samfred2 commited on
Commit
5decdc0
·
verified ·
1 Parent(s): a45e279

[flow_default] Transcription: 00_INTRODUCTION_01.json

Browse files
transcriptions/00_INTRODUCTION_01.json ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ {
2
+ "audio_file": "00_INTRODUCTION_01.wav",
3
+ "text": "Music Hi, 80 boroughs and Gleb Alexandrov and the hard surface modeling industry is really booming right now. If you take a look at ArtStation or any other gallery, you'll notice that robots, space shuttles, any kind of hard surface designs, including sci-fi crates, generate lots of excitement. No surprises, it's one of the most same time, frustration. Like, how did they manage to pull it off? How do they manage to create such realistic detailed stuff? And indeed it might feel like it's something out of this world like it's not for you. Here is a bunch of the common modeling problems that you might have experienced yourself and we want to give a huge shout out to people who shared their modeling concerns with us on Twitter and emails. So triangles and engones are certainly a headache and topology in general is a real headscratcher when you just start learning the hard surface modeling. The pooling operations can be really hard to master. It can be so unpredictable and frustrating and it mangles that apology from time to time. And then we just throw the bevel modifier on top of it and expect it to just work and it doesn't. Another showstopper on our list is cutting holes into curved surfaces. That one came up a lot. I'm putting it another way, how to keep the shading looking correct. It's easy to feel like you're hitting your head against a wall with that one. And again, endgones and triangles. Where can we get away with using them and when and how We've all been here, we know how it feels and for us it actually took quite a while to accumulate just enough modeling knowledge to say that we are confident about the process. By the way, how long did it take you? It's easily been over 10 years now, and you? to create robots and other hard-serve stuff in Blender. It's like watching a whole Game of Thrones season, but about 3D modeling in Blender. It probably won't make you Vitaly Bulgarov, but by the end of this course you will feel way more confident about we consider modelling and building up our 3D forms. For example, we could go with a standard modelling toolkit like extruding set loop cards and so on, or instead we can use curves to get what we need, or maybe we can use somebody's fire switch which will come back in the moment. And what's this? Some of the coolest and fastest ways we can get very typical hard surface designs is with the Boolean modifier, and it's crazy how many Boolean operations you can stack on top of one another in blender. And while it isn't a sculpting course by any means, we'll explore some sculpting options. That's where our modeling theory sections will come in handy. This is where we'll go down the rabbit hole of polygonal flow with loops and poles, quads and endgones, what they are, where we can get away with them, where we'll likely find them to be annoying and how to move them around or eliminate them all together. One of our major workflows throughout the course will be the sub demodeling workflow. So in this section we'll be going over the ins and outs of this particular workflow. This is also called the Boolean workflow or the non-destructive workflows. By the end of the course we will have plenty of modeling options to get out of any tricky situation. There are some blender modifiers that will be heavily relied upon for our hot surf small-inch nanigans. So we'll have chapters dedicated to the Babel modifier and the Sality Fire modifier. We've got the Smooth modifier and the Shrinkwrap modifier and way more. To be effective modelers, we need to know what's going on with the shading so we have that covered for you too. And of course, we wouldn't get far without a clean and deep understanding of the transformation options in blender. Mechanical objects tend to need to be aligned in a particular way. It's kind of the very essence of the HotSurf's modeling design. Understanding what's going on in the viewport will of course be extremely helpful. Changing lenses and switching between perspective and orthogonal views. Working with background images, for example, will be especially helpful during blocking out. It should all be a pretty good introduction into Blender to get us ready to tackle a more practical side B. Here we'll actually build a robot. Several million triangles worth of it. First though we begin with the ideas, some background, inspiration and general thinking behind the design of our robot. To help there are some principles of design to bear in mind that never let us down. Why and where to please detail, the guidelines of the shapes to make it feel like the different parts belong on the same robot. We'll be modeling this guy in an iterative way, blocking out, then refining, then pooling operations and so on. Starting with the blueprint that you can download from the resources pack by the way. Once the blueprints are loaded up, we're straight out of the gate with our blockout mesh. So with the blockout stage, this is where the modeling journey really gets underway. Then we'll move on onto the refining phase. Here we'll be making much more of a commitment in the shapes. There we'll also be using pieces from the kitbash to help put the legs and base together. And the kitbash will also come in handy for when we break out the boolean modifier and start adding in many more of those secondary and tertiary design elements. This process can be extremely fun, especially when adding all those little details, nuts and bolts and cables and so on. Finally, here is where it really all comes together and we are basically done. Well, almost anyway. We need to see it under different lighting and shaders to be able to really give it a good close inspection. And during that stage of the process we'll do the last minute tweaks and fix it that spring to mind. And we'll do all of this to create this awesome robot. A pretty large hard surface project where we put all the knowledge from the side A, from the theoretical side A into practice. And we have a duck. You might ask, what will I need to follow along the course? Well just Blender, because it's 100% vanilla blender course, no third party plugins. Blender right now is in an amazing place, we're going from the current 2.79 to the extra features and eye candy of 2.8. Much of these techniques and principles translate to any version of Blender though, and many ideas even translate between other 3D software packages for that matter. For anyone who will be able to run that meteoric, industry-impacting version of Blender, be designing our robo at a very high speed. If you feel up to the challenge you can jump into that section right away. But we'd recommend to first watch the first part to warm up. Each section takes about six hours to watch. Side B is a little bit longer so there's a lot of modeling content. As usual all the necessary blend files are included so feel free to follow along the tutorials if you dare. Probably the best way to learn anything needs need to learn by practice, so worth a try. Reconstruct it, see what's inside, recombine the parts to create your own robot, do whatever you like with it. For example, just start experimenting with the texture in right away. Maybe that's not the best thing to advise in the modeling course, but whatever you set. About a hundred objects, nuts, bolts, knobs, subtractive shapes, details and space fillers, some crazy machinery parts, hinges, latches and handles. Those kind of things that you might expect from the kitbash set. It's licensed under the Creative Commons license so feel free to use it in your projects, commercial, non-commercial or whatever. And we can't wait to see what you'll create. Okay so after watching this modeling course you'll be confident with using the modeling techniques from either end of the spectrum from the sub D to the non sub D techniques. Fast-track your modeling career from a rookie to a hard surface modeling master. Fear no endgones. Aha! Start realizing your hard surface modeling dreams. you",
4
+ "language": "en",
5
+ "confidence": null,
6
+ "duration": 612.5
7
+ }