On Mars 3D
On Mars 3D
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Topology Tip: Perfect Sub-D Modeling Every Time!
Learn how to sub-d model complex topology details with perfect surfaces in Blender! This is one of the tips that changed how I 3D model. These workflows can also be used in any 3D software like Autodesk Maya or 3DS Max.
To support my channel: www.patreon.com/OnMars3D
Link to Source Files: www.patreon.com/OnMars3D/shop/topology-tip-modeling-after-subdividing-215219
Professional Website: onmars3d.com/
Gumroad: gumroad.com/onmars3d
Artstation: www.artstation.com/onmars3d
Instagram: onmars3d
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Software used in Tutorial:
Blender 4.1.1
#blender #3dmodeling #3dart
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Table of Contents
0:00 Introduction
0:11 The Problem
1:11 The Solution
1:43 When to use this technique
2:10 New Course Announcement!
2:48 The How: Step 1
3:17 The How: Step 2
3:48 The How: Step 3
7:31 The How: Step 4
8:04 Recap
8:45 Source Files
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zhlédnutí: 13 204

Video

Maya and Blender Series: Modeling Tools
zhlédnutí 2,9KPřed 21 dnem
In this tutorial series, you will learn how to switch between Maya and Blender. Whether you are a Blender or Maya user, I will get you up and running in either software in no time! This video many of the modeling tools like extrude, bevel, multi-cut, and knife tools. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: www...
5 Tips to Master Texture Bakes Like a Pro
zhlédnutí 27KPřed měsícem
You will learn 5 tips on how to solve common texture baking issues. You will get perfect texture bakes every time using Blender and Substance Painter! I and just finished the modeling, UV, texture baking wanted to make video as it was top of mind on how to create game-ready assets. Let me know if you have any tips of you own in the comments section! To support my channel: www.patreon.com/OnMars...
What's New in Maya 2025
zhlédnutí 18KPřed 2 měsíci
Find out what's new in Maya 2025! Learn about all the new modeling updates that include new bevel features, boolean and retopologize updates, the new Smart Extrude modeling tool, and more! To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: www.artstation.com/onmars3d Instagram: onmars3d Autodesk Media & En...
Maya and Blender: Snap, Pivot/Origin, and Transform Constraints
zhlédnutí 3,4KPřed 2 měsíci
In this tutorial series, you will learn how to switch between Maya and Blender. Whether you are a Blender or Maya user, I will get you up and running in either software in no time! This video covers snapping, component selection, pivot/origin, and transform constraints. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: ...
Maya and Blender: How to Effortlessly Switch Between 3D Giants!
zhlédnutí 6KPřed 3 měsíci
In this tutorial series, you will learn how to switch between Maya and Blender. Whether you are a Blender or Maya user, I will get you up and running in either software in no time! This video covers basic UI and navigation. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: www.artstation.com/onmars3d Instagram: instagra...
How to Create Professional Renders for Your Portfolio | Blender 4.0
zhlédnutí 13KPřed 4 měsíci
In this tutorial, you will learn how to create professional 3D renders for your portfolios that will make you stand out as a 3D artist. We will be using Blender 4.0 and 3.X for this tutorial. I cover camera composition, materials, lighting, ambient occlusion and wireframe render passes, and compositing. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad:...
Blender 4.0: How to UV Unwrap Anything
zhlédnutí 175KPřed 5 měsíci
After watching this tutorial, you will learn how to master UV unwrap in Blender 4.0. We are using vanilla Blender with no Add Ons or plugins. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: www.artstation.com/onmars3d Instagram: onmars3d Software used in Tutorial: Blender 4.0.1 Substance Painter 8.3.2 #...
Mastering 3D Modeling: Top 5 Topology Mistakes to Avoid
zhlédnutí 164KPřed 7 měsíci
