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This is one of my favorite types of modeling, tons of extruding and insetting!

Maybe not technically a tutorial, since it's just me talking as I do stuff- but maybe some useful tips in there for cylindrical/spherical workflows?

I got the inverted-profile bevel trick from a YouTube video, but I can't find it now :/

Here's the dome I make in the video if you want to use it for anything:
(Right click save-as)
Dome Town 

Files

Getting Neoclassical!

0:13 - getting some food 1:16 - Reference Gathering 2:50 - Base Shapes 6:15 - Beginning Texturing 8:35 - Refining Model based on texture 14:50 - Tweaking the Material 22:30 - Cylinder Time 25:00 - Copper Dome 30:25 - Pillar 44:09 - Making a Chicken 47:50 - Just Final Stuff

Comments

Alex Doyi

Just a tip for your videos. In the description if you put a 00:00 time stamp at the start of your list, it’ll embed the rest of of the sections into your playbar

Anonymous

So cool thank you so much!!

Anonymous

Fascinating for me, as a beginner, to see that it is not about 1000 obscure functions inside Blender (mind you I'm only 20 minutes into the video!), but really it is about using some relatively simple processes to build up the model.

A.A. Sh4d

Hey Ian, this is so fun !

Alex Doyi

You said architecture students would probably yell at you but all I know from my first year of school is that those are columns not pillars. But I couldn’t tell ya why. EDIT: just googled it an i guess they are pillars, this bodes well for my education

Anonymous

ian sleep talking, "inset... extrude... bevel... inset..."

Anonymous

I think this might be my favorite type of content from you. But, for the record, your accidents are much cooler than my accidents.

Anonymous

Awesome video! Way better than anything I learned at architecture school.

Anonymous

not a chicken on the top of the dome... a rooster!!! :)

Anonymous

I guess columns are free-standing elements (not structural, besides holding their own weight, of course), while pillars are an integral part of the structure (transferring forces from above to the foundations). At least as you can find the difference in Revit's settings ahah. But yes, usually when referring to a particular style or era, you call them greek columns or ionic/doric/corinthian columns etc... Have a good journey there architect!

Anonymous

The van bit convinced me that we need an ianhubert vlog channel

Anonymous

ah, finally i have found someone with more tabs open than me

Anonymous

you are made of time

Anonymous

That's a lot of open tabs

Anonymous

Hey Ian! couldn't help to notice that when you add a bump, you dial the strength down instead of the distance... Watching a tutorial today i learned that when you do that you're actually cramping the values while with the distance dial you can preserve the full black to white range... I could be wrong, but maybe it's helpfull! Thanks for the tutorial, keep it up with the great work

IanHubert

Ahahaha yeahhh... it's like 50% messages to you guys that I just need to go through and hit "send" on.

IanHubert

Huh yeah I've been doing some tests and I literally can't get the distance to do ANYTHING- very weird. Maybe it's more for genuine displacements and not normal maps like I'm doing?

Anonymous

Thank you very much!!! very inspirational.

Anonymous

this is fantastic tut Ian.....thanks for the update....

Anonymous

Hey, Ian just wanna let you know, I love watching you make stuff because I get to learn so much from you, Keep on posting this type of tutorials <3

Shape

Thank you so much! By any chance would you consider showing us how you make spaceships? I'm sure you are busy as hell but maybe this will give you some ideas!

Anonymous

Hey guys, can I do the same in cinema 4d?

Anonymous

Would you consider showing your post process work flow for how you achieved the final image shown in the thumbnail?

Anonymous

Absolutely love this type of tutorial. Just watching your process is super helpful. And no kidding its also so reassuring seeing you make mistakes or forgetting a hotkey or whatever. If someone with your godlike Blender skills (fricking loading screen for godsakes!) is making those kind of goofs it makes me feel like I'm not hopeless. And they all do have names but most are in Latin so I think doobily-do works great. But the trim you really like (above the windows) is call "egg and dart" and goes all the way back to the Greeks. I can't wait for the next one of these.

Anonymous

Prety sure you can, maybe a bit of a diferent workflow.

Anonymous

Amazing Ian. When you will release Dynamo Dream 1st episode? Very eager to watch..

IanHubert

I'm seriously hoping to have picture lock in the next couple weeks, then I can send it off to sound and polish off some final VFX. That said, I've hoped that for a good long while, but it actually feels attainable, now :D I'm very eager to release it!!

IanHubert

EGG AND DART!!! That's excellent!! And ahh- thanks so much. I always worry with these videos because it's like, "who's going to watch someone model for an hour??" and I feel like I should trim them down, so that's great to hear :). It really is just the same few maneuvers over and over. And yeah I feel especially with the knife tool, it can be SO convenient, but sometimes it just doesn't work- I think it wasn't really designed to be used to cut stuff out like a cookie cutter. How do you know about the Egg and Dart?? Are you an architect?

Anonymous

duUuuuude have you 100% all Spyros? it's my favorite game ever. Btw, stellar video! I would loooove to see the post and final work for the final shot! dont keep it from us Ian plx

A.A. Sh4d

Chicken ball, LOL

Anonymous

How did I never know about that bevel P shortcut, that's nifty. Thanks!

