Mecha in Blender - RX-79 Gundam - 3D Modeling Timelapse (no audio)
I modeled this in Blender 2.92 with the default shortcut keys and no extra addons. This video is intended for people with a basic understanding of the 3D production process and how Blender works. You should be able to pause the video at any moment to see which shortcut keys I use, but if you're still confused please ask me in the comments below. I'm always looking to improve my workflow, so if you know a better way of doing some of these tedious operations (like applying vertex groups), also please let me know.
Final renders of this project can be found here:
https://www.artstation.com/artwork/KrXBP4
0:00 Reference Plane Setup
0:20 Chest & Pelvis Blockout
4:40 Backpack Blockout
7:43 Inner Leg Blockout
9:25 Foot Blockout
11:14 Leg Armor Blockout
14:34 Armature Setup
15:48 Leg Bones
18:29 Arm Blockout
20:33 Arm Bones
22:00 Standing Pose & Scene Setup
23:09 Hand Blockout
26:13 Hand Bones & Cleanup
31:00 Cockpit
34:10 Head Blockout
40:20 Head Secondary Details
41:24 Finishing Touches
Every time I post a new series of images from a 3D model I created in Blender, I get many questions about my workflow. After many long-winded answers about pivot points & transform orientations, I still don't think I got my point across with just writing so I thought I would elaborate.
I felt the RX-79[G] Gundam was a great design to demonstrate fundamental 3D modeling, object management (using Collections), and some simple rigging. This phase, the "Blockout" phase, establishes all of the defining features of a mech. Later, a version of this file can be used to create variants or parts for other mechs. I have a total of 4 phases:
1. Blockout Phase - reference plane setup*, basic defining shapes, a simple armature to test rotations while modeling
2. Detail Phase - bevels, booleans, closeup elements, accessories, armature controllers, constraints
3. Material Phase - fix geometry, apply modifiers, create UVs, then export to Substance Painter to texture, and finally back to Blender for test renders
4. Presentation Phase - animations, simulations, lighting setups, camera angles, compositing
This phase of the project took around 15 hours to complete. More examples of completed projects using this workflow can be found on my portfolio page:
https://www.artstation.com/mjeff
Recommended tutorials:
Hard Surface Modeling in Blender by Creative Shrimp
https://blendermarket.com/products/hard-surface-modeling-in-blender
Master Car Creation in Blender by CG Masters
https://blendermarket.com/products/master-car-creation-in-blender
*The reference planes are edited scans from the decal guide for the Master Grade RX-79 Gundam model kit. Reference planes from this project can be found here:
https://mjeff3d.gumroad.com/l/RefPlanes
#blender #b3d #gundam
Видео Mecha in Blender - RX-79 Gundam - 3D Modeling Timelapse (no audio) канала 3D Jeff Allen
Final renders of this project can be found here:
https://www.artstation.com/artwork/KrXBP4
0:00 Reference Plane Setup
0:20 Chest & Pelvis Blockout
4:40 Backpack Blockout
7:43 Inner Leg Blockout
9:25 Foot Blockout
11:14 Leg Armor Blockout
14:34 Armature Setup
15:48 Leg Bones
18:29 Arm Blockout
20:33 Arm Bones
22:00 Standing Pose & Scene Setup
23:09 Hand Blockout
26:13 Hand Bones & Cleanup
31:00 Cockpit
34:10 Head Blockout
40:20 Head Secondary Details
41:24 Finishing Touches
Every time I post a new series of images from a 3D model I created in Blender, I get many questions about my workflow. After many long-winded answers about pivot points & transform orientations, I still don't think I got my point across with just writing so I thought I would elaborate.
I felt the RX-79[G] Gundam was a great design to demonstrate fundamental 3D modeling, object management (using Collections), and some simple rigging. This phase, the "Blockout" phase, establishes all of the defining features of a mech. Later, a version of this file can be used to create variants or parts for other mechs. I have a total of 4 phases:
1. Blockout Phase - reference plane setup*, basic defining shapes, a simple armature to test rotations while modeling
2. Detail Phase - bevels, booleans, closeup elements, accessories, armature controllers, constraints
3. Material Phase - fix geometry, apply modifiers, create UVs, then export to Substance Painter to texture, and finally back to Blender for test renders
4. Presentation Phase - animations, simulations, lighting setups, camera angles, compositing
This phase of the project took around 15 hours to complete. More examples of completed projects using this workflow can be found on my portfolio page:
https://www.artstation.com/mjeff
Recommended tutorials:
Hard Surface Modeling in Blender by Creative Shrimp
https://blendermarket.com/products/hard-surface-modeling-in-blender
Master Car Creation in Blender by CG Masters
https://blendermarket.com/products/master-car-creation-in-blender
*The reference planes are edited scans from the decal guide for the Master Grade RX-79 Gundam model kit. Reference planes from this project can be found here:
https://mjeff3d.gumroad.com/l/RefPlanes
#blender #b3d #gundam
Видео Mecha in Blender - RX-79 Gundam - 3D Modeling Timelapse (no audio) канала 3D Jeff Allen
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