Game Assets in Blender - A Full Course | Part 1 - Modeling

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hey guys real quick before the video starts i just want to mention that this was originally going to be a premium course for our patreon members but i decided to release it here on youtube for free just because a lot of you guys liked the last one so it's going to be a multi-part series i'm going to show you the full process of modeling triangulation unwrapping high to low poly decimation rendering texturing and post-processing and presenting it for your portfolio so i'm going to show you literally a to z how to go through this process so it'll be a multi-part series so sit back and enjoy it second of all make sure you guys grab our hard surface ebook it's free a lot of people still don't know what's out there and exists it's like a lot of a lot of really detailed content just different hard surface techniques it's good as a reference guide and just overall a really good resource to have you can get it on our website for free link is in the description other than that let's go ahead and hop right into this multi-part series so we're going to start with the cube and i just want to basically get the general size down for this piece right well the first thing i want to make is the door so i want the door to be we'll just press s z and then scale it up maybe this high and then a bit on the x and it's just kind of like an arbitrary size i'm just kind of playing with it and see what looks good and what we can also do is scale this on the y axis s y or s x i like pressing the 3 key on the numpad so we'll do s and x and then we're just going to make this one pretty thin we can always adjust it later but for now this should be okay and i'll just press ctrl a and apply the scale it's a bit too skinny so i'm going to scale this up just a bit more i think a bit higher just kind of looking at it and just visually trying to picture kind of how i want this to look all right this will be fine doesn't have to be perfect trust me we can always tweak that later what i do want to do however is trace out the general form of the door so one thing we discussed in this design course which i'm also going to try to cover in here as well is you don't want to picture the final product in your head that's really difficult to do what you want to do is picture a general shape in your head and then once you've put or made that general shape you picture another general shape built on top of that and then it keeps building and it's like a math equation you know you plug in a few variables and eventually you get the result as the output so that's kind of how i approach these things i'm going to go ahead and use an n-gon cutter here and what we're going to do is cut from about here you know what maybe a bit further in is it just me being picky we're going to cut to not quite the middle just a bit before it then we're going to cut down this way and then we're going to cut straight down and then boom something like that i think that'll be okay then i'm going to press q and sharpen shift click on sharpen drag to the right to catch those edges right there okay that's not too bad i think that'll work i think that will be okay uh what i do want to do however is maybe take this cutter and move it up just a bit more i think that'll give us a bit more nice looking result i know it seems very me being very picky but honestly the slightest movements can make make or break your design you really want to just try to move things in an area even if it's just a bit different than the one you have before and just kind of see what visually looks better it's a very very intuitive process so i don't expect anyone to get it up front it's um it's something you develop over time so we're going to do now is maybe bevel these edges back here with ctrl b i'm going to give it like 12 segments the reason we want to do an even number of segments is because it's going to make the decimation process to the low poly later on in this tutorial a lot easier so that's why i'm doing that cool now instead of doing a boolean or it'll still be a boolean but instead of doing a difference boolean let's go ahead and recall the cutter and then shift the bull and make this maybe an inset we'll press the t key and kind of inset it a bit more and by the way whatever collection your cutter is in this case mine's the second stack down you can press shift two to turn it off and on which is pretty cool now what i also want to do is press control tilde and make sure this hn button is turned on for hardened normals so that way whenever i apply a bevel in the q menu it'll actually have the heart of normals turned on by default and now we can kind of see the separation there and have a bit of depth going on cool so this looks pretty good no complaints what i do want to do is um let's just apply the bullying we can control click on sharpen and then maybe bevel this make a chamfer that should be okay a bit bigger though cool no it's a bit too i know i'm being picky i'm just trying to kind of see how it looks i think right here will be okay and then we'll just go ahead and unmark these edges right here and then ctrl b maybe to scroll up to about 12 segments again that'll be good maybe a bit too much here and we'll go ahead and bevel down here and let's just go ahead and unmark those and then bevel again with ctrl b and just do something kind of like that just a bit more roundness on those outside areas kind of make it pop a bit more in my opinion and this is a bit too far out i think i'm going to go ahead and go into wireframe and just select these portions and pull them back just a bit and just kind of pan around and this will be the general outline of our door so looks pretty you know symbol right now nothing crazy but we're going to keep building on it now first thing i want to do is add in a window now before i do that what i do think i want to do is take these edges here and then just kind of move them down a bit more kind of change my mind again you know what maybe instead of that what we could do instead is just move this area up to provide a bit more room yeah that's much better it just looks a bit more elongated which is the effect i wanted now what i want to do is put a window in this area and just real quick i'm going to give myself a bit more space for that window i think yeah i think that'll be just enough and then we'll go ahead and go into our box cutter we'll click from here and then go down to i don't know just kind of like an arbitrary placement for right now and we're going to cut back here press the b key and then we can just press the x key to run a slice and this will be our window and with hard ops if you press alt m and go to add blank material you can change this to a glass material and kind of preview that in solid view which is really cool fantastic okay what i want to do now is make some sort of hinge for the door if i go back to this example you're going to see what really makes this door believable is these little you know connections here these little hinges over here they don't necessarily have to make a mechanical sense but they need to imply and look like they make some sort of mechanical sense i don't care what anyone says someone can say