Never stop 3D modelling. Because if you stop, youโll never know how good youโll get. ๐
If your passionate about it, stick with it and see it through, you might just surprise yourself with what youโre capable of. ๐
#Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Posts by Joshua Eastaway
Spent a good portion of the day revising my texture setup in #QuixelMixer for the new tutorial. ๐
I've been iterating on this since 2022 with each new modelling project and this is the best the setup has ever looked! Can't wait to teach you all how to make it! ๐
#Blender3D
Want a free helmet modelling course in Blender?
In episode 1 of my modelling course, we model the top half of the Halo 3 Recon helmet, focusing on simple topology and blocking.
#Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Problem topology. Two edge loops, one supporting the outside rim, the other the left inside rim. Needed an additional loop to support the right inside rim.
Solution topology. I repurposed the outside rim to also flow into left inside rim. Ngons allow for more than two poly flows, enabling a greater degree of control.
Smoothed (subdivided) result of solution topology.
Here's something I did just now. I needed to make this corner sharper but didn't want to add another edge loop (would have meant more work), so what do I do? #ngon to the rescue, of course. It smooths *really* nicely too. Alt text for more info.
๐จModelling Challenge!๐จ
How would you go about modelling this rounded shape that has a trapezoid cut out of it? ๐ค
Can you do it without Booleans or Shrinkwraps? Share your solution with a repost or in the comments! ๐
#Blender #B3D #3DModeling
I cant unfortunately post the vertical video here since itโs over 60 seconds and even if I reduce it, itโs over 50mb ๐ญ
But anyhow, hereโs two solutions to last weeks modelling challenge: youtu.be/j0eUxNKtEAQ?...
#Blender3D #B3D #3DModelling
In the process of trying to figure out the follow-up tutorial for my #SpaceMarine helmet modelling tutorial series. ๐ค
This works for a base mesh, but Imma have to brush up on my sculpting skills to get more detail into it. ๐
#Blender3D #B3D #3DModelling
Hard Surface Modelling for Beginners | Model Door Lock in Blender:
youtu.be/F_nKMiJ2EmQ?...
This Blender beginner modelling tutorial will focus on modelling a door lock with several curved surfaces that all merge and connect with one another.
Full tutorial in comments. ๐
#Blender3D #BlenderModeling #HardSurfaceModeling #B3D
Solid attempt mate! Love the approach!
The topology could be refined, but overall you accomplished replicating the shape. ๐
Good stuff. ๐ช
Yeah, nice work, looks great! ๐
No, not hard at all, but looks a little infuriating at first glance.
For the cube solution, Iโd personally do the subdivision first and then cut it (just so the edges donโt get rounded - could always add holding edges, but then thereโs more topo to worry about).
But this is spot on mate. ๐ช
Keen to see your attempt. ๐
๐จ Modelling Challenge! ๐จ ๐ง
How would you approach modelling this shape that strikes an odd resemblance to a #SpaceMarine shoulder? ๐ค
No wrong answersโI am just curious to see your approach! Share your solution with a repost or in the comments! ๐
#Blender #B3D #3DModeling
Once I start earning from YouTube, Iโll be donating 50% of my revenue back to the #BlenderFoundation to support the amazing software we all love.
Being a small channel, it wonโt be much, but I want to give back to #Blender3D however I can. ๐
Thank you all for the support! ๐
Full modelling tutorial: www.youtube.com/watch?v=MEIR...
In this Blender beginner tutorial, weโll tackle curved surfaces and use shrinkwrap modifiers to keep our shape & topology clean.
Itโs a bit trickier since weโre working with a curved inset on a cylinder, but youโll pick up some handy modelling tricks. ๐ช
#Blender3D #B3D
Well I have another one in mind that I think will be good, so Iโll make sure to post it on here as well this time around! ๐
Didnโt post it on Bluesky since I donโt have enough of a following in here yet to get people engaged with it. ๐ฅฒ
Took some inspo from @oddenough.art and made a little modelling challenge from the question I had last week.
Hereโs *my* solution to the challenge I proposed last week.
Cheers to all that engaged, it was rather fun seeing different takes and attempts. ๐
#Blender3D #B3D #BlenderModeling
In this Blender tutorial, we will finish up our Space Marine helmet model.
By the end of this tutorial, you will have completed your very own Space Marine helmet model within Blender. I hope you're proud of the final model you created. ๐
#Blender3D #SpaceMarine2
In this Blender helmet modelling tutorial, we will continue with the Space Marine faceplate modelling and inset the vent details we blocked out in episode 8.
#Blender3D #3DModelling #SpaceMarine
This tutorial will focus on modelling the iconic and menacing Space Marine helmet faceplate.
This episode combines much of what we have done in the previous tutorials with shrinkwrap, vertex groups, and modelling details on curved surfaces.
#Blender #SpaceMarine
For this Space Marine tutorial, we will focus on adding more topology to the top of the helmet by adding the rounded bevel to the frontmost part of the helmet's brow.
#Blender3D #SpaceMarine
This little exercise has certainly given me a bit to think about with my modelling style and using creases and bevels in a unified workflow as opposed to mutually exclusive workflows.
Thank you so much for your help with this! It's helped on a greater level than just this specific example. ๐
Ahh, yes, I got it. I was scratching my head at this this morning, but I realised I wasn't reading your method properly, as nowhere did you say you were using creases. ๐คฆโโ๏ธ
I kept getting results as per the second image and couldn't figure out what I was doing wrong. ๐
In episode 6 of the Space Marine helmet modelling, we'll model circular details on curved surfaces. This will enable you to understand better how to redirect the flow of topology, how to create support loops, and where to place poles.
#Blender3D #SpaceMarine
By using the relax method here and applying the subd, this is how the topology resolves (which makes sense), I just want to know the step that I'm missing. ๐
Sorry, I just realised I jumped the gun in my response. It makes sense, but how did you achieve the result here?
You are correct; those purple lines are creases, and I have a subdivision surface modifier at 4x. Did you make manual cuts here to get that topology around the edges or do a bevel?