Since I've taught 3D art, one thing that never changes is the mistakes we make when first learning modeling and topology. For years, I’ve seen repeated mistakes for both Sub-D and Low Poly modeling. So today, I'm going to show you the 5 most common topology mistakes, how to fix them, and a modeling tip that changed the way I approached 3d Modeling! To support my channel: www.patreon.com/OnMars3...
Maya to Unreal Engine: Car Animation Tutorial
zhlédnutí 7KPřed rokem
After watching this video, you will learn how you can use Autodesk Maya and Unreal Engine 5 with Lumen to render out photorealistic animations with minimal render time! I cover the breakdown on exactly how I created this animation. This project was based off of Clinton Jones (@pwnisher) latest contest " Endless Engines”. Please consider joining my Patreon or CZcams Membership: www.patreon.com/O...
Blender 3D Modeling: Beginner Tutorial
zhlédnutí 20KPřed rokem
After watching this tutorial, you will learn key 3d modeling workflows that you can use to model any object. We will cover beginner to advanced workflows and cover 5 main tools that I use every day as a professional 3d artist. To support my channel: www.patreon.com/OnMars3D Professional Website: onmars3d.com/ Gumroad: gumroad.com/onmars3d Artstation: www.artstation.com/onmars3d Instagram: insta...
How to 3D Model a Car Interior: Final Part
zhlédnutí 23KPřed rokem
After watching this tutorial, you will learn how to complete your interior models which includes instrument panel, center stack and console, shifter, door panels, roll cage, the final stitching and seam details, and finally, the UV mapping. The series will include a combination of high level concepts, workflows, and step by step techniques and is targeted for beginner to advanced skill level in...
Master 3D Car Modeling: Interior Race Car Seats
zhlédnutí 11KPřed rokem
Master 3D Car Modeling: Interior Race Car Seats
What's New in V-Ray 6 for Maya
zhlédnutí 10KPřed rokem
What's New in V-Ray 6 for Maya
Steering Wheel - 3D Car Interior Modeling
zhlédnutí 8KPřed rokem
Steering Wheel - 3D Car Interior Modeling
3D Car Interior Modeling - Rear Hatch
zhlédnutí 5KPřed rokem
3D Car Interior Modeling - Rear Hatch
3D Car Interior Modeling - Interior Blockout
zhlédnutí 27KPřed rokem
3D Car Interior Modeling - Interior Blockout
How to 3D Model Anything
zhlédnutí 569KPřed rokem
How to 3D Model Anything
Automatic Retopology: Is It Any Good?
zhlédnutí 36KPřed 2 lety
Automatic Retopology: Is It Any Good?
Maya 2023 Live Boolean: Is it as good as Blender's Boolean?
zhlédnutí 33KPřed 2 lety
Maya 2023 Live Boolean: Is it as good as Blender's Boolean?
3D Modeling in Maya: Beginner Tutorial
zhlédnutí 9KPřed 2 lety
3D Modeling in Maya: Beginner Tutorial
Material Workflows: Car Paint and Shadow Matte/Catcher
zhlédnutí 11KPřed 2 lety
Material Workflows: Car Paint and Shadow Matte/Catcher
PBR Material Workflow: Fundamentals Tutorial
zhlédnutí 29KPřed 2 lety
PBR Material Workflow: Fundamentals Tutorial
How to Master UV Mapping
zhlédnutí 132KPřed 2 lety
How to Master UV Mapping
Lighting 3D Models: How to Improve Your Renders
zhlédnutí 74KPřed 2 lety
Lighting 3D Models: How to Improve Your Renders
How to Improve Your 3D Modeling with Photogrammetry
zhlédnutí 118KPřed 2 lety
How to Improve Your 3D Modeling with Photogrammetry
3D Car Modeling - How to Finish Your Car Models
zhlédnutí 27KPřed 2 lety
3D Car Modeling - How to Finish Your Car Models
3D Car Modeling - How to Model Car Body Details
zhlédnutí 20KPřed 2 lety
3D Car Modeling - How to Model Car Body Details
3D Car Modeling - How to Model Lights
zhlédnutí 17KPřed 2 lety
3D Car Modeling - How to Model Lights
3D Car Modeling - How to Create Mod Kits
zhlédnutí 13KPřed 2 lety
3D Car Modeling - How to Create Mod Kits

Komentáře

  • @mikerusby
    @mikerusby Před dnem

    re the back part of the car, i would split it down the middle, then each half would map with less distortion generally in blender I lay them out either side of the mirror centre then apply a mirror, with x on the data turned on

  • @jso19801980
    @jso19801980 Před dnem

    you remind me of AD and Rudy

  • @Timmen8e7
    @Timmen8e7 Před 2 dny

    this is really the best hard surface tutorial I ever see in my life.

  • @andrew_golubev
    @andrew_golubev Před 2 dny

    Very useful video; thank you very much for the advices!