oh you have to make every little bit and piece work as intended that's bs whoever's telling you that is probably an engineer doing actual engineering work for this sci-fi you know game asset render type of stuff who gives a make it look realistic don't worry about all the little nuts and bolts and how things are oriented make it look believable that's what we're going to do here right so we're just going to go ahead and start by adding in a cylinder 64 vertices and then just press q and sharpen and then just kind of move it over to the side here we can scale it down move it over a bit more and this will be tweaked a lot because this is just a piece that um we're not quite sure what we want to do with it yet but we definitely know it wants to be there so i'm going to scale this up and just kind of get this roughly planted in that area you know it doesn't have to be perfect right now i just kind of want to get it in that rough location right okay pretty cool and maybe what we could do is move that in just a little bit just a little bit more right to about there cool and then what we can do is just place like um little blocks and things that kind of make it look functional so we're going to start with the cube literally you don't need to do anything complex here it looks complex you look at a picture but it's just it's basic pieces like a cube i'm just placing a cube right here and boom we already have the general idea of what we want it's really simple so i do however want to move this back a bit i think and then maybe we could even this is probably a bit too far over and move that to like here and then we could go to this edge and then chamfer it with ctrl b just kind of get something like that and then we'll just drop a holding bevel on it and then holding bevel on here you know the drill it's a bit too small okay there we go and then i want to have another one down here so i'm going to press shift to d and then scale it on the z a bit and we'll just kind of i don't want to center these because centering stuff just looks boring and that's what kind of hurts a lot of designs in my opinion i did that a lot myself until i realized that centering stuff was just it was not working out in terms of a general design aesthetic so i try to offset things into like a the upper third or lower third or whatever and it tends to look a bit more natural and then i want to have another small one that's kind of like right here but it's more like kind of on the inside i don't know how to explain it i'm gonna go ahead and move these areas back just a bit more and i'm just going to kind of scale this portion and let's see move that back a bit maybe i could even scale that down a bit and just kind of play with the sizing s and then shift z these are still a bit too tight back there in my opinion right about here should be fine that looks good then we kind of have like a holding piece right here we could even go in with a with a box cutter and run a cut and then press i to inset and the t key to run a solidification and get like a little detail like that just to make it look cool i'm also going to go ahead and take this face up here and move it up just a bit more simply because i i wanted to to be honest probably wasn't a big deal and i could just keep moving in these areas and just playing with how it looks you always want to pan around and see how the entire design is looking that's going to really give you an idea of how the details are set up if any areas are a bit too empty for no good reason you know things like that so that looks good we could even go to the pipe right here and you know you could drop in a loop cut and inset it or whatever or if you just want to do it a bit more non-destructively you could just hop in here and you know press the i key run an inset and boom you're basically done right actually it's a bit too skinny let's go ahead and solidify that a bit more there we go and kind of like echo the shape right here looks good i think we could even move in this face just move it back a bit more move this back a bit maybe move this edge up a little and you're going to see this kind of mess with our our boolean so i might just delete it out to be honest with you we can mess with it later and just make this a bit skinnier a bit taller maybe maybe like right to about there would be good and then we'll just go ahead and run another inset you know you're gonna have to play with these different details a lot more than you might think but it's fun and once you get the right aesthetic you're gonna really appreciate yourself for doing the work it's a bit too wide in my opinion this one a very skinny type of detail so i'm going to press the i key and that'll be fine we can move this back just a bit more so it's not intersecting with the cylinder and there we go i think that will suffice now in my opinion we need to scale this up a little bit more so i'm going to take this face and move that up and take this face and move it down then we're going to kind of have that effect going on which i definitely like cool now what we definitely need is a door handle to get in and out so before we do that i also want to take this face and move it back just a bit i kind of like if this um if this wasn't so like wedged if that makes sense it looks a bit too far just kind of playing with the shapes guys just really me being picky at this point something like that i think i'll be happy with and just to kind of flow with the angles here instead of having a sharp angle on these areas we could go ahead and um bevel them as well so we're just going to control b and by the way if these are ever marked in situations like this the reason i unmarked them let me show you so here's if i don't unmark it you're going to see these obvious sharps right here these little lines but if i unmark it beforehand you're going to see those lines do not show up it's a bit smoother so that's just to avoid the sharps there it's not really a big deal no one's going to really see it or care but it's just me being picky and it doesn't take very long to do so we're going to go ahead and make a little rounded area like that looks good okay so for the door handle you know what before we do the door handle i just kind of thought of something what if we put like a little cut out in the right here and kind of filled in this area let's do that real quick we'll open the end gone cutter we're going to cut from here to here i'm just going to keep kind of repeating that process and um we're going to have to adjust that but for now i just want to cut this in and you're going to see we kind of have that effect but i do need to um take these areas and just kind of you know ease the tension a bit make sure they're not too tight with the edges that looks okay i'm gonna need to move this in just a bit more i want to make sure i'm actually like um following the general angles and keeping the sizing correct and things like that so i'm just gonna be a little bit picky with it but that's what i do for everything on here and now we're gonna kind of have this shape right here so now we can do is take these little areas and bevel them so make a nice little rounded bevel right there roughly the same size as these doesn't have to be perfect just get it close these two right here