3D Modeling Benefits of Practice on Simple Objects (Like Kitbash Parts)

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  • čas přidán 25. 06. 2024
  • 🔔 More can be found @ elementza.com/
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    0:00 3D Modeling Benefits of Pracitce on Simple Objects
    4:05 Practicing basic skills and tools
    6:55 Failing faster and fixing workflow mistakes faster
    9:22 Value of repetition, polish, and variations
    12:19 Creating a habit of starting and completing projects
    14:35 Trying various workflows and implementing them faster
    16:38 How does kitbash workflow translate to bigger projects?

Komentáře • 34

  • @Elementza
    @Elementza  Před 13 dny

    Hey all! A lot to unpack. If you wanna read all instead of watching, you can do that directly on the site blog.
    elementza.com/benefits-of-creating-simple-objects-in-3d-modeling/

  • @erolc82
    @erolc82 Před 13 dny +7

    Thanks so much Mario. Your lessons on hard surface with Maya helped me so much.
    I hope that one day you'll make a quick lesson teaching how to turn a high poly quad-topology prop into a low poly game asset. It would help immensely. Thank you again for everything. You're the best ^^

  • @thealmightycat69
    @thealmightycat69 Před 13 dny +6

    Why is this epic guy not more famous?

    • @aung4506
      @aung4506 Před 13 dny +2

      Because he is super epic like a hidden gem.

    • @thealmightycat69
      @thealmightycat69 Před 13 dny +1

      @aung4506 Bro is a mythic drop

    • @James.Just.James.
      @James.Just.James. Před 13 dny

      1st time I saw his channel hes around 10k, im happy that hes around 80k now!

    • @Elementza
      @Elementza  Před 12 dny +1

      Thanks for the kind words everyone :) (2nd time:))

  • @o.kiryukhin
    @o.kiryukhin Před 6 dny

    Great as always, Mario!

  • @VIDARMEDIA
    @VIDARMEDIA Před 12 dny

    Ur words really inspire me since the first day I’ve started college till landed to a Vfx job. I’ve watched ur vids abt topology and its really important especially for those really hero assets/props. Keep up with ur new content man 🎉

  • @felipebaul1119
    @felipebaul1119 Před 7 dny

    This might be a little much to ask, but could you create some tutorials for simple shapes/objects for practice? (Like this one you just did in this video)
    I know there are many tutorials out there already but i really like your style. If not TY for all the stuff that you put out already anyway 😄👍

  • @montyjazz
    @montyjazz Před 2 dny

    Thanks Brother! I've learnt a lot from your Videos. But where is "Luigi"? LOL 😉

  • @TheSatzy6699
    @TheSatzy6699 Před 13 dny +1

    Amazing content ❤

  • @BitDesigns1
    @BitDesigns1 Před 13 dny

    You are doing a great job, we learnt a lot from you then, the College we paid to learn 3D. Thanks

  • @MrCowyedeater
    @MrCowyedeater Před 13 dny +2

    Your UI colours are really clean, love the blue selection and black wireframe. How would I go about setting my colors up like this? the colors editor in maya seems really limited...

    • @Elementza
      @Elementza  Před 13 dny

      Here you go
      czcams.com/video/HfI0JxYCsGc/video.htmlsi=lsiZYtQhtSoyRGIa

  • @o.kiryukhin
    @o.kiryukhin Před 6 dny

    Just do it

  • @gratefulpixels928
    @gratefulpixels928 Před 12 dny

    Hey bro , how did you snap that pivot point at 0:30 - ?
    I am trying to do that , but i then have to manually place my pivot at that point,

    • @Elementza
      @Elementza  Před 12 dny

      D hotkey is default for pivot placement.
      Here is the full video on the topic
      czcams.com/video/T0cI1uT2N8c/video.htmlsi=baptdXBQSeZNTS3Z

  • @mikesegarra869
    @mikesegarra869 Před 13 dny

    how are you selecting the cylinder caps in one click?

    • @Elementza
      @Elementza  Před 13 dny

      Maybe it looks like a click, but it's just regular marquee select

  • @user-nb9ow2zq2t
    @user-nb9ow2zq2t Před 13 dny

    👍

  • @arnulfovazquez
    @arnulfovazquez Před 13 dny

  • @nguyenbui90
    @nguyenbui90 Před 13 dny

    for a strange reason i cant subscribe to your channel, youtube didnt let me :(

  • @demondigital
    @demondigital Před 13 dny

    There is no specifics

  • @sqwert654
    @sqwert654 Před 13 dny

    dead job AI will make meshes 10 times faster very soon

    • @Elementza
      @Elementza  Před 13 dny +5

      To anyone reading this type of comments...
      I strongly disagree with this type of statement.
      Will AI replace creative work only, or creative thinking too?
      Is 3D dead job or is creative thinking dead job?
      Replace words like "bolt", "kitbash part" etc. from the video or the article with AI or similar, and not much changes.
      Approach how we learn our skills still need solid foundations. How we form our discipline and work ethics has nothing to do with AI.
      Example from the video/article.
      Second, what is the biggest benefit of creating a Kitbash library (or AI models)?
      -Simple kitbash (AI Models) parts are great for basic (AI) tools practice.
      -On simple parts, we fail faster and can fix mistakes faster
      -We learn the value of repetition, polish, and variations
      -We create a habit of starting and completing projects
      -We can try various workflows and implement them faster
      -We build a library of (AI) parts for future projects
      How we build any skill matters the same.
      Even if AI makes 3D models 20x times faster, will it be the model we wanted and imagined, or will it be the model AI wanted and imagined for us?
      If not satisfied with the second, in the end, to get things we imagined and we want to create exactly as we want, only we (as you and I) can do.

