VALENCE | Polygonal 3d modeling app

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okay so I'm going to take a look at veilance 3D app which came out of nowhere just a few weeks ago it's a polygonal 3D modeling app for the iPad and it's something I've been waiting for for quite some time so let's have a quick look at the main functionality and the difference between what a lot lot of you will already know about which is things like Nomad sculpt [Music] so as I always do I've taken a really deep dive into this new software uh and I'm going to give you a quick run through uh my I've probably had just over a week now or maybe a little bit longer and I've made quite a few models and I've made lots of mistakes and I've been in touch with the developer about where it's at and where it's going so I know as much as I know and there will be things that change so by the time you watch this it could be well out a day so this is April of 2024 and I'm giving you my first week's experience experience with a quick overview of what you can actually do and a little bit about the interface okay so if you search for veilance v a l n c e you can see it there in the App Store it is iPad only at the moment so with the I when I say iPad I mean iOS so you get an iOS version that runs on both the iPad and your iPhone now it's $2999 in the UK so obviously different in your country perhaps but that's a oneof fee so so and obviously there is no uh demo there's no trial so you either buy it or you don't uh obviously this is Apple therefore if you if you buy it and don't like it you can refund it so um I personally even though it hasn't got all of the tools I want yet the commitment that the developers made has made me want to really dive into this so I've been waiting for something like this for for quite some time so purchase it and then um on we go okay so when you open it you might come to this screen first of all and it gives you lots of these these ones at the bottom are some of the default uh things that come with it so and you will notice things like room plan liar scan um and then these at the bottom there's there's uh a pen Veron Veron poke and lamp there's quite a few things in here that I won't cover today um there are some basic models so basic kit bash model here and then things like this scan to clean up we're going to look at the basic functionality today but rest ass I will be covering a lot of this once I you know fully decide to to get on board with with veilance which I am honestly thinking that that this is a program that we will be featuring a lot on this channel so what we want to do is look at the the basic setup so for now I'll just open something like this which is a lamp and this comes default with it but it's a good one for me to show you what this is all about why it's different than something like Nomad so um uh this is the interface here it's very very simple I am left-handed but I'm not changing anything over there's no uh there's no functions that would be any different than yours like there is in other programs that I use here now what you can see on the screen there is a 3D model with the wireframe switched on the The View modes up here are up the top right hand side so we've got this one which if if you tap it you'll see it's got diffuse render mode and you can have wire frames on and off and you can turn the Shadows on and off next one you've got w frame so literally just a wireframe you've got that one which is x-ray which I do quite like and you've got physically based rendering or PBR rendering which is great and again you can uh hold on that and you can turn the wireframe on and off and then we've got this one which I'm going to give you a a a quick warning about this right now so this thing here is a full uh it's experimental as it said on the screen this is a full rendering solution now if you happen to save at this point with the software with this turned on you may as your models get bigger it may cause a problem in writing the file now I've got several models that won't open and the developers help me to get them back open that could very well be fixed by the time you watch this video so my only warning to you is if you kick out of this at this point by going back up here don't be in this mode switch it back to one of the basic modes and probably that's the one I use the most so when you go back now it will it will save it with the that as the default renderer and that's where I I had a problem so if you look down here these two models here they won't open they simply won't open back up because of that that render but it does say it is experimental so we're not going to worry about that at this point so that's the top bit there the top right is a settings button here and there's all kinds of stuff for you to explore in here the one that I want you to focus on is this disable your iCloud if you don't disable your iCloud again you may have problems now these are initial problems that we've had but these are just for you to have a look at it um certainly if you're looking at it within a few weeks of this video coming out I'm really sure the speed that the developers changing things here that this won't be a problem but just save stuff locally while you're working on it if you do what I've done and had a have a quick look at it and everything else are just settings that you might want to go and have a have a an explore so things like show access show the grid very normal kind of you know default settings the color scheme dark and light and there is a few things in there that I might refer to as as we go on and that's a basic look at that top menu there now the big