we'll do one at a time bevel bevel and then bevel just kind of going with the flow of the of the shape here that looks pretty good now at this point i'm going to go ahead and save and then run a power save if you don't have power save what are you doing it's free grab it you can click on this power save button and it just saves a backup like that so you know hard drive space is so cheap nowadays guys and the blend files aren't that big in the first place it's a really good idea to have a bunch of backup blends to go to in exchange for a little bit of hard drive space being taken up like i swear i saw a four terabyte hard drive the other day for 70 bucks if four terabytes is going to last you if you're like me like years even with all the youtube videos i make i just delete out the old files and keep the videos and my drive is usually pretty empty so anyways hard drive space is cheap take advantage of it remember back when i was a kid it was like 100 gigabytes even was like holy cow it's a lot crazy how times have changed what i do want to do for the for the door handle though we could make our own door handle but i've been using some of the kit ops inserts recently and you can just get up get the kit ops free version or get the pro version if you want i don't really care but they have some really cool inserts in here that you can actually use and there's a really cool handle that was kind of built into this pack that i liked this little switch so i'm going to go ahead and use this one for the handle it looked good i used it on my last one as well and it just kind of matched the overall aesthetic of the scene so i'm going to go ahead and add the insert move it we can rotate it i do not know what all these things are on it i just delete them out i don't know what they're doing there and i'm just going to go ahead and figure out where i want to position this so first of all i'm going to scale it down a bit second i want to figure out where this should be placed we can kind of move this around with the overlays turned off and see what looks natural obviously nowhere up here you don't want it too low otherwise you'd have to bend down to open it it could be somewhere like right here but then it kind of clashes with that angle so i'm thinking like right about here would be a decent positioning for the handle it's still a bit low but i don't think it would be like end of the world if it really bothered us what we could do is just easily come in here and move these areas up a bit or even easier we could just go into wireframe and move these areas down so it looks like it's taller which it technically is now and that that actually looks a lot better i like that cool i also like how it kind of ends right here rather than at the bottom kind of a nice break of the monotony i'm going to leave it and as for the handle we can just kind of slide it in what i think i'll do is slide it into right about there and what we could do is select this back face shift g and then coplanar and then move the rest all the way back and we could actually make a cut out for this handle right here that would be pretty cool so we can just go in with the box cutter and just cut from here and just kind of you know match the size cut through and then press the b key to run a bevel and just kind of you know get that shape going i do want the size of the bevel to match the roundedness of this piece so i'm just going to go ahead and match that roundedness amount scale it on the z a bit make it have a bit of a buffer ctrl a to apply the scale and i'm just going to make this 12 segments because i want to keep this segment count even for when we decimate it later so now we kind of have a really easy handle and i really encourage you guys to use kit bash stuff because most of you if you're on our patreon can probably model this pretty easily you'd add in a cube you'd move the edge out and then you'd bevel the interior edge i mean can't be any simpler than that don't waste your time modeling stuff that's already modeled for you unless you genuinely don't know how to model it and you're using it as an excuse to not have to learn in that case then of course you should model it but this is a simple piece no use wasting your time use kit bash stuff when you can i've been using it recently and it's been saving me a lot of time cool so now we kind of have something that looks like a door the handle is in a good position the window is in a pretty good position and we kind of have this area over here on the left that's gonna look really cool at the end all right i'm liking where we are i do want to make the door just a tad bit bigger because it feels to me like although a human could be standing here their face is probably going to be like eye level the center of this window and they're probably going to have to bend down a bit to reach the handle it just kind of gives me that feeling not a huge deal nothing that i think most people would really complain about but in terms of general ergonomics is that the word i think it is i don't think it makes a ton of sense so what i could do is just ever so slightly move this down and just by doing that we've already made the scale the height of this a lot more natural right so maybe the head height is one from here to like here and that's a bit more reachable now so that's just a little bit cleaner in my opinion makes the door a bit more robust as well a bit taller and more of that sci-fi type of length pretty cool so let's go ahead and detail this pipe over on the side just a bit more let's go ahead and maybe move that down let's make a little slice right here it's a bit too big go ahead and slice that we'll go here press x to slice that as well that's um actually that'll be okay i think this one i'm gonna move down just a bit i know i'm going kind of fast in this area but this is just such basic operations that you can easily pause the video and kind of move this around as you please and also feel free to add in your own detail you don't have to follow me step by step per se just follow the general design elements i'm adding because i do those very strategically and once again a shameless plug to our design course i really recommend grabbing it because it has a lot of valuable info in there in terms of design so it also talks about how i like think of things and how i think of placing things so if that's something you struggle with you might enjoy it so i think i like how this is all positioned it's not too bad you could even turn on the shadow with alt v or just go up here and kind of get a better idea of how this looks gives it more of a calmer sci-fi feel see the difference sometimes it'll help you visualize different areas as well this we need to move down a little bit and we can go back to this little slice right here and move that down with it and this is going to be a bit more heavy on the bottom heavy on the top and kind of balance everything out awesome so i want to show you a cool little um little setting here in hard ops go to the hard ops menu go to the star tick on blank matte similar to viewport it'll add a grayscale type of color in the viewport and if you're like me then you might find that adding different colors to different elements on here actually helps you visualize additional details