Anonymous

i love chicken

Anonymous

I loved this tutorial because it really teaches me how it works I use other programs but the way you use it makes me learn more about it. It takes me a long time to make a wmap in others and visualize it even more so. first time I see about blender and I think the way you use I think I will start using it here you have a student for a long time if you stay like this

Anonymous

Teacher, I have a question!* How do you achieve that grainy/film distortion effect on your videos? I really love it and was wondering if it's compositing in Blender, or made outside in AE or something. *(I really felt like back in school for a moment, lol)

Anonymous

The grain is usually FilmConvert, added in AE—there's a post from a few months back called "Some Post Production Workflow" with some more details and a look at his process. Are you referring to something in particular when you say "film distortion?"

Kai Christensen

I now have two (2) of my own streetboxes, two (2) of my own pipes, and 1 (one) of my own air conditioners modelled. You better watch out Ian, my asset library will soon rival yours! (we're not going to mention the fact that those five things have taken a collective 8 hours to make)

Maxime Gérardin

Hey Ian, I've seen you cut a chicken shape in a plane with the knife tool and then deleted the faces around. I just learned you can enable an addon inside blender called "Line tool" which allows you to draw shaped just like the knife tool but in the air or on object faces without actually cutting them. This way you can draw you're chicken and just fill the face. Hope I was able to help you with this information haha

Maxime Gérardin

every time you're doing something like beveling, there is a list of the shortcuts you can use to affect it at the bottom of the screen, can be helpful :D

Anonymous

Ian, I'd like to know if you have any criteria when looking for photos that you can use for textures. Most of us tend to keep photos of textures of stone, sand, earth, bricks, wall, metal, etc. But I see that you use a photo of something that is taken from a stage rather than a specific material. Those photos collect rust, dirt, wear, color. Could you tell something that makes you think that image might be useful to you when you're shooting it?

Anonymous

as alway, super helpful tips- and just to watch your workflow (and your commentary is always entertaining;) )

IanHubert

Oh, yeah! A lot of times I'm looking for (or try to take) images that have as many varieties of texture as possible in the same image (that are all part of the same object). Big flat areas I can use to just fill up space, but also transitions (seams/grungy bits) where one material blends into another, since to me that's a place where real life randomness/complexity becomes trickiest to replicate in CG. I also like using big "whole-object" image textures because it helps translate the visual language of the source object. Is it thick iron with fatty welds and rust streaks? Is it thin machined aluminum with little screws? You get a bunch of design/manufacture artifacts automatically, which is great. I think I really do think of it in terms of photo collage. Like, if I just had a close-up easily-tileable picture of sand, I'd still have to do a ton of work to turn that into a scene (random stick/garbage particle systems, displacements, all that. But if I use a more random/wider picture of a beach and map that onto planes with the right perspective, I get all that for free- the tradeoff is that it can limit my camera motion and angle options. Usually I think it's useful to work somewhere in the middle of that spectrum, I guess? Anyways! I don't know how well that answers your question! Hopefully somewhat??

Anonymous

Yes, of course I've benefited from your comment. It's very instructive, Thanks

Anonymous

Thanks! I guess that's what I meant, but I don't know AE, so not sure. What I mean is that slightly grainy texture of the image, like you are watching a not-so-good TV, if you know what I mean. I'll make sure to check out that post, I'm relatively new to the patreon and have some pending stuff to watch ;)

Anonymous

How does he make it so that everything he does on 1 piece is copied on the others?

Anonymous

They're all linked duplicates—(Option/Alt)+D instead of Shift+D. All the objects share the same mesh data, so any edit on one of them affects all of them. In addition to being useful for symmetrical or repeating objects, it’s also really handy for large, detailed scenes, like if you’re scattering a highly detailed photoscan or something throughout your scene—linking keeps the scene lighter and faster since Blender’s only keeping track of one mesh. Check out your face/vertex count in the corner when instancing instead of duplicating—it doesn’t go up! And, of course, if you need to edit any individual object, you can just make its mesh data single-user the same way you would for a material or an Action or any other data block, and edit to your heart’s content! You can also create linked duplicates at any later point by selecting all the objects whose data you want to replace, then making sure that the active object is the one whose data you want to become the “master,” so to speak, and using Ctrl+L > Object Data. That one's handy for using low-res proxy geometry to block out a scene quickly, or run rigid-body simulations, and then easily replace all your proxies with final full-res meshes.

Anonymous

Omg thanks!!! Dude I was going to do this litteraly a couple minutes ago using the array modifier. You saved me!

Anonymous

The most impressive thing about these videos is he constantly gets phone notifications and doesn't even flinch.

Anonymous

Vanagon?

Anonymous

I am struggling with the pillars. I am unsure how to edit them all together. The screen cast keys werent visable.

Anonymous

I use Topaz Labs Gigapixel AI to upscale all the textures it works really well. It has no problem turning free tex on CGtextures into paid resolutions.

Anonymous

Yeah you create one, then Alt+D and create others. edit the original one, the edits all take place on the rest. It works on the pillars and the segments of the dome.