LEVEL UP Your 3D Design Skills Faster

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Refunders attacked this video when it was released. The most bizarre comment i saw, someone claimed it's a lie, models in the game doesn't look so good..

👍︎︎ 3 👤︎︎ u/sodiufas 📅︎︎ Mar 08 2023 🗫︎ replies

He's been on a star citizen kick for a few weeks, doing different tutorials on how to approach a lot of things you find in the verse

👍︎︎ 2 👤︎︎ u/daijitsu 📅︎︎ Mar 08 2023 🗫︎ replies
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hi guys are you here from blender Bros and in this video I'll show you how you can very quickly improve the speed of learning of your hard surface design in blender let's go a very simple answer to the question how can you do that is one word and that word is immersion you need to immerse yourself in the universe of good quality sci-fi design and the best place to do it is Star Citizen now I'm not affiliated to the game I'm not selling it and they're not sponsoring my video we're not related okay I'm just telling you from my experience what I think I haven't found a better place to look at the best I mean seriously the best design functioning design Cipher design out there other than Star Citizen is incredible anything they do is just mind-blowing ships hangers buildings even broomsticks sci-fi okay I mean anything in that game is Just insane so I really recommend you guys do that get the starter package like 45 bucks which is a joke you know login and you know immerse yourself in that Universe now the game isn't really playable in my opinion it's a bit boring and a lot of bugs and also it's an alpha so every time there is a server reset everything gets wiped I wouldn't get attached to your vessels and but um you know when you buy a game and you get the starter pack vessel that vessel always gonna stay with you so you have like a small ship and you can fly to different places and you know you can visit different planets and different outposts and whatever and there are a lot of really cool places like you know some orbital stations stations out of asteroids you can find them on the Wikipedia uh stars in Wikipedia and you know just plan your trip and go there but the point here is that um in my opinion that the universe itself and the design and anything out there okay in in that game is Just insanely good like I haven't found a place that you know I would think like well this is some of the old vessels maybe are a bit heavy in term terms of design they're not really that sophisticated as the new ones but they have also kind of like a you know Fallout 4 kind of a charm if you know what I mean now in this video I wanted to show you something really special we have reached out to the RSI legal department in London and they give us permission to show you some of these vessels in blender okay so um I wanted to show you how they structured how they built because you know when you go in game and you look at something you can't really sometimes comprehend how it's been done because it's just you know textures lighting very confusing but we can actually strip these vessels here layer by layer and see how are they designed and constructed so you can see how the real proper sci-fi is actually done and functioning in game now the game engine they're using doesn't have nanites because on the Unreal Engine 5 at the moment is not right so they have to be kind of you know conservative in terms of careful in terms of polygons which is why they're using specific techniques that we're going to be talking about here nonetheless these vessels are pretty robust in terms of poly count like this one is almost 1 million but I guarantee you that when they're in game they just split into objects that act as one vessel so if you know click on something you will see that I can actually Strip This vessel into separate patent parts so it's just not one piece that's one million polygons but several pieces that together are one million polygons but let's talk about this design because it's quite interesting so quality of the forms the the basic forms and shapes of these vessels is work plus okay I mean the way these basic shapes of the vessels and ships are designed from one side they're really cool looking and they sometimes mimic animals but I'll show you some creatures or something from nature but at the same time are very functional and uh and in design makes sense so it's really incredible and like this vessel for example which is a Herald from um I think it's Drake I think it's Drake yeah um if you look from the front it looks a bit like a squirrel uh you know with his arms here especially when I go to render view you can see because we have all these vessels with textures right so you can clearly see um you know the face here and two legs from the side it resembles a bit a mouse especially the front bit here right resembles a mouse with kind of like a massive engine the same from the top right from my back is really interesting too this kind of looks like a bumblebee a really awesome rocket but uh let's talk about the detailing okay so if you look at this model in object view here in 3D viewport you will see that there are a lot of kind of like layers Here and Now what it is guys is nothing else but a layer of decals is a one insanely massive decal Atlas I mean it's huge and these are all the panels all the buttons all the you know um screws hinges and all tiny details all over the cockpit and and the hull here so if I strip that right so if I collect it here and press h look how clean that becomes so they can see that the design here is really simple Now by simple I don't mean it's easy to do that I'm just saying the design is quite simple so you have this beautiful you know outline of a shape with very interesting um elements added to it to create the overall shape of this of the ship and you got you know all these elements and details like doors and hinges and these cockpits you know and and and these vents here on top and the bottom you know and the door and massive hinges this is really really cool but you know if you look at it objectively it's quite simple right so all