to add to your model so check this out if i select this and press alt m i can add a blank material i can click this a few times until i find a color i want like this maybe yeah this will be fine then we could go here and alt m to add another one find a darker color to kind of contrast with the with the door that could be okay maybe one more that looks good maybe a bit too dark you could even go here into the material settings under viewport display and kind of tone it down a bit if you want so this is going to be material002 we'll assign that here as well just to have a nice contrast of color in this area so this will be material 002 and maybe for the pipe we could do a third material i generally like to go for three different primary materials on my objects they tend to look a bit more balanced that way rather than using one or two this right here we can add a contrasting detail so this is a material one this is material and this could be the material o2 maybe just because of the color contrast that's not too bad do the same one down here just notice the it kind of pops a bit more that way compared if i just had this on the default you know um which one was this compared to if it was just following the same color right see the difference there just pops a bit more also the kit ops materials come with their own i usually remove all these i just get rid of all of them whenever i add in a new insert you can go up here to the orphan data and go to materials and then literally under materials you can delete all of them out like that and you're going to notice that they're no longer appearing here in the material list so just less clutter and for this one i'm going to give it the last material maybe even let's do this one kind of a tough call we have this color and we have this color technically both could work fine it's just kind of a personal preference at this point i think the darker one pulls a bit more attention i read this book that a subscriber mentioned to me it was called the design of everyday things and that book is actually really good in terms of just general um design thinking nothing over the top or complex quite honestly common sense stuff that you don't really think about so like for example pieces of primary importance like a door handle should have more attention brought to it it should be pretty obvious where it is and you can do that by adding in like a different color you know point in an arrow to it whatever you want to do and i think this color pops just a bit more and doesn't fight with these colors and just tells the viewer immediately hey this is where the door handle is so just kind of my way of thinking when it comes to those things so i hope that was helpful i'm actually going to make this bottom one the um darker material and just have this one as contrast just because i think it pulls a bit less attention okay cool so what i want to do is have some sort of little separation piece around whatever whatever you want to call this this little hinge so i'm going to go ahead and go in with the box cutter and just try to cut as evenly as possible you don't have to be perfect just try to get it you know to the point where you can't notice then we'll press x and then run a different material maybe we could do the darker one so in this case material one just to make this easier i'm going to call this one dark i'm going to call this one medium and i'm going to call this one light just so we know exactly which ones we are working with cool so that's good we can do the same thing down here i could just duplicate the one i just made but who cares i come in here and let's try this again pull this out just a bit more cool and this one will be the dark material and for whatever reason it shows us darker when this one's actually darker i think it's because it's metallic that's probably why anyways not a big deal cool so this is looking good we're going to turn on shadow and just kind of get a better idea this looks a lot better with the shadow turned on look at that so you know when i originally uploaded this render of the other door i made you know people were freaking out thinking it was a crazy good design and i will agree i think the design was pretty good this is probably one of my favorite designs i've made but in terms of you know the mental capacity needed to design this thing you know to put the pieces together you don't need a ton i mean you need to know how to add some cubes and make some little cuts and use the tools right but you don't need like any sort of complex modeling skills for this you just need a bit of a a design way of thinking so if that makes sense now if you're thinking to yourself this looks good but it just seems like something is a bit off like it looks good but it also looks bland at the same time if that makes sense are you getting that vibe because i know i am and the simple reason is you haven't added enough like extra detail inside of it so basically the tertiary details and once you do that you're gonna have just such a better design so um this is where you know the design thinking process becomes pretty easy because you don't have to think of any additional things to add in you simply have to think about how to build on top of what you already made and maybe for some people that's a bit harder i'm not sure for me it's easier to picture what i can build on top of when i already have it so for example right here what i can picture is a little cut like this i'm not even kidding just to cut like that kind of makes it look a bit more like a like a structural type of design if that makes sense so we could even move this down and scale it up a bit and just by doing that look at how much better the design looks we could even come in here as a matter of fact let's just duplicate this one so that way we don't have to miss the positioning scale it down right run a difference boolean and just like that notice how it looks a bit more robust just by doing that and my guess i'm no you know psychologist my guess is because we see these structural types of designs so often that our brain immediately thinks of it as more robust and more powerful another thing we could do is add in some little bolts so what i'm going to do is go to our circle we're going to add in should we do the bolts first maybe you know what maybe before we do the bolts i'll add in some little detail right here i'm just kind of thinking maybe we could add in like two circles we'll press the x key to run a slice and then i can literally just run an array press the x key for the array and boom just kind of do something like that we could even [Music] you know kind of scale it down and reposition it that looks good and then just make it a different color maybe the medium color or light color wait is it selected there we go that's a medium color and this one would be the dark color they're both pretty good i'm gonna go with the dark i think and we could just kind of move these down a bit more cool so that one's dark and this one is medium yeah i definitely want to go with the dark i think i don't know what these are but they look cool and they have that sci-fi feel to it so i'm gonna add it in that's why i did it cool so now i want to add in some little belts up here technically you could do this