    • @sqwert654
      @sqwert654 Před 13 dny

      @@Elementza AI will take a mesh from Fusion360 or Plasticity and make a game ready mesh instantly, that includes UV's

    • @Elementza
      @Elementza  Před 12 dny +3

      Will that stop anyone from creating anything in 3D ever again?
      AI can write a 2000-word article... today.
      Yet, many still write.
      I wrote the 2000-word article myself because these are my thoughts and experiences, and not thoughts or experiences suggested to me by AI.
      I would suggest making your own decisions on what you wanna do. Use AI as a tool to grow your skill and not as a replacement of your skill.

    • @erolc82
      @erolc82 Před 12 dny +3

      @@Elementza Very well said, Mario. AI output is very derivative, it lacks proper context and functionality. And when everything has the same quality output, nothing will be interesting. I'd ask the person to focus on themselves, cultivate your own ideas, and that way you stand out in this world of meaningless AI output. Thanks.

  • @IzanRamos
    @IzanRamos Před 12 dny

    I've said this in the past and then again now. You're using way too many polygons in a useless manner. Not even to add more detail, because the only detail you add is extruding in or out, that's basically the only kind of detail you add. You waste way too many polygons in places where it's not needed at all like flat surfaces. And you made me write this again because you can't teach people to do this with kitbash parts. They're usually used many times across the same model and wasting so many polygons in kitbash parts means that the poor person who is starting, doesn't have the best computer and learned something from one of your videos is going to struggle, because he has no idea he doesn't need to put 12 divisions in a flat surface that has no detail modeled in it. And don't tell me "Oh it's because it is for concept." No. I don't see it disclosed in any of the videos so you can't say it's for concept. FFS.

    • @Elementza
      @Elementza  Před 12 dny +2

      Hey thank you for your input.
      To anyone reading.
      There are parts where topology does not matter, and where it does.
      I have extensive library of content on this topic already, and all these points have been answered in detail.
      Where it does matter, I usually mention the following.
      - Even spread of edges is easy to control and its predictable. It is easy to add any detail, control the flow and form.
      - Even spread of edges helps with UV and stable UV unwrap. (No UV stretching)
      - Topology count, as in subdivision is increased based on the need. Either for holding a corner, or establishing form and detail.
      - Smooth surfaces with no detail, will hold just fine with lower poly count. Smooth surfaces with high detail level, will require higher density for polished result.
      Sources with examples and case studies are found in links below.
      Importance of Support Loops in 3D Modeling
      czcams.com/video/KR8cF-KBYjo/video.html
      Importance of Edge Flow in 3D Modeling (Control the Forms)
      czcams.com/video/h9kP7AmOoBU/video.html
      Importance of Subdivision in 3D Modeling (Why Density Matters)
      czcams.com/video/6WIkSJTZVQ0/video.html
      Simplified Topology
      czcams.com/video/AOW1tBl9VLk/video.html
      Full Article on Toplology Understanding
      elementza.com/how-to-understand-topology-in-3d-modeling/
      Plus
      Complex Shapes in 3D Modeling
      czcams.com/video/N8Ku8VrpiOI/video.htmlsi=yYTLF3zcBY7s3Ud4
      3D Modeling Tutorial for Beginners (3D Modeling, Rendering & UV Mapping)
      czcams.com/video/OSS7icMUAiA/video.htmlsi=Ppvjo2QvNH4ld_1l
      Just to name a few.
      All these go in great detail on the full workflow, the approach for beginners, reasons how and why we do things, but also covering the same points the person above mentioned as a potential issues.
      Cheers!

    • @quocvietngo8657
      @quocvietngo8657 Před 12 dny

      Maybe you are wrong. What you said is correct about the kitbash assemble (very small details), and the flat surface. If you have seen his most recent tutorial on robotic design. It have something similar kitbash in this video. The important thing, it is used for blend & curlve with so many complex details and NOT small or flat. Newbies often do not have enough knowledge to visualize the overall layout. then assemble it, clone, duplicate, 1/4 mirror bla bla. A simpler approach is A + B = C. Anyway, if not in the above case, wasting too many unnecessary polygons is a significant problem when working

    • @droneerror6981
      @droneerror6981 Před 12 dny +1

      I´ve watched the video and follow the uploads in the shadows, but I do not see anything remotely to the issues you are pointing out.
      He did mention in earlier videos that he does videos first, then clean ups later for production use (not sure which video, but it is one of the kitbash ones.)
      Take it from 46 year old industry veteran, he talks in the video about something more important than poly count.