thing that matters in here is these modes on the top left so we've got object mode face mode which means individual faces we've got Edge mode individual edges and point mode here vertex mode so we're can select individual points now this is the big thing that is missing from Nomad sculpt and we probably aren't likely to get it this is what you'll see in a polygonal based program so blender in its modeling mode Cinema 4D uh mea all of these more higher end programs all have this as a default even zbrush has a as its own thing called zoder that gives you access to individually controlling the elements these components as they're called what you will notice is this is rounded it's smooth and that's because this button's on here which is a modifier the same as blender or same as a tag in Cinema 4D where it gives you a subdivision and a rounding so if you're used to Nomad sculpt you will be subdividing up to get this effect and then pulling that subdivision back but you can have that on and off at any point and that's how we basically that is pretty much how we you know Model A lot of things ready for subdivision and as always that's where we start to model with quads CU it's very predictable with this subdivision you can see up here everything's quite predictable there might be triangles in this one at the top actually but I'm not seeing any particular errors so there your modes how to switch between the modes um and and one or two things that I will just say as as as as I want this and it's not here yet when you select a a single component so let's say we select this we're in vertex mode on this point and then you can move it on in most of the programs you you get what's called a tweak mode so you don't have to go in and individually select it first to then be able to move it so that is definitely something that we need quite urgently in this because it is quite painful to go select move select move and the and the next thing that that that that that would then lead me to say is you can drag across and select a few of them like this but there's no what we call soft selection or fall off yet so we haven't got a a way to have a nice fall off which means we could drag this out nice and smoothly um so that's something that that definitely is is needed um you know before this becomes uh an equal to the big programs that are out there um if youve if you've gone through all of that now so object face uh Edge point and the top one there on the top left is obviously how to get back to the menu this is a select tool so that brings us right back to whenever whenever you're in doubt I would hit the select tool and that would bring you back to a default state so if you've got any of these open here and you're not sure what to what to do next if you hit that it will it will bring them back you can just tap on the screen but I find that's um because that's the mode that I'm going to be in the most the select mode it means you're not going to be in one of these other modes that I'm about to show you so going back to that basic mode is never a bad thing so I'm switching between quickly now and between the different components so couple of things that as you as you work down here now you've got the next one down is obviously move so the white button in the middle is the ability to move everything and then you can move it on the individual axes there is snapping which is up in these settings here that I I showed you you can enable snap to grid and all of that uh we've got this here which is rotational and that can be any component so that can be edges that can be your um uh your faces so you can just select two faces with a with a a tap like that so I'm I'm these are your um down here this this will give you your selection type so generally if you want this one which would be add to a selection and then you can just tap and add to it like so and that gives you multiple selections uh triple tap will give you a select Loop um not very sure about the method for um uh going the other way so if you wanted to select around this Edge like this you the documentation says you can triple tap and then give it three to guide it uh well that didn't quite work but that that one I've not fully explored to the point where I can get it reliably to work yet carrying on down here we've got this one which is scale um and then we've got things depending on what mode you're in you can see them changing so from those original top few so the move the scale and rotate then we go into these um all these different functions like to be able to extrude or bevel or to to split so what I'm do is I'm going to move to another component now um I'm going to open up something else and that will that will show us um these things a little bit better so I've done plus and opened a box and that is our box now I didn't change any of the settings if you do any of these things from the bottom so I'm going bottom right plus and you open any of these so for example I could open a tube and say change all of these settings and each of these Primitives in here has all different sets so I could for example on the tube I could change the outer radius inner radius height um angle resolution so it gives you more resolution and then the vertical resolution so you've got parametric objects basically so if you open things up and you want to change them you do it here first of all so I'll get rid of that with a delete button here and we'll just work on that cube with nothing else set so I I didn't go in and change that at all so let's work our way through here so first of all our faces you now you can move them as I've said you can rotate them as I said and