in substance painter over the decals but for me it's easier to see the design is complete rather than having to picture an incomplete design then finish that pro like i've already went beyond the modeling process by the time i get the substance when i'm in substance i'm in texturing mode i want to get the main detail added i don't care if it takes me a few more minutes to decimate things down it just it's kind of how my brain works and i end up getting better designed as a result so you know these details yes you could use decals but i kind of just want to get them in like up front you know so it's kind of up to you if you want to bother don't feel you know i'll or um like you have to right don't feel obligated but i uh i think it's gonna help me out so i'm gonna do it so like two little screw holes right there kinda i'm gonna go ahead and press the period key individual origins then kind of scale that down and then what we can do is um [Music] just kind of do something like that it's not too bad and what i think i'm going to do is take these bottom ones and move those down a bit as well and i think that'll be okay let's view it in object mode does it look weird it's not terrible i think it'll be okay i'm not sure about it i'm not sure but i think it looks a bit more structural so i'm going to leave it cool now the next thing i want to do is make a little chamfer where this window is this is going to really make the design pop a lot more trust me so instead of doing this non-destructively with the cutter and going through all that i'm just going to go ahead and apply this cutter a really easy way to do this with hard ops is to press q ever scroll we scroll up until we find that cutter and press the f key and then if we click and go into edit mode here you're going to see it's been applied easier than finding it here in the stack i mean when people ask oh why do you use these add-ons well that's why and actually before i do that i need to increase the resolution of the bevel on that cutter so let me cool here we go let me go to everscroll again and on this cutter we can go to the modifiers right and go to the bevel make this 12 segments make it nice and round and then we'll just go ahead and apply it again cool so these connection points are a bit too tangent notice how we're already getting an artifact right there really easy fix to tab into vertex mode join at a perpendicular orientation and then dissolve that one out same for this area this is a bit too i mean actually this is probably okay i don't think it'll be a big deal i'm gonna alt shift click these areas deselect that edge and then ctrl b to run a chamfer just like that cool and let's just go ahead and turn off the shadow because it's kind of annoying me right now there we go that is a bit tight on the edges so what i'm going to do is select the window i'm going to apply the boolean on the window just so that one's applied we'll go ahead and reset the origin so i can scale it from the center and i want to shift click on the door tab into edit mode and we can basically just select all this geo and just kind of reposition it down a little bit more just so it's not you know as tight up against the edges it's just going to look a bit more kind of like i don't even know how to explain it let more breathing room i guess is the best way to describe it you kind of get the feeling more than i can really explain it so that's why i'm doing that even go a bit more cool i like that now i want to move this window in a bit and as a matter of fact i need to take this face here in the back and just give it a bit more room just kind of pull that back and as for the window we could move that back as well or we could even keep it pointed out doesn't really matter and i'm just going to go ahead and alt click on these edges around here and give this a nice round bevel maybe like 12 segments just to make it a bit more type of row um a bit more robust losing my words here does it look like a big difference was made actually yeah that's pretty good notice how we have a bit more of like a separation a shadow there i definitely like that cool and another nice way to make these areas pop a bit more also it looks like my cavity turned off i need to turn the cavity back on it's just a night and day difference what i think i'm going to do is tab into edit mode and let me take a look at this area okay first of all let's move the window back a little bit second of all let's go into face mode and alt shift click these two e to extrude escape and then alt s to scale in along the normals and we'll go to about there and maybe drop the bevel alt s a bit more and now we kind of have like a little outline on the inside notice how it looks just a bit cooler that way definitely like that one and something still feels like it's missing here and i think i know what it is i think we need to add a chamfer on the outer portion these outer edges let me also remove the sharps right here just unmark them they don't really need to be here along this spans of um those rings of uh faces whatever i'm gonna control click down here to the bottom and just add a chamfer so ctrl b actually let's try both let's start with this let's start with a rounded effect so there's that one and this is how the chamfer will look i think the chamfer is a bit more powerful in terms of sci-fi so we're going to go ahead and do that and don't worry about these bolts we can move them okay going to go ahead and dissolve that random edge out and just merge these cool we can do the same thing on this portion i'm going to go ahead and control b fantastic really good and i'm just going to go to everscroll and um let's see we can move this one up a bit as a matter of fact we can move both of these up a bit so they're not as tight and move this one down a bit feel free to pause the video if i'm going too fast there just a very simple movement of the pieces so nothing crazy definitely looks better all right fantastic so this piece is looking a lot more like a door now obviously it should kind of just sit in an empty space right so we'll probably have to add a wall to connect it to or something that'll make it look a bit more powerful but for now i'm pretty happy with the result it looks good and i'm just kind of you know panning around thinking where exactly could i add in some more detail well first of all i think what i could do is make the bevels on these a bit more round so go to like 12 segments make this a bit more round do the same thing here it's not too bad same for right here just make it a bit more round just a bit more powerful in my opinion notice the difference this kind of fills the void a little bit for lack of better explanation okay i'm liking this this might be a bit too close to the edge so maybe i'll just move these over just a bit just me being picky once again and maybe we could even go back into kit ops and see if there's any cool inserts in here we could use that kind of spark some imagination or something let's see oops go to the bottom here see if there's any latches we could use let's try this uh simple hinge right here we'll click on add insert and go ahead and move this out we can rotate it 90 degrees don't know what in the world these things are so just delete it out except for this one i