the details right are just a small tiny details and the rest is quite plain and simple and this is why this design is so powerful now you do have a bit more intricate design sometimes like for example here you know if I'm going to move these diggers away I still am left with you know quite an in impressive level of detail here in terms geometry but you know again the decals are adding a lot because you know all these here are the calcified so if I select you know these two here these right and then we're gonna select these okay so let's go to um let's isolate them look these are all D cards guys okay this is thousands of decals okay that's not hundreds of thousands which is insane I mean positively crazy right so that's how these models are detailed decals which by the way is something you can do with Deco machine you know let's let's Strip This vessel from both layers of decals right and you see that the form becomes much much more quiet and if I go here now to uh to the side view you'll see you still see uh other decal atlases here on the bottom and top but mostly becoming a bit more calm and if I'm gonna bring them back you'll see all these intricacies and for example like you know panel Cuts all that is done with decal art classes right so again the form is very powerful um and then you have texturing which is really interesting so this model is basically gray right but when you look at for example the way um the model is constructed and designed you're going to have these um crevices right which produce a lot of AO and darker Shadows which gonna kind of stand out as details say again these events here uh these guns here they know legs in the shadow because the the um the ship casts the shadow on the bottom darker bottom here this beats here a bit darker around his face I mean the cockpit and again some vents here in the bottom here on the front right so you have this gray material surrounded by these secondary elements secondary details just created by shadows and a bit darker mods and then you got this tertiary elements tertiary texturing created by this yellow yellow stickers and you can clearly see them because that's the only saturated warm color in the entire design and it frames the entire marble really well you know you got these two running here along this cockpit it just looks like a face and you got these tone Wings kind of wrapping it around and these two emergencies stickers on these on hinges here on the bottom and the tiny ones on gear and if you look at it you know from afar you got this framing created by this yellow you know bits and pieces here and there around this kind of a gray mask with these black elements and this whole design is one of the most incredible in my opinion ships in this game this heraldy looks very plain but when you look closely at it it just really it's very striking another thing that it's really interesting about these vessels is that you know they come with fully functioning in tires so if I'm gonna strip the windows here and look inside you can clearly see that we have all the details of the cockpit and um you know the the sides here on the walls everything is actually modeled physically to physical geometry right with a little bit of decals here on the floor here and there but mostly these are you know these are actually physical polygons I call this chair here you know this is all modeled all these details here in this cabin right everything here is uh is modeled so let me break another vessel because I want to show you something a bit more complex than this now this is a bit more complicated well far more complicated this is one of the recent vessels I think I think I saw it last year as well during the exhibition this is like um mining vessel called mole which is lasers here in the front and also his lasers here on the side um here this opens up and the laser comes out so this is pretty incredible of course the same as the previous vessel fully functional entire now I cannot see much here because of the lighting but I could always add another light to show you a bit more and I can see that there is in a fully functioning cabin here inside of this vessel and uh if you're gonna go to a regular view again the same story you got you know uh decal art losses on top as as details they're all over the place you know and they split into separate atlases because you know one will be just too many decals and each of these baits and pieces has its you know separate decal Atlas and this vessel is way more complex in terms of geometry if you you know if you look at it let me just hide this floor if you look at it from any angle really the modeling is just incredible in terms of detail and Design but this is really complicated and you know quite intimidating uh in terms of advanced level of modeling because you know that's that's just uh insane amount of work that went into building this this ship is just I'm absolutely God smart guys when I saw this man holy oh guys it's incredible this design is extremely simple but um you know when you look at it there are not many details on this model right but the trick here is planar shift so if you look at this design here you get all these planes like here and another one here and here in the front and then you got the top and you got this part and the you know these two and they all at different angle towards one that is like even the wing here if you look for the top this is not a straight line it goes you know goes this way and then shifts that way there's a tiny angle here so all these you know all these planes are at an angle and this is what creates this incredible overall you know feel to it like an aggressive feel to it a very modern um you know very sci-fi right very aggressive look kind of looks like a bug you know uh staring at you same from his side from the back really awesome and from the top just incredible it doesn't matter which angle you are looking from these models look incredible and this is one of the key features of good design so when you're designing something you know always rotate your model to see if it looks good from different angles change you know perspectives