  • @alexkazakov7263
    @alexkazakov7263 Před 3 dny

    Is there an analog to the Quad Draw tool in Blender ?

  • @moonneko4035
    @moonneko4035 Před 3 dny

    The ShrinkWrap section was the most brilliant idea I've ever seen!!!!! Thank you so much for sharing!

  • @retiredtravazapper2827

    as my third day learning blender, i had done all cg cookie beginers playlist, the famous donut and some work modeling without help here and there, after seeing JLmussi trying blender video i run up into your channel, i understood all the basics but i was runing in some problems that wasnt mentioned on cgcookie playlist, like the scale/bevel problem or even foucous the object with the period key for better navigation, i can´t stress enough how you are helping me understand these litle but super important details, thank you so much, all the way from brazil 🟢😁

  • @ibrremote
    @ibrremote Před 4 dny

    Great tutorial. Really needed some tips to fix my model's UV. Thanks.

  • @The9PointStar
    @The9PointStar Před 4 dny

    Maybe i miss something but with that method you get the detail on a high subdivided geometry, so wont get a lower poly version right? The point is to just start modeling with more subvidisions? Thanks

  • @rizkyhimawan7494
    @rizkyhimawan7494 Před 5 dny

    Dude are u sure? I mean thats n-gone

  • @rachelpao2850
    @rachelpao2850 Před 5 dny

    How do you manually import the opacity map in maya?

  • @DIABULUSKIRA
    @DIABULUSKIRA Před 5 dny

    Too bad that you didn't finish whole model in this video.

  • @ale_dp9
    @ale_dp9 Před 5 dny

    You use a very nice workflow and your patience is the key in modeling process, also as you know, do and re-do , could be the best training experience!!

  • @YAHWEHWARE
    @YAHWEHWARE Před 6 dny

    This is well put and I appreciate. Just learnt something new today. Another method I use is I take the base mesh into zbrush carved in the details with alphas and other sculpting techniques and retopologize that high model in Maya(I'm a Maya User). It takes some time but it has made my complex hard surface model more cleaner. But again the route to take depends on the model.

  • @No1BRC
    @No1BRC Před 6 dny

    It's just interesting while I usually always try to use as less as geometry as possible, I just had the issue last week when I had a client asking for very small details to be included and I went the way applying a subd which I usually don't do and I wondered whether this is a legit way😅

  • @ja3d
    @ja3d Před 7 dny

    I see that you use ngons in some areas, it could produce pinch or artifacts?

  • @buttons_
    @buttons_ Před 7 dny

    I found "Move and Sew" instead of "Stitch Together" was way faster and actually worked for maya 2024. It's found under "Cut/Sew" in the UV Editor

  • @lovdiesty
    @lovdiesty Před 7 dny

    Your channel is everything. I love your videos so much, thank you for these essential tips

  • @SZ1NA_
    @SZ1NA_ Před 8 dny

    Thank you so much for making this video!

    • @OnMars3D
      @OnMars3D Před 8 dny

      Thanks for watching! I'm glad you enjoyed the video.

  • @emanuelefazio3173
    @emanuelefazio3173 Před 8 dny

    You are the best.

  • @nabilrahman98
    @nabilrahman98 Před 8 dny

    Can you please make another video for remesh workflow for highpoly SubD mesh like this one

    • @OnMars3D
      @OnMars3D Před 8 dny

      That's the plan, I originally made this revolver using the remesh workflow, so I'll have more videos in the future about that!

    • @nabilrahman98
      @nabilrahman98 Před 7 dny

      I will look forward to it

  • @nabilrahman98
    @nabilrahman98 Před 8 dny

    I was following chamferzone's revolver tutorial and was facing this exact pinching issue with SubD enabled. Thanks for the tutorial. It's been really helpful for this specific problem I was facing.

    • @OnMars3D
      @OnMars3D Před 8 dny

      Glad this helped you out!

  • @digitalart4u
    @digitalart4u Před 8 dny

    Looks like an interesting technique that surely gets great results. My question would be from a practical point o view. Unless there is a shot that needs to be that close into the object, like shooting an ant crawling on that barrel and that particular shot would also be static and not animated, I personally see no practical reason to finesse that surface to that level and use additional time to do it as it will not be visible at all on medium shots or animated sequences. Is it good to know how to do it, academically? For sure, no doubt about it. Is it really practical in real life scenarios where everything is on fast forward these days? Not so sure... These kind of surface distortions tend to appear only on very shiny surfaces with almost no roughness or textures and only under certain light angles. But again, it is always good to know how to efficiently fix things.