guess now we have this hinge right here and we could just kind of i don't know i could try moving it down here and scaling it up maybe this can be like a little latch that helps kind of disassemble the door for it to be moved like i said this only has to make like um visual sense it doesn't have to be like mechanically a real thing it just has to look like it works so don't get too caught up in how it functions r y 180 maybe we could flip it and now this actually looks like a latch this could kind of you know cut through and kind of go into the door or something just some random thoughts you can move this in kind of like that it's not too bad definitely going to need to give it some room down here as well so let's go ahead and select this maybe we have to do view align and then just kind of cut through give it some space bevel it you know the drill and we'll just recall that cutter and kind of tweak it because right now it's not really lining up so first thing we'll do is move this like far over so it's kind of out of the way and for some reason the bevel adds a weld modifier now we don't need that really just going to kind of tweak this until it follows the angle of that little latch right there we go looks pretty cool right kind of implies that this could be like a latch to help disassemble it you could put this however you please really i think it's fine where it is i could be all right this kind of clashes with these elements just a bit too much i'm gonna maybe move these up a bit and for some reason they're lined up maybe we just need to follow a different color maybe we could put the remove all those materials make this a medium color and make this a medium color as well there we go it looks pretty good i like that and then i'm just going to move this little latch right here in just a bit more maybe to about there or so and that also means we're going to have to give this cutter a bit more space just kind of slide that in you don't have to do anything crazy and now this looks realistic and believable so that is what i like alright guys so i think at this point we need to add a wall to the back of this piece just to make it look a bit more framed a bit more robust structured whatever so we're going to add in a cube really really easy just you know drop it in a cube scaling it up move it back here a little bit move this over and i essentially just want this to be a bit wider than the main piece here so we'll kind of do something like this maybe scale a little bit on the y bit on the z i want to have a bit of space on the z axis though to frame it and i think this should be enough i i think that'll be okay so i'm going to press ctrl a and apply the scale and then what i want to do is essentially come to these two edges and bevel them ctrl b give it 12 segments then here i want to echo these chamfers so in order to do that i'm going to select these two and then we'll add in a chamfer on this side instead just to kind of follow along with that flow cool so i'm going to go ahead and double this give it 12 segments should be okay yeah i think that'll be enough and then we can just make this a bit a bit smaller kind of like that and let's go ahead and give this a defining bevel here and then we'll add the darker material to the back i think that'll be nice i'm just going to kind of take a look at that notice how it frames it a bit nicer kind of fills in you know the the structure of this piece here in my opinion still a bit too big so we're going to scale that in just a bit and i think this will frame it very nicely cool so let's go ahead and just right off the bat give the uh give the face right here a nice chamfer to kind of you know give it a bit more visual interest on the outside maybe we could even slide this over a bit scale it just kind of play with that and i'm just going to add in some little details that kind of make it pop a bit more so maybe we could go up here and kind of do something like that and then mirror this to the bottom like that and then maybe we could let's see do some little and gone cuts we'll do that as a matter of fact we'll just come in here and make this maybe like right there or something then we can just mirror it to the top there and just kind of get some more structure in that side just for visual interest really that's all i'm doing and then here on the side what we could do is maybe add in let's go in here with the box maybe add in a bevel press the q key and kind of get like a little notch like that and then we're going to want to mirror this to the bottom as well and now we kind of have that effect notice how we're just kind of making the back look a bit more structural in a way it looks a bit nicer and it only took us a few seconds of time really and maybe here we could just add in a little notch all of these are just random elements that i think will make it pop a bit more they don't necessarily have to make sense but i mean who cares it just looks good and that's the goal here so we're just gonna make that a little bit bigger let's move it down a bit so it's not is actually it's probably fine where it is i think that'll be okay maybe a bit smaller though that way we can move it forward and we'll have that then on the bottom here we're also going to want to add in something like that press enter and we're definitely going to want to move that up a bit hmm i think we'll leave it for now so notice how this is now nicely framed and that's exactly the effect i was going for it kind of adds in more structure kind of shows that this thing is probably attached to something and it just overall looks a bit nicer so you can add in like random little details like this you can even look at some reference mechanical pieces and just kind of copy some of the um some of the little like trusting effects and things you'll see you don't have to be an engineer to make these things look good you know it's um it's unnecessary these are for cool renders and cool looking game assets so that is not my concern my concern is to make it look functional give the illusion of function and um if you wanted to i mean you could probably even rig this up and make it functional it's pretty similar to what you might see on a door anyways cool so i'm definitely liking where this thing is going i'm not going to be worried about the back because i'm not going to end up framing it that way the back is probably just going to be attached to something if you wanted to add details to the back that would be up to you i'm more concerned about the front you know the sides and for some reason we have a weird stretch going on so instead of using a hardened normals let's try using a weighted normal that will usually fix the issue just by nature of weighted normals and hearted normals being a little bit different i usually just use whichever one works so this is looking good i like it just going to kind of pan around here and just think about any additional little designs i could you know jot on i have an idea let's go here to the side let's add in a um let's add in a cut like this kind of between where that pipe is and these little hinges let's cut through and then let's recall the cutter maybe we could scale these edges a bit let's go back to the medium point it's not too bad and i think that'll let's go