you can scale them obviously and that's on each of the different axes but also now we've got these things here so you've got this which is your extrude you've got this which is your inset and then back to extrude you can see how that works quite quite straightforward so come to this front face we could extrude it extrude it again we could inser it and we could extrude that that so you can see that that that works absolutely as you'd expect it's absolutely fine this one is quite nice this gives you a little pyramid a little triangle um so not not a thing that I would use very much but um can be quite fun I found out it's not something I've seen in many programs before um and this one here is really interesting because this will harden off an edge so let me show you that um so for example if we take this model here and we subdivide it it goes rounded all the way around like that now say you want to harden off an edge so say I wanted to extrude this out here and you wanted this all um all hardened you can tap on this and then you can go left and right for hardness but you can't see anything happening but if you now use that button that I've already showed you the subdivision button and now you do it you can see that as you scroll it gets tighter on that selected Edge you can see it's getting less and less rounded so you basically can throw in um a settings for a crease that's but that's basically creasing this Edge without doing a subdivision there now if it doesn't look um you know it's not looking particularly smooth here you can change some settings um and you will find I'll go into these panels quite a lot so there's this this one here this is your commands remember if you if you can't get back you can either strike across or just tap your selection tool so um uh box inspector is the next one that's this one so just switch between them as I've just shown you so you can just keep going back and forward between them you will be doing that a lot and in here you've got your subdivision modifiers so if you go up the subdivision modifiers you can see how smooth that got then so if I come down them it's very rough so that does help and then that will also show you this here whether you want to increase this um uh crease anymore so if you crease it all the way up and just keep going and going and going you can see that it's giving you a really nice creased Edge um what we would normally do is put an edge loop around that which brings me to the next bit which is Edge Loops here so if you just go and you uh tap on any Edge and you start with this tool here which is little scissors this will give you a ability to put Edge Loops in and you can see wherever I do it I can move it and then tap it and it tightens that down there so and do it up here move it down there now in a lot of other programs when you do this you can then subdivide that but you can't do that in here yet so you just get it placed in the middle and you can move it either side and then accept it like so and once it's once you once it's committed it's committed and you can't go back it's not there's not there's no this is destructive it's it's created at that point so now we're still on edge remember so you've got this one here which is extrude an edge so we could take this Edge um it's it's usually done on an open Edge so let me show you what I mean by that so take that face and we'll delete that face and we'll actually turn subdivision off for a few minutes you can see there we're back down to that so for example now if I take that edge select it and I'm going to go onto this it will extrude it out one way or another um so it's following the the surface like it's not coming out this way it's following the the what they call the surface normal of the edge or the normal of the edge so if you wanted four of them you'd have to select four of them I'm just get that one selected and then we'd have to extrude that one out again so and you can see there it did it the same way but then what that's given us is they weren't joined were they so if we go back to our Vertex or Point let's just get to an angle where you can see what I'm actually doing I've got a point here and I've got a point here and if you can't select them I'm struggling to select them in that angle there so these thing to do is just go to that selection tool and drag across and now we've got to and now we're in Edge mode instead of uh sorry we're in point mode and you can see over here this button this little red one that will snap them together like that now it does SNAP to the middle point between them most other programs would give you the ability to snap to either the first one the last one or the middle um so that is a little bit of a watch out because it will bring them together in a a place that you might not want so if you are predictably trying to extrude this it might be a problem but that's how you do that bit that's how you um extrude an individual Edge and you can also let's come back here you can also use this tool which is bevel and Edge so if I take that edge and bevel it you can see there it'll just throw a bevel on it ac across the edge like that so you can keep doing that wherever you are now be careful with this it's not a tool I like to use a lot it's quite for for a polygonal modeler it can be quite destructive um so you know you want to be a little bit careful with it um just trying to put a split down there you want to be a little bit careful with it if I just to if I was to select just this edge here so just this one and then do it you can see there it's going to make you some end gun so that's more than four sided and some triangles so less than