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Modeling for the film industry in Blender Part 2

5

Robert Rioux writes:

In this second part of series of 5, we will take a good look at why it's important to have models that can be subdivided.

 

About Author

Robert Rioux

I've been working in the VFX film industry for 25 years now. I've been using Maya since 1995 but with the release of Blender 2.80, I made the switch and I'm now fully committed to Blender! You can see the projects I worked on on IMDB. https://www.imdb.com/name/nm0727947/?ref_=fn_al_nm_1

5 Comments

  1. You are right Blender Bob, Chip was oh, so wrong, with his rather naive comments on that 1st episode - and it shows how wrong he was with a 'product design' solids based argument verse what a CG studio needs from surfaces and modellers. So these are great cameo snapshots you are posting keep it up.

    We could never entertain a modeller whom simply did not understand how to model for quads so the integrity of the surface for that asset is retained across the process and downstream - simple really. When we get product designers (common) flowing into CG productions we generally have to retrain them on aspects of surface asset integrity as they migrate from solids engineering with it's mechanical articulation and sub assembly approach with boolean thinking into more flexible weighted animated rigging for direct modeled or sculpted surfaces suitable for boned surface movement. Look forward to the next one, great to read and see more professional users in CG exploring how to apply blender, and what to look for.

  2. Thank you Otto. I won't comment on other people's comments. Everybody has a different background, a different experience and everybody is allowed to have an option. I do appreciate having discussion with people who don't necessarily agree with me as long as it stays constructive, which is the case so far.

    As for object coming from product designers (and Sketch up!), they are always messy and need to be cleaned up. I did a lot of that and as I mentioned, I will make a video only about how to do that. But first I need to finish the base series. Cheers!

  3. Keep up the snapshots, good for young blender modellers to know what to look for and why it matters from a studio perspective. The boolean model for that product 'still' image is maybe a hangup from the presentation portfolio rendered image - in isolation, not necessarily a 'working' model and what we want to see on the desk is proficiency in the model construction, so I hope many blender heads out there absorb some of your advice, it matters if they want a step up on the CG skills ladder, so it's good to listen to that experienced 'banter' in your video. Good luck with the series.

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