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Continued from part 1 

As I mention (probably repeatedly) in the video, I don't get *super* in depth with all the modeling techniques, since I'm working on an in-depth "speed-modeling" oriented video that'll hopefully go over a bunch of stuff better than just having to re-explain the same maneuvers over and over and boring everyone.

This is good old "find an image texture that works and map it onto the model" territory, but I think I might get a bit more detailed than usual? At any rate, it's definitely more ambitious than usual.

Got a lot of stuff I'm excited to share with you guys, but for now, bed time! 



Files

Making a Flying Vehicle pt. 2 - Refining/Texturing

Continued from part 1: https://youtu.be/3hTSdZds4KM As I mention (probably repeatedly) in the video, I don't get *super* in depth with all the modeling techniques, since I'm working on an in-depth "speed-modeling" oriented video that'll hopefully go over a bunch of stuff better than just having to re-explain the same maneuvers over and over and boring everyone.

Comments

Anonymous

never got excited this much for a mail in a long time!

Anonymous

Getting this notification made my day, it’s 11pm ;)

Anonymous

Are you gonna make a video about that dynamo set you posted about on Instagram?

Anonymous

Fantastic... I'll watch this again this afternoon. Thanks. Looking forward to your modelling vid :)

Anonymous

Thank you, Ian! This is super inspiring (and not at all distracting me from the work I had planned to do today 😄). And I really look forward to the speed modeling video!

Anonymous

I’d gladly watch 4 hours of you modeling greebles 👏🏼

Anonymous

Phenomenal.

Anonymous

Damm- that is awesome

Anonymous

Cool. Main things I learned on this one: 1. Don't model too much before texturizing 2. AI enhancer, did not know that was out there' also found AI background remover which is cool (here: https://removal.ai/ ) 3. Alt + D'ing to texture easier without working on the main model. 4. Reinforced that to get something good, you got to commit to putting in hours. Thanks Ian.

Anonymous

Awesome ! I used to actually design factories & detail structures of this sort of stuff & I like your approach to doing it - it would of course have freaked out management - but is fun to imagine their reaction. Great shirt you wear too :)

Jan van den Hemel

The best thing I’ve learned form you so far Ian is that it’s important to have fun doing this kind of thing. I’m even having fun watching you work!

Anonymous

Hi. New here. I've been pushing pixels for free since 1992, but after a severe ray-tracing accident. I got stuck in a glacier for fifteen years. After the thaw, I discovered RTX and AI smoothing and all the rapid new Blender development. Still don't know how to expand my selection or do a proportional quantum shift (or whatever that "force push" magic is), but I have my cat figurine painted and my Sheep-it account loaded with points, a 2012 CPU & Geforce GTX GPU from 2012, some generic-brand random access memory, something called an SSD to shorten the respawn time from a Windows BSOD, a hot pocket holster, a full-featured, 2-axis mouse and I'm looking forward to the scripted modeling tutorial everyone's been buzzing about.

Anonymous

Ahh the texture/model looks gorgeous! Love how industrial it feels!

IanHubert

HAH! Yeah this is solidly in the "Whimsy" area. It'd be really cool to see how you'd design this sort of fantastical stuff with your knowledge base, though! I feel like the more you know about engineering, the more you can bring a real-world sensibility to sci-fi, and make everything that much more real.

Anonymous

Remember we don’t want good tv content, we wanna learn from you! You have so much knowledge that people don’t use in blender

Anonymous

Watching you work is just so cool. Seriously.

Anonymous

Ian, which AI upscaler did you use? Photoshop one? I'm a bit out of loop, did they recently added features?

Anonymous

Such a great approach to modelling, using real-world objects like trim sheets! It really gives all your assets a tactile, lived-in quality which makes them seem more real. I like the way you tend to use them; the backgrounds of your scenes are often filled with cool things like this that many people would not be able to resist putting front and center and going 'look at this!'. But treating them as mundane makes the world they exist in appear more real.

Anonymous

amazing stuff!!

Anonymous

awesome

Anonymous

Really cool! Where do you AI-Up-Res you photos?

Anonymous

This is perfect. I was just about to go through some of your older stuff looking for a nice UV projection example and then you posted this! Ty so much.

Anonymous

where do you guys get free HD textures?

Anonymous

By AI upresser, are you talking about Topaz Gigapixel AI / Topaz Video Enhance AI? I love those products, they're amazing! They're damn expensive though. But the free trial gives you so much time to use and basically unlimited works you can make in that time, I believe.

Anonymous

Photoshop has a beta version (it's ok). Pixelmator is the other one I know that does upscaling. Photoshops was pretty bad compared to some online websites

Anonymous

What size and DPI do you typically use for texture images? I see the PS canvas is quite large.