four sided so it's going to you know it could be a problem for you if you're if you you know if you already know what bevels are then you know the you know they're great um but they're also a pain if you don't know how to manage them so and then the last one as I've already showed you in the edges is the split tool so that's that's that's you know pretty wellknown tool to most people that do this kind of modeling so one last thing I didn't show you there is on the vertex mode if you go into vertex mode and you select one vertex or verticy and then go to this one here this will bevel the vertex so um it'll give you that on the edge so again not hugely use ful for most people but it's um you know it is there now one thing that I will tell you you'll go you'll you'll be asking for right now which is where do I get the knife tool and cut round geometry so that it changes its flow it's not there yet that is one of the big tools that I need it's one of the big five tools that I need to make this program uh equal to the the ones I use every day so there is no knife tool and you'll see in a lot of the models that I'm going to show you that I've made you can see that they're not they're not that detailed fa in terms of the polygonal flow or the polygon flow and that's a real shame for now but it actually says on the website that they're working on it so it shouldn't be too long so let's open up some of my models and I'll show you a little bit more about what's what's going on here so if we come back up here and we'll open up something like um let me just see want something basic first of all so um so we'll pick this bigger one that I'm working on so this is a spider and you'll be able to see some good things about this scene is it's got a few things in it that I can show you that I like Okay so this was about my fifth model that I I worked on and the things I want to show you in the scene now are one I want you to focus on the fact that there are images in the scene to get those in it's down at the bottom plus and you put photo here so you tap photo and you can just bring them in based on what you you tell veilance that you you know you you allow it to use your your photo library and you can bring the images in once the images are in let's actually do it shall we so let's just bring in something like this little character that I'm working on so this is a a a new Shrek character that I'm working on um based on the the design for Shrek that was never used actually so but you can see there there is actually now an image in the scene and if you want to rotate it and you want to keep it predictable you hold on the screen and you can snap so there you go you can go snap to 90 and then move it around and that is your that's an image in your scene that's how I got these other images in but I can't select them and the reason I can't select them is because down here bottom left so at the bottom of that menu you have photos here and you can lock them or unlock them and you can make them visible or invisible like so so you can basically you can see all of your different models that are in there I haven't named anything in here which is um as you will know it's just exactly how I work and I'm terrible at that but here we go um you can see the photos and uh I I'll just unlock them all for now so we'll have a look at that so tap on the little icon at the bottom and they go so now you can manipulate them you be on object mode tap on the image and you can move the image around like so so it does support pgs but there's a little bit of um uh you can see there as I come around the back the bottom PNG isn't showing so it's showing the model but it's not showing um this so what if you want to hide the back of the photograph I don't know which is the front and which is the back but I'll hide whichever way is the back so we come down to the bottom here and we've got double-sided on the photo inspector just tap that off so obviously this is the front with it double-sided off the back is completely invisible um so photos are a great thing to do you know they're they you can they be treated just like models you can be delete them um and and you know restore them as you need them or just simply hide and show them so this is a model uh I'm not going to go too deep into this just showing you what I've done it's a lot of repeats in here so you can see I've used basic tubes um combine them all together how do you combine them together well what you would want to do what you want to do is make sure you're on this one which is add to selection tap the first one tap the second one that's two together and then over here you want to go to your commands and combine meshes and they're now both of them one item all joined together so let's quickly look at those commands while we've got it open and we'll just talk through um what we've got there so at the top we've got clear selection then we've got remove the modifier and that's that's the subdivision modifier that you've been using and there's also a mirror modifier in there as well that can be on and off you can toggle on this which is tool measurements and as you can see it gives you scale for each of the selected components so that can be quite useful and you can copy this data out from here as well so you know that that has been quite useful for me you can duplicate you can apply the transforms now what they apply transforms is it will actually snap the uh uh the Pivot Point back to the center so it'll reset it back to the center so I'll show you what happens so apply transform I always turn recursive off and say confirm and you watch now it will apply it and it will snap