i open stuff in sketch, i find these super broken down surfaces... where a simple flat plane is enough. And even as assets, you'll get more than enough with just good textures and a good light + shadow system. Tech is missing the point of KISS, which is very apparent when you look at the tons and tons of games where stuff just doesn't work right and GPUs end up puking their guts out. Light, shadow, texture. That's where it's at. Mastering those and knowing how to form shape for them is superior.
@ManofContrasts69
Ай бұрын
Grade A Meme game
@OnMars3D
Ай бұрын
Trying to have some fun with it!
@TheOrijinalPajeet
Ай бұрын
Why would anyone leave Ngons floating about like that at 1:36? You still need a solver to solve to tris, you get no benefit what so ever. Convert to tris and stop flexing a useless "skill" ffs.
@ashitanojoefan98
23 күн бұрын
why does he look like he's a something created in blender
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