    • @OnMars3D
      @OnMars3D Před 8 dny

      Appreciate the comment! The practical use is as you described, primarily for Sub-d assets that absolutely need this level of surface perfection. For games, like weapon assets, it's not as necessary. It's more used for high end cgi, vfx, marketing, product visualization where you zoom in on assets at 4k, yes, you need that level of perfection. As I said in the video, I don't use this for every asset, but when I do use this workflow, it provides the results that are needed. As far as timing goes, you'd spend less time worrying about edge flow and topology so it's not like you're doubling the amount of time needed for this. Take my Datsun 240z that I modeled, probably has 100 parts, of those 100, I used this workflow on maybe 3-4 pieces that needed that level of surface perfection, like the body panels.

  • @juliamouse5777
    @juliamouse5777 Před 8 dny

    🥰

  • @weissmanauditore1570

    Do you leave the piece u detached as a separate piece or u merge it back when you are done? (not sure if you are actually working on a detached part or simply an isolated view selection)

    • @fullyleaded
      @fullyleaded Před 8 dny

      Its just isolated. He'll attach it back when he's finished. Its just a technique. Could be for the video or just nice to isolate the area youre working in.

  • @noctology
    @noctology Před 8 dny

    thank you 🙏

  • @handlehaggler
    @handlehaggler Před 8 dny

    you're a legend man this is exactly what im after

  • @AhsanEdits-nf9eh
    @AhsanEdits-nf9eh Před 8 dny

    I was struggling with modelling for a while and I found Aunmar's car modelling series. Although it was in Maya and I'm a blender user I was still able to learn a ton load amount of stuff from that series and I applied that to one of my personal projects. A Gameboy that I was modelling and failed at least 3 times. And after watching that I literally modelled the whole Gameboy without using any booleans. Love your videos bro 🫡 .

    • @OnMars3D
      @OnMars3D Před 8 dny

      Man, that's great to hear! I always focus teaching workflows where people can apply them to any 3D model or software. Happy to hear to it worked out for you!

  • @chrisjhart
    @chrisjhart Před 8 dny

    Just a quick question on the shapes of the faces - on the left hand side of the final gun barrel, all of the faces are near enough square, but as we travel to the lower density on the right, they elongate into rectangles. Is this acceptable for UVs? I was thinking that preserving the shape of the square is best as it cuts down on distortion? Is it just a case of using your discretion? Thanks

    • @fullyleaded
      @fullyleaded Před 8 dny

      You are absolutely correct. To make your life easier for uv unwrapping you would add edges to the right hand side to make the rectangles similar in size and shape to the faces on the left. However, this would be a metal component so it wouldnt really require a super accurate uv unwrapping so this would be more than enough.

    • @chrisjhart
      @chrisjhart Před 8 dny

      @@fullyleaded thanks very much!

    • @OnMars3D
      @OnMars3D Před 8 dny

      That's correct, as ​ @fullyleaded explained, for Sub-D, and even distribution of quads is the best for subdivision as well as UVs -- Glad you caught that :) I was originally using this asset with a remesh workflow but for sub-d, you'd want a more square density.

    • @chrisjhart
      @chrisjhart Před 7 dny

      @@OnMars3D thanks, I wasn't trying to be pedantic or anything. I see it a lot on forums where people are telling others that their meshes are too dense, but computers these days are well up to dealing with heavy models, and as you have said, you could always bake them anyway. Speaking of baking it would be great to see some videos taking these same files and how you approach it. Many thanks for such invaluable work

    • @OnMars3D
      @OnMars3D Před 7 dny

      @chrisjhart all good! That's one of my pet peeves too, when people say a model of too high or low poly with no context. And yeah, I'll be covering the baking process in full detail.

  • @OutlawRobot
    @OutlawRobot Před 9 dny

    Omg, can't believe how much I learnt just from one video!!! Thanks brook, thanksss

  • @ddankhazi
    @ddankhazi Před 9 dny

    A quick tip for Maya users: you can turn on and off the camera-based selection mode. Double click on the selection tool icon, turn on Camera-based selection. In Maya the X-Ray view works the same way as in Blender. In Maya you can also use the X-Ray active components mode, where you can partially see through the actually selected components (this does not change the behavior of the selection mode). Cheers, D

  • @afloox
    @afloox Před 9 dny

    I'm interested in your topology course but I'm not a Patreon member. Is there any solution to get informed as soon as it will be available? Newsletter?