to box cutter and we can cut the cutter to bring back this portion of the of the piece on the back and then we just might want to move the cutters cutter a lot of words there and kind of move that in to kind of get that effect just a random effect i mean it looks good so why not add it i'm going to add in a few little notches here just some additional ones so just a small one in this area yeah that's fine and i'm just going to go ahead and mirror that to the bottom so alt x mirror and then maybe just kind of move this over a little bit scale it on the x maybe just scale it up a bit more in general hmm that should be all right cool now i'm thinking maybe we could define this handle a little bit more by um perhaps recalling that cutter i'm going to press q and then ever scroll i'm going to take this cutter and shift d to duplicate it and if i go into edit mode i can press alt s to scale along the normals like that there we go and then what i could do is i don't know maybe run a slice right here and get that notice how it looks a bit more defined this way this kind of the effect i want i do however want it to be a little bit wider here and as a matter of fact before i um scale that along the normals i want to make sure or when i scale it along the normals i want to make sure i tick this offset even button and keep it even it might already be even i don't know i just always take that on for good measure and then if we run the slice we should have a pretty defined area for the door see that looks a little bit better and we could even make it a different color if we wanted to so this one seems to be the dark one we could try medium that looks good you know we could even try this with the window i haven't actually thought about that one yet so i might still have the cutter i'm going to press alt h and turn on the cutter's collection and we could just steal this cutter right here we have before but it's kind of in the wrong location and probably a different size so what i could do to make this easier is just control click around here or even just alt shift click and then duplicate these edges here p to separate by selection and if we just click a few times eventually we'll have that one selected we can remove all these booleans here and the bevel as well and then if we just press um in edit mode select everything a to do that and then alt s um for some reason it's acting weird here i think it's the origin point right click set origin to geometry and now it should be a little bit better and we could even just kind of make a very very small effect there offset even and we might have to scale this a bit on the y as well you could use the offset edges tool in the um edit mesh tools menu it's an add-on built into blender you just have to turn it on or you could just do this fill it extrude it you know the drill and then we can just run a slice on this area as well we'll move this to the cutters collection and this should look a little bit better so that one's a light this one's dark and you can also press alt m and go to material scroll so you can just go go to uh this one alt m material scroll and scroll to you know whatever one you want there's medium there's dark the dark one looks pretty good and now this looks a bit more i don't know it's not terrible i i guess either way would be okay what i don't like is how it's a bit too tight to those edges that's just me being picky so we can press alt s and just kind of you know scale that in a bit more and just play with it really it's just a lot of manual work here trying to figure out what type of effect you want but i just kind of think this looks a bit more defined that way maybe maybe not for you but i kind of like it you could even try the lighter color and just have a general border there but i really like how that looks not too bad and kind of bring some focus over to the window here so let's just stop here and kind of discuss the colors and notice how the transition of colors is so incredibly important to a decent looking result you know you can have a just a blank type of viewport like this but to me i'm not if i'm not i'm losing my words jeez guys sorry i'm not as creative whenever i have like a blank you know white color like this if there's no color defining the different areas here i get lost i just i don't picture things as well maybe it's just me maybe you can relate i don't know but to me just adding in these blank viewport materials just make things so much easier to visualize and overall gives you a better idea of how you want the result to look whenever you texture it or add materials i'm thinking maybe we could add some sort of little bolt right here in the corner so i'm just going to go in with the circle cutter and i'm going to press the j key and then if it looks weird you can just press e to extrude it you might have to extrude it back a little bit we can kind of get an effect like that i think it looks pretty cool and then we can go ahead and that's a bit too far in let me take it and just move it back just a bit cool and then we can go ahead and just array this down how do i want to do it um i'll make it a separate piece and we'll come in here control plus on the numpad or you can press q bullions and then union and you're going to have a pretty clean looking result like that looks a bit more i don't know structural i guess let's try moving them to the other side or at least one over here it's probably going to look pretty awful but i'm just kind of curious how it looks so i'll just do it in edit mode so that way the boolean remains yeah it looks a bit weird to me so i'm going to undo that and okay i like that i think i want to make these circles just a little bit smaller so i'm going to press s and then shift x to make sure it doesn't scale inwards at all and we can do the same thing for this one s shift x or you know what just to make sure that the same size i'm just going to go ahead and duplicate this one that i adjusted cool now the goal with the little details here on the left is to make the left more heavy so if you kind of imagine this door a lot of the you know function of the door is going to be concentrated here on the left this piece here is going to be responsible for helping to swing the door open this needs to be very strong and robust and sometimes if it looks a bit weak you can add in little elements like this which kind of help to i guess fill the void and make it look more kind of heavy on the on the specific side here so just by adding in random little details like that it tricks the brain into thinking this is a lot stronger on the left than it is on the right which is important in this case and i'll just kind of show you the difference if i go in here and let me make sure i'm selecting the right piece remove these two see this versus this it looks a bit heavier now and that's kind of the effect i'm going for so we're getting near the end of the modeling of this piece here this will be our high poly we're going to eventually decimate this to a low poly which by the way if you don't plan to use this as a game asset you technically don't have to you would just end up having to unwrap the high poly and potentially use multiple materials to allocate extra uv space so the texture resolution is good enough but i think