Beginner Exercises | Part 7 | Hard Surface Modelling 3 | Blender 2.8

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hello and welcome to gaba media today we're looking at level seven of beginner exercises today again we're looking particularly at hard surface modeling and the subdivision surface modifier do you remember that there's playlists of lots of different courses just check the playlist in the channel you can also look at my website for courses which are in more of a sequence and progress in levels also if that's not enough there's great courses by cg boost which i can thoroughly recommend again links in the description that's an affiliated links he'll help me if you click on those and thanks to all those who watch an advert for me that's greatly appreciated also so let's get started here's the first shape now I've given it a nice shiny material that helps us to see the curves but can also help us to see pinching okay so a nice easy one to start this off as usual have a go yourself and I'll explain how I did it okay so I'll grab this in the y-axis move it across we can just let's see it still and shift data add and this time we're adding a plane into edit mode with tab and then into edge mode with two and let's select this back edge here go to side view and extrude that so it's got a bit of a curve something like that always a bit tricky to see planes from side of you now it's simple enough just go into the modifiers with the wrench or spanner as we like to say in England up to the modifier stack and subdivision surface modifier or subsurf as many people call it I'll up the resolution in the viewport lots of people ask me about what the quality means absolutely no idea it gives us a little message saying accuracy of vertex position lower value is faster but less precise there we go I always leave it on three okay so we pretty much got it perhaps just moving this face down and the Zed axis and we're a bit closer on me so as long as you've got something like that hopefully you're getting the idea the importance of this is to start thinking about how you can create things like panels or maybe something like armor on a body and how the subdivision surface modifier takes our shape and curves it and smooths it okay so nice easy one to start off with let's go to the second one okay so here it is how do we get the sharpness around the very edges so that's not curved and your hint is supporting loops have a go at that so in order to create this one I brought back my original and I'll shift D in the x-axis to move that across and the way I've done it is internet it mode ctrl R to create loot cuts and just go around adding edge loops and dragging them across so that they support the edges and we've got the edges going all the way to the corners so we haven't got this smoothness anymore I'm just going to right click in shade smooth on these one thing that's worth noting if I select the original and go to edit mode and let's choose all the outside edges I'm going to press n on my keyboard and there's vertex data and edge data and there's a bevel weight and a mean crease if I increase the mean crease you can see that it's doing the job for me so that's acting like they're supporting loops that can be very useful the reason that I'm not using that for these exercises is so that we can understand what the topology is doing and things like these tools what are they actually doing what's the theory behind them in a sense so yes you can use things like the mean crease you can use bevel modifiers and so forth and therefore use the bevel weight here but it's a good idea to understand the topology before you use those modifiers because it's really easy to come into problems and not really understand why it's happening so for now we're just understanding the topology and were using supporting loops so yes this has a lot more topology than this one and later on you'll see that I add loads more than is necessary with the sort of tools ok so on to the third one hopefully nothing too taxing again but just building up your confidence again the hint is supporting loops so have a go at that ok so I'll grab this in the wire move it across I'll bring back the second one that I've made and duplicate it in the X like this so we want to create a sharp edge down here let's go into edit mode and we want to select this loop across here remember you can come across to this tool here so it's the on cage button and then you can actually see the edges on top of the model this can be awkward as it does change their position slightly from where they truly are so do be aware of that if I now press control B and I've used the wheel to create one more edge loop and set that back out of edit mode we can see we've got that sharp line so it's just a highlight the fact that we can create edge loops like this and create sharp points like that now if I turn the on cage off you can see actually they're quite close to each other so just be aware that this is giving a rough estimation of where these things are and helping you to be able to see them and grab them ok so again not too taxing but we're building up slowly okay so onto shape for getting a bit more complicated now but hopefully with your understanding of what we've done already this should make sense so have a go at that ok so I'll grab this in the y-axis I'll bring back the other one that I was using I think this one yep that'll be the best one shifty X move that across and into edit mode so a loop down the middle here now let's create a loop cut on the side here as well and then I can grab these faces and pull them up so 3 to face mode box select those got a few extra here so I can control box select to get rid of those G then said to move them up let's get to object mode and see what we've got ok so we've got the shape but we haven't got the sharpness so once again we use our proximity loops or supporting loops so into edge mode I'll turn my cager and select this edge loop with alt left-click and this edge loop with shift alt left click ctrl B to bevel those now you can see this very slightly awkward because I've got that caged option on so I'm going to right click to sort of cancel that in mid operation and turn off my cage and control B and as soon as I do that I can actually see where my bevel is being positioned so somewhere around there back into object mode and we can see we've got the same shape so once again it's about those supporting loops the best thing though is to not add the supporting loops until you've got that basic shape the same as I did there I added the bevel once I was happy that I had this outline shape okay so the last one for today I'm not going to give you any hints because I actually want you to make some mistakes here because that will help me illustrate a certain point I want to make so have a go at that and don't worry if it messes up just see how you get on okay so once again I've brought back my original shape let's go into edit mode and let's