    • @OnMars3D
      @OnMars3D Před 8 dny

      Yes! I'm in the process of setting up a new site, and will share on all my socials once it's up.

    • @afloox
      @afloox Před 8 dny

      @@OnMars3D Thank you for your answer! Waiting for the big annoucement! :)

  • @handlehaggler
    @handlehaggler Před 9 dny

    i havent even watched this yet and ive liked it already

  • @ddankhazi
    @ddankhazi Před 9 dny

    Nice presentation. One thing, if I may, for new Maya users: When you press Q, you do not accept the changes - after you have used a command - it is already there. You just witch back to the selection tool. This means that if you give an extrude command, it will be there even if you have not visually changed the shape. This is usually a big problem for beginners. The best way to see this is to use the channel box and look at the INPUTS section (History, as this is also mentioned here). You will see all the commands there. You can also modify them at any time (it might visually break the object if the modification generates a different number of components in a previous command, because of math :) ) One more thing: If you select an Input in the history, you can press T to get back the edit panel. Cheers, D

  • @ddankhazi
    @ddankhazi Před 9 dny

    One quick tip for new Maya users, you don't have to actually grab the selected component to move it. Just hold down the MMB and drag around a bit at the target. This way you don't have to actually see the originally slected component(s) int the viewport just the target. Okay, one more: the axes of the gizmo and the center of the gizmo is actually the constraint of the snapping or moving in Maya. You just have to click ont the axis before the snap or move. Center means: use all axes Also, this is true for all transformation type. Quick shortcut to choose all axes: press the transform shortcut again (W, E, R), it will switch for the selected axis to the center. One more: You can edit the pivot of multiple objects at the same time. Cheers, D

  • @Asas_TV
    @Asas_TV Před 9 dny

    Literally blew my mind. Never thought of doing this. Cheers.

  • @OnMars3D
    @OnMars3D Před 9 dny

    Check out my Patreon/CZcams Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel www.patreon.com/OnMars3D

  • @danielgroenewald3006

    you explain it so succinctly

    • @OnMars3D
      @OnMars3D Před 9 dny

      Appreciate it, happy to help!

  • @kuljeetsingh5977
    @kuljeetsingh5977 Před 9 dny

    can you make tutorial on how to make doom helmet

  • @HOWDOT
    @HOWDOT Před 9 dny

    Thank you as always!!

  • @yarugatyger1603
    @yarugatyger1603 Před 9 dny

    A topic where I envy game artists who can use floaters.

    • @OnMars3D
      @OnMars3D Před 9 dny

      That's definitely a good trck to use for real-time assets.

  • @rohanrazaghi1198
    @rohanrazaghi1198 Před 9 dny

    Amazing🔥

  • @marsmotion
    @marsmotion Před 9 dny

    using chamferzones revolver tut technique i can get the high and low at the same time in one modeling go.

    • @OnMars3D
      @OnMars3D Před 9 dny

      I'm using the remesh workflow on the AGL Long Colt, so I will be covering videos on that workflow in future videos.

  • @o.kiryukhin
    @o.kiryukhin Před 9 dny

    Great, thank you!

  • @oscarcampbellhobson
    @oscarcampbellhobson Před 10 dny

    Swear to god whoever designed uvs didn’t try their system cos it sucks

  • @SomsaiArts
    @SomsaiArts Před 10 dny

    Saving this video. SUPER informative. Finding baking information online is so difficult. Anyone who is a professional should DEF save this video. Subbed and Liked! Cheers!

  • @synthesis117
    @synthesis117 Před 11 dny

    AWESEOME THHANK YOU!

  • @vivianmello1278
    @vivianmello1278 Před 11 dny

    tutorial soooo good, finally understood it! Thank you <3

  • @minimoves7069
    @minimoves7069 Před 12 dny

    hey mate thats a very good tutorial. just one confusion I have is, why substance painter use gray channel to store the opacity map instead of the alpha channel?

  • @abiyyupanggalih854
    @abiyyupanggalih854 Před 12 dny

    wow