it's going to be a lot more powerful powerful showing you the bacon process as well as how to decimate this down should you ever make your own and say a client comes to you we've had this happen to us before we can actually we have the skill set to decimate it down and give it off you know sell it as a game asset later on down the line even if we didn't originally intend for it to be a game asset so you know these skills are pretty useful so that's why i want to show you in this tutorial now what i think's missing is here in the top right bottom right i think we could use a bit more detail there so i could just copy in these little structural elements here or make a new one i'm just going to go ahead and mirror so we'll go to ever scroll and scroll to these cutters shift click on this piece alt x and then we can mirror it like that and i just kind of think that fills in the void a little bit more makes it kind of more detailed in a in a aesthetically pleasing way not a way that just looks cluttered so i definitely like that i'm kind of wondering should we do a similar element over here probably not because i don't want to kind of have a monotonous type of theme to this i want to have a very um uneven symmetry as in um you know this piece is clearly not going to be symmetrical to this side i really want to keep that aesthetic so we could put like a little something here on the side or we don't necessarily have to it's probably not super essential i'm just thinking what we could put what if we scrolled to these pieces we moved it over and then we scaled it a bit how would this look it's actually not too bad but i do think i want to actually have some sort of piece kind of going through here so i'm going to go ahead and cut the cutter i'm going to come through here double click and that's going to cut the cutter and give us a very similar effect to this side without keeping it you know the same type of element it looks very um it's very clearly different here than it is here we have two right here it's wider and this one just a bit of a different element so i think this looks pretty good as a matter of fact and kind of gives it more of a uh a natural feel to it so i'm trying to think what else we could add i don't think there's really anything left i'm definitely happy with how this looks and i can already begin to picture how this is going to come together in substance painter so i'm really excited to get that done but i want to make sure there's not any little details i think i missed that i might regret not putting in later so let's go ahead and just kind of pan around here so what i did notice is that this little um cylinder right here is kind of just suddenly intersecting with the door nobody's gonna really notice it and honestly probably won't care but it's gonna bother me so what i think i'm going to do is just kind of cheat it a little bit we could just come up here to the top and just double click and then just kind of slice it that way and then we could just move it right up against the wall there so you can kind of see the clear transition so not too bad there we go okay cool and maybe i could come to the top and add a little chamfer just to kind of make it a bit more visually appealing on the top the bottom should be fine because we have a little slice here and as you're going to see it kind of um we're going to need to recall the cutter here and also let's scale it on the z and also run it through that bottom piece as well and through this piece because these are all separate pieces here okay pretty cool and then maybe what i could do is just come in here i could inset kind of extrude this down nah that looks weird i don't like that let me turn on the snapping tool here and just kinda maybe we'll just go in the center randomly i think i'm just gonna leave that empty who cares not a big deal okay not too bad i think this will be believable enough and that's exactly what we're going for now this box is that intersecting not really at this point i'm just being a little bit picky but if you really want to kind of show the um you know that it's not merged together or anything you could just ever so slightly pull it outside of the face and you're going to kind of see a clear transition there which is pretty cool do the same thing for the bottom okay awesome and i think this whole entire area here is pretty much done i know what we could do to kind of finish off the rest of this piece let's go right here go to box cutter go up here turn on the snap tool for box cutter and if we hold control we can click the dot and keep holding and if we want to scale this we can hold the alt key as well so basically what you're doing is you're holding control you're holding left click and then you're holding alt to kind of scale it a bit more manually kind of a bit tricky but you'll get used to it and we're just going to kind of pull through here we'll press b to bevel it and then what i want to do is recall that cutter right there i don't want a bevel in the back there's not really a need for that and i also want to make this like 12 segments or something cool and then what we can do is press q go to settings and if we shift click on shade solid this will duplicate the cutter make it a solid view and then move it outside of the cutters collection which is pretty cool so now if i press shift 2 you're going to see only the cutter gets hidden and not this piece because it's no longer in the cutter's collection now we have a bevel that controls the roundedness i want to make a second bevel for the edges so we'll hold ctrl and add in a bevel another one which is by default 30 degrees here and then we'll do that and give this a medium cool and we could even move this out just a little bit more just kind of define it we could even try like a chamfer on here we're going to have to apply the main bevel though i don't know how it'll look i'm just going to see you could probably go either way with it it doesn't matter too much i'm just going to leave it as is and then just move it back a little and that should be good enough so now we kind of have this kind of sitting on the inside of this um of this hole here see that kind of have a nice defining ridge there all right that's it for part one like i said guys make sure you pick up our hard surface ebook it's gonna have a ton of cool stuff in there and it's always useful to read through it you'll probably learn some stuff you didn't know before uh anyways i'll see you tomorrow for part two where we're gonna be doing the high to low poly decimation
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Channel: Josh Gambrell
Views: 6,945
Rating: 4.9552574 out of 5
Keywords: game assets in blender, blender hard surface modeling, blender hard surface modeling tutorial, blender tutorial, blender beginner, blender game assets, hard surface modeling blender, hard surface game assets, blender unwrapping, blender triangulation, high poly, low poly, substance painter, substance painter tutorial, substance painter texturing, blender modeling tutorial, blender hard ops, blender boxcutter, blender beginner tutorial, blender bros
Id: R3bSLOAlTYI
Channel Id: undefined
Length: 64min 41sec (3881 seconds)
Published: Thu Oct 14 2021
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