create the first two at the top so ctrl R to create a loop cuts and I'll do two loops here and I've used these faces here and here but they're a bit wide at the moment now the sensible thinking is to do a loop cut down here and a loop cut down here this will make sense for both these boxes up here but also this shape in here so I'll do that Tolu cuts Mouse will and then we've got the shape ready down here as well as these two boxes up here then I can grab this edge along here and scale them in the X to bring them out slightly and if I press 3 to go to face mode let's select these two and extrude them down well that's actually a mistake to do that because now I need to go in and do my loot cuts here and one inside here and then one inside here and you can see it's becoming quite messy and it's affecting the shape down here as well so I'm going to undo that and instead of extruding I do an inset first now this is really important and this is why I wanted you to make those mistakes so you could see and understand topology flow what we have here now is topology flow going around our shape so we've got the supporting edge loops already there and I can easily control our and add more supports in here if I want to but the important thing is that the flow is going around so I can easily select these face loops with alt left click now if I select these inside boxes and extrude downwards you can see it's got a much tighter and supported rim at the top there but we still need some support to give it this edge here now at this point I'm going to do a mirror down the middle because I think that will speed things up so I only have to edit on one side so let's go to my favorite tool edit auto mirror in the x-axis auto mirror and that creates my mirror and the clipping and deletes half my object and auto mirror can be found in the add-ons just make sure you tick it and enable it notice though that I've got this odd shape at the top that's because my mirror is not at the top so it's subdividing at first creating slight smoothness and then adding the mirror if I now put the mirror to the top you can see it gets rid of that so it mirrors at first and then subdivides it I'll just minimise the mirror so we can still see the subdivision surface modifier and you can see already that it's actually created some support here so even adding an edge loop right in the middle here offers some difference to our curve we will however have to add an edge loop supporting down here but it will affect the bottom here as well so this shape here so it may be a good idea to model this part first and then see the impact of that edge loop so I'm going to take these two phases are widen this slightly so I'll select this edge loop coming down here and grab that in the X you can also press GG to edge slide and then I'll select this face and this face now do remember don't just press extrude and scale it in to get the same as this we need to inset first so I to inset now this one I need to have the boundary turned off so that it goes across my mirror and now I want to extrude that out and I'll grab it in the X remember you can't scale in the X when you've got a mirror on you grabbing the X to pull them together okay so at the moment it's fairly similar to this one although it sticks held at the top here instead of inwards that doesn't matter too much so I need to create some support for these up here so if I do a loop cut now it's going all the way in and it's affecting my bottom one as well and can you see it's giving this sharpness down here but it's adding the support that I need up the top here as you can see for those so we want to somehow remove it from this section but keep it in this section and this is a common problem you're going to come up against if I do a loop cut across here so ctrl R I do need to just double check that it's keeping the curve so let's go decide to you with three on my numpad and just grab that and follow the curve along now if I go to vertex mode grab this one and attach it to the next one there but remember you need to go across your tools options Auto merge so that they'll merge together so gg slide it across and they should be merged if I press G now they're merged together using the auto mode tick box there now I can go back to edge mode and select this edge down here notice that it only selects the edge up until that vertex that I've joined and press Delete resolve edges so you can see that I've got the support for these but it's not interfering with this shape now yes we have got a triangle here and the way to get rid of that is ctrl R and now we've got a quad and often people prefer to even these out so Gigi and just give it a bit of shape there - your quad now there's more to be said about this and this could be tidier but I'm trying to make you understand that the different processes in order to understand topology flow particularly for hard surface modeling and not getting nasty pinching around your models like we did in our shape down here so do understand that this is not fully optimized yet but it is giving us the result we need now it's worth mentioning that with my original I did actually do a loop cut down here first and then just use these inside edges for that but we have got a lot of extra topology going down here which we don't necessarily need so I did the supporting loop down here first and then used these faces instead so I've got an extra loop coming down here if I go into edit mode with both of them you can see there's an extra loop coming down there where there isn't here okay so hopefully that wasn't too confusing for you don't panic if it is I won't go too fast with this sort of process because I know it's really hard for beginners to understand now with my shiny metal material you can see there's a slight bit of distortion here and that's the sort of thing we're going to talk about a bit more later on how we can minimize this sort of distortion and minimize pinching as well which you may come across so I hope you're enjoying these exercises the feedback has been very positive do let me know with your thoughts in the comments and how you get on with any pictures you can get across the discord if you want to chat to me there about these things so thanks for watching and I'll see you next time
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Channel: Grant Abbitt
Views: 57,879
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, graphics, game, material, guide, easy, painting, how to, low poly, blender 2.8, blender tutorial, blender 3d, 3d modeling, simple, create, model, beginner, starting out, grant abbitt, grant abbit, blender beginner, blender (software), blender low poly, subdivision surface modifier, sunsurf modifier, loop tools, bevel, modelling techniques, blender 2.8 modeling tutorial, blender 2.8 tutorial, blender 2.8 modeling
Id: ZaxncC_2fp0
Channel Id: undefined
Length: 13min 4sec (784 seconds)
Published: Tue Feb 04 2020
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