that um uh cursor right back to the center of the world there that is not as good as any program that I've seen that uses like a 3D cursor like blender or the ability to move the pivot like you can in things like Cinema 4D and Silo and all of these other kind of programs so that is something that I I would need quite quite quickly especially for things like this there like a Ider where I want to be able to rotate these pivots around now what I've done there is I've moved this arm to the center of the world and applied the you know literally applied the transformation there and that's that's allowed me to to then just just set it for for this one component from that area but it's not ideal it's absolutely not ideal okay so let's have another quick look down there so if you carry on down Center the pivot we'll we'll we'll Center the pivot to that model um smooth I wouldn't recommend using so this is um you know this this is your subdivision but do it from the menu so you don't have to go messing in there you can just call it from the sidebar um repair the mesh will fix a mesh if it's managed to get damaged um again I'll cover that in later videos Smooth shading on and off is a very common thing flat shading um Harden the normals and soften the normals will will affect how it looks for you and obviously there is a delete so that menu is one that you'll be dipping in and out of along with the the main menu this one the the inspector you will be in and out of those two more than anything now what you might have noticed is when I had nothing selected this can come up the inspector so this is your camera so there's your camera field of view there's your ability to change your background so if I go to theme or environment or color so color I can select anything that I want for the background and at the moment if you switch it to environment you get the environment that's built in um which is one hdri at the moment I'm sure that'll change you can unblur that so if we blur unblur it like so and you can see that it's a full environment um and and the scene at the moment is um not using it uh particularly if you go to this when you go to full render let's go to PBR first so physically based rendering you can see there PBR is now using it and that's reflecting what's in the background onto the creature there so that that um is is a is a mode that you'll be going to quite a lot and remember the one that I said be careful of you can switch to path Trace rendering it's takes a minute to calculate because this is like the equivalent of if you know blender for example the PBR the first one is called blender Eevee and this is the equivalent of blender Cycles so as you can see there it's taking a lot longer and it's a little bit jerky and it's fully rendering it now so you know this this um background here you can change the intensity and you can rotate the background alone from here so that will change how it looks in this render and obviously if you increase the intensity or decrease the intensity slide it to the left it will brighten up the scene like so so I'm going to turn that off because obviously I'm recording on this iPad so it's quite heavy on the iPad I'll change it back to physical rendering and what I'll also do is I'll change that back to just a color and make that back to something that's not going to kill your eyes so back to gray so most of the time I find I'll be switching between that mode straight away from the from the diffuse renderer to the physically based renderer and that'll give you almost everything that you want and occasionally switch to during the modeling the wireframe or you might want to switch to to that which is your um your X-ray uh and and it can be quite useful while you're modeling so let me show you one or two more models then so this is more of a character that or a creature should I say so this is a preying mantis that I built um this was my first test of how you know can I do any kind of organic modeling as you can see low polygon nothing like you would get from Nomad unless you're sculpting in Nomad and now using in the new quadri measure since version 1.85 the reason we need this is because this gives us topology that we can then animate UV map easily and then send to things like Unreal Engine or send it to for for textur in ETC you need good topology to be able to use that model further down the line let's switch to another one so this is another robot one you can see it's still got good to ol ology underneath subdivided there lots and lots and lots of Parts the same as the spider it's the same legs as the spider and lots of these rotational um you know these are all cylinders and that kind of thing so at the moment I found it great for this kind of Kit bashy kind of building but the actual Act of modeling where you're making individual um polygonal Parts like like an organic face I haven't done much of yet that yet because of the fact we don't have those tools that I mentioned at the start of the video I do honestly think that's coming soon uh and when it does that that will really really help us so one thing that I didn't touch on is this the ability to switch to an orthographic View using this view Cube here or view you know view view tool here and basically it just gives you that ability to go front side you know left which at you know top bottom the the usual you get in most 3D programs um and it just snaps it instead of it being in perspective as you can see here it's going to put it into straightway into an orthographic view like so and that does help that that really does help us when you when you're modeling you want it predictably to go through