MK-47 Vortex Coupler - hard surface practice

Did a little hard surface doodle. Mostly did this as I just learnt (from Dekogo weapon course on ArtStation) that instead of having a cylinder you can basically have a ‘dynamic cylinder’ using screw modifier :D. Plus I wanted to do a bit different things than I usually do, so also used a few latices, radial arrays etc. to have more interesting shape. Texturing done with Sanctus Library.

Wires:

The wires are for ‘high poly’ (that I quickly applied modifiers to have it). The interesting thing about this workflow is that basically I can easily have both high and low poly out of it. And it’s quite none-destructive - when I hide all the modifiers (lattice, screw, a few booleans, bevel, weld, weighted normals) this is the thing:

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“Warranty void in alternate dimensions”

Well shoot… XD

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What can I say… it’s a Vortex Coupler certified to only work to specification in our dimension :rofl:

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A formidable piece of kit.

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I like your workflow! You can create many variances. Old school technique, instead of jumping to geo-nodes.
It’s hard work, with a little help of course, that it’s a made up design.

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Amazing example for the power of modifiers. Thank you for that! :bowing_man:

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And not only variants. but you can control topology for that cylinder as you need it. Like you want 16 edges now, and at some point you realize it’s not enough you just change it to 32 or 64. This is esp. important for game assets as you basically make this base mesh once and then you can quickly derive both high and low poly for baking.

I did watch a few tutorials… but so far I don’t find geo nodes that useful. Tbh, I would prefer that Blender fix/improve the fundamental 3d features like baking and texture painting instead of doing fancy geo nodes that are IMO quite niche.

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true.

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Oh me too! lol. Not a programmer. Sure Geo nodes are good but, ‘it’s modelling, Jim, but not as we know it’.
Geonodes should just be a programmer’s tool to make a whole raft of modifiers to give to the community, add in, to Blender.

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The thing is… I am a programmer too. And when I want to do something that requires programming… I write code. Not use nodes. This is sentiment shared by most programmers I know too. Geo nodes are probably mostly targeted on people in-between. More technically oriented artists. Subset of tech artists if you will. Which is kind of a niche within a niche :wink: Don’t get me wrong - I’ve seen some amazing things done with it. But myself, I don’t find it that useful, especially in game-asset workflows.

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You can count me in that group as well. While I recognize the power of node-based programming, it does ultimately feel limiting when compared to syntax. That said, I’ve come to realize that node-based programming is largely a completely separate skill to learn and some people will just naturally gravitate more toward it.

I actually think it’s pretty interesting that we often have multiple workflows available to us, each with pros and cons, and if we research them enough, we can simply decide what feels right. It certainly beats the “my way or the highway” approach of school =)

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It’s probably old news to you guys, but Blender Survey 2024 — blender.org is still open at the moment. So make sure to make your voice heard and tell others to do the same. It may seem pointless at times but not voting is too :wink:

EDIT: I just revisited my participation and - since I am not yet well versed in Blender myself - took your points into account, refocussing my votes on texture painting and baking as well. So discussing it here (which is great for new people like myself!) helped get more votes for important topics.

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Oh yea, I did it as soon as it launched and obviously pointed out those two areas specifically.

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