and all that to see how how it feels that's really important now let's talk about bevels and geometry because it's quite interesting right so now the way they run battles okay let me just grab this piece here okay and I'm going to clean that so I'll join and I'm gonna run clean mesh on it so let's go here and clean mesh and let's see here so um if we disregard the decals which are by the way here so let's shift G material and let's hide it and we can actually hide this one too so um shift J material and hide it there we go so now we have just a plain Geo without any decals now look how simple that geometry really is right we have um just these bevels here which are wider ones and we also have angles a lot of them like you know this is a massive angle here I mean this is probably some junk which shouldn't be here probably you know some errors during export but um in general you know this is a massive angle here so and guns another problem in design like I said multiple times and uh you know there's always some idiot arguing that point that yes I know that and guns you know are not acceptable in VFX yes I know they're not good when you're animating organic stuff but we're not doing it guys we are designing something that doesn't move doesn't animate and it stays stiff so you can have handguns you know all over the place and these models are the best example for it so of course this mesh is a little bit of a mess you know originally it wasn't that dirty because I'm guessing these bits here are not really supposed to be here but you know you can look here very clearly that this is the master fan gun you got this bubble coming in here and this is a massive angle here and no one cares because again it's a flat surface so it's fine another interesting thing here is I don't know if I'm going to be able to find it on this model because this one has quite are quite massive um battles but maybe we're gonna be able to find it on this gun so let's grab this gun and I'm going to increase the auto smooth here to 60 because I want to show you something cool and around the um waiter so here if you look at this uh model let me just clean that very quickly with hard Ops and I'll J there we go so if you look at these bevels here right these are made poly bevels very clearly right so you're the one segmented bevel running on this mesh and you have weighted normals these bubbles are quite large and they create this illusion of sub D of sub digit match that the mesh is quite soft right it's not the mesh guys it's the bevel and the way you achieve this bevel in blender is extremely simple you simply run a one segmented bevel so you go to Q with hard knobs bevel and scroll down till you have one segment here in the bottom you can see and then you need to fix the shading by adding wider normals so now I have bevel with one segment and I have the original running um on the mesh as well and this is how I create these you know very Supple battles and it's literally uh one segment on the mesh okay so it's one segment so that's how they create the bevels in game all these barrels are real they're not baked and the one segment you know barrels okay sort of mid Polytechnic it's very commonly used in games like you know Star Citizen also alien isolation and so on and so forth now the reason why they do that is because bacon battles doesn't really produce good results um we talked about it in in our course the game master course that uh you know this is really the way to go about it because the um when you bake bevels onto a sharp corner at certain angles when the light falls on it it's gonna look just awful so you want to create actual battle with this mid pulley technique so this is it guys it's how they make their models there's nothing else to it it's just the a really outstanding design in terms of a form and functionality combined into it than just a regular modeling if you you know if they need sub D they're probably using sub D and if they don't need somebody they don't you can load in a model from the origin manufacturer and this is most likely a bit more towards the sub D so let's just clean that Alt-J and let's create this mesh here as well so clean mesh and then we're gonna clean these panels here because we don't need them so wait shift G material and just hide it and you can see clearly here that you know this is um somewhat a sub deed a surface but again you can see that the um the sub D is not actually evenly distributed and uh you know it's just as long as it works it's fine it's a bit more dense here in the front a bit less dense here on the side because you know the curvature is much more shallow so you don't really need Advanced apology so again it's not even quads it's basically whatever you need to get the job done like here you see uh quad topology is getting a bit more even on this corner and then sparse here when it goes down and then you have massive quads here to finish the design so occasionally they use sub D when they have to but then again you know when they don't need to like hear they're switching back to handguns so they're using a you know type of geometry that follows a purpose you know for whatever they needed so if they needed here to be the geometry to be curvy and supple they need to use sub D and when they don't when you know it's on flat surfaces they use engons because it's just simply fewer polygons so there you go guys that's how these you know these ships are structured that I've also here Vanguard a very small vessel but uh incredible design looks a bit like a swallow like a bird with his double tail here with these massive supports I mean the engineering and the you know the design on these is just incredible in my opinion absolutely mind-blowing now the cool thing about it is that um you know these vessels are structured from multiple pieces so we could start you know kind of disassembling them you know and you will see that for example the entire sub modular so this is the interior of the vessel which is modular so if you're gonna be stripping these sides here you can actually see inside of the vessel uh let's just you know strip these parts here in the