orthographic is obviously a method that we would we we would want to see in any 3D program so switch to another scene this is actually from Nomad and it's been Quad remeshed I was just bringing this in simply to show you that you can import other geometry from other programs so this is a fish I made a few weeks ago uh you may know it from my Instagram but it just shows that you can then bring that in and then you can just use the polygonal tools that you would you would expect that you know that you'd be able to use at this point so you can just do exactly what you've you know what you've done notice there that it's actually separated which is interesting which means each one is is separated so there's the way it's come in is not welded together so that's really interesting so so what if you need to export well that's down here on the right you've got view it in AR which is you can send it out to um an augmented reality um I'll just show you on screen that was one that I did on my first test um but then you can also send it out as a 2D image an obj an STL a USD or USD Z so you've got a few options there to be able to send it out to other programs and most of those apart from the 2D one we'll send it to programs like Nomad or blender no problem um so the the options enough for a start okay so why am I saying this is um fairly new when we've got something like forger app already so one of the big problems I have with forger app is this so in this program if I go split it down the middle like so and if I was to just get rid of those faces so if I just use my selection tool here and make sure I'm I'm on being able to select like this and I could do this loads of different ways and just delete that out I've got all of my sphere sorry all of my Cube on one half now and if I just hit mirror there you go we have mirror so if I go back to points I can now move them around and I can start modeling symmetrically and that is one of the most important things for me uh as a character modeler because I want to model like this I want to start splitting and chopping and that's where I need those new tools now in here you know I would obviously need at this point I'd need to be able to to um uh start smoothing it down and be able to um you know start rounding it off and changing the flow of of the polygons which is the normal way that we would we would do this kind of thing um as a polygonal modeler but forg your app fails at this uh for me I I've tried it time and time and time again um and and I can't get it to repeat you know basically I can't get get it to work reliably as a mirrored object um and that's one that's a big downfall for me it stops me using it um and if it's not going to get fixed and I you know I'll never switch back to using it um whereas this so far for me has been quite robust even even with those errors that I've said about it doesn't have the tweak mode yet and actually this is a problem which is it's not locked to the center um so in blender that's called clipping you can just switch cliping and it locks it there I haven't been able to find that yet to lock it to the center so you have to be a little bit careful but if you do subdivide it it does see it as a you know as a seam there so as you're modeling it doesn't really bother me too much as long as I'm careful with that Center scene it it it doesn't usually um cause me any major problems but as you can see it's you know it's holding its own quite well not splitting off the center but that's a tiny little thing for now and and I've absolutely confident this has taken five years to get to this point so um you know the the developer has done an amazing job so there's a worldwind tour I've taken you through the basics of what I you know there's lots missing I haven't covered up any of this at the top in the middle and I haven't deep dived into making something yet but I've shown you what I've been doing with it I've given you a you know a first look please fill in Down Below in the comments tell me what you've been doing with it if you've already tried it what it is that you want we should you know let's build a list of the tools that we want next you know be careful and don't go asking for rigging when we don't even have the basics don't go asking for UV when we don't have basic tools whenever you're doing this kind of work try and help the developer to just get it in in stages so the next stage would be those tools that we've Set uh and if if they come along then you know we can work our way up and and help the developer get to the next level thank you so much for watching these videos and hope you like them and if you do please give us a thumbs up it does help us to manage the algorithm a little bit better in our favor and if you want to give us a thumbs up then why not subscribe as well and we can let you know when we drop new content which is every week have a great week everyone
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Channel: SouthernGFX
Views: 17,695
Rating: undefined out of 5
Keywords: Polygonal 3d modeling app, 3d modeling and design tool for the iPad, 3d modeling and design tool, Polygonal 3D modeler, Polygonal modeling app, iPad 3d workflow, Polygonal, valence 3d, iPad 3d modelling, Polygonal modelling, valence3d, valence 3d app, valence 3d ipad, valence3dtutorial, 3d modeling on iPad, 3d modeling tutorial, how to 3d modelling, Polygonal 3D modeler for the iPad, valence 3d tutorial, valence3d beginner guide, VALENCE | Polygonal 3d modeling app, SouthernGFX
Id: hyFyDsr8VIs
Channel Id: undefined
Length: 34min 8sec (2048 seconds)
Published: Wed Apr 17 2024
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