walls we can actually see inside of the ship these are probably beds here on the side and uh and then we can strip this one here look inside of the cockpit right uh move these the roofs and the sides here there we go and you can look inside of the vessel so this entire Interior right here is modular this is how for example they are able to change functionality of the vessel by simply replacing the modules so if you want to create for example like a research vessel they're going to grab these two models in the middle here and they're going to replace them by something else but you know this is how you could structure the entire vessel if you wanted to by simply adding modules inside of the structure of Your Vessel and as long as they fit you know the overall shell of the vessel you're good so again uh if you remove that you got this you know modular interior so from the moment you enter the vessel here for the back and there's a drive core by the way here in the back so if you're going to look here through the door we can walk into the vassal and you know door three layers of door which is kind of cool there you go and then we're gonna have a cockpit here um I mean look at this man Jesus Christ I'm telling you guys I'm blown the away I mean I could just move in here and just keep standing look at this cockpit this is just mental absolutely mental and that's all geometry by the way from what I'm saying the focus is on putting more emphasis on Geometry you know inside of the ship because that's where you're gonna spend most of the time and the interior since you're gonna be seeing them from afar are mostly decals and it kind of makes sense because you know when you walk in here and you had all these details you know made out of decals you would be kind of seeing that they're fake but nonetheless even though we have a lot of geometry here if I'm going to turn on the render view I don't know if it's gonna be too dark it's a bit too dark so we will need to have some light here to see that let me just move this origin here to the chair and grab a lamp here so Point light and we're going to increase the power to 300 and let's just move it up here and towards ourselves right so you see we still have decals all over here these panels because all these are decals and they probably running on top of the geometry so I just turn this off for a second there you go you know all these are decals so if I'm gonna click here shift G material yeah this is all decal atlases right and you can see that there are multiple levels of them because it's one and there's another Atlas running in here right secondary Atlas and they're all decals alright guys I hope this video helps you a little bit in understanding how you know this top tier models are being designed hope it's been educational for you and you know many thanks to RSI for allowing us to show you this to you guys because I think this is absolutely incredible experience and I highly recommend you guys ready get this game and log in and just admire the universe as much as you can because there's a there's a lot to admire over there the last tip I'm gonna give you is that when you're gonna log into game to Star Citizen and you would like to see different type of ports because there are different types of starting locations like new Babbage loreville Area 18 orcenium Etc right so you could actually wait for the server reset which happens quite often and then the game is going to ask you again which starting location you want to choose and you can choose the other Dot just log in in the other area without actually having to fly there but I would also recommend you guys research um Wikipedia stars in Wikipedia to find locations to which you can fly close to the starting locations because there's a lot to see like you know there are stations orbital stations around the planet there are stations inside asteroids STAR stations on planets that are outposts on planet and their abundant sites salvage yards there's a lot of stuff going on and you can you know go there or land walk around and you know look for yourself how everything is being designed and create your own visual Library just take screenshots and when you model something in the future you know open your visual library and open your puref and just you know look at something you know for example you're making the landing gear study how the landing gear have been made you know how the mechanical how the engineering works in the landing gear like you know for example here you can clearly see how this works right you know that the gear folds folds up you know this moves up this piston goes here and this one pulls the gear you know up to the up the chassis so this is really really cool to see how this is all and designed you know what kind of cuts they're using and this can be all done with screenshots in game and there are a lot of ships in there are like show with ships they can go and actually see a ship inside of the showroom and also players up flying ships so you can sometimes walk up to a vessel that someone lands somewhere in you know kind of walk around it and next shirt is going to be for sure an exhibition so don't miss it it's a fantastic opportunity to take as many as creatures as you can and also fly any rentable vessel in game there are quite a lot of them so you could spend hours you know and doing that thanks so much for watching and I'll see you in the next video
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Channel: Ponte Ryuurui
Views: 135,950
Rating: undefined out of 5
Keywords: blender, blender tutorial, blender bros, ponte ryuurui, hard surface, modeling tutorial, levle up your 3d design skills, level design 3d, level design tips and tricks, levle design 3d, levle design tips and tricks, level design tips adn tricks, levle design tips adn tricks, 3d inspiration, how to create a good design, how to create better 3d, learn desgin fast, how to learn 3d quicker, star citizen, hard surface models, best hard surface design
Id: yP94JhrNHYc
Channel Id: undefined
Length: 27min 22sec (1642 seconds)
Published: Tue Feb 21 2023
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