Blender Chess Queen – #17 Subdivision Surface Modelling in Blender 3

Weight of geometry is something you should always keep in mind when modelling.
If the vertex count can be reduced then you make your modelling life much easier and many other benefits come with any process which requires heavy computation.
Making the Queen in blender is a fairly simple job. We can use this opportunity to look at Radial Connection Reduction.

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36 Comments

  1. This is the second queen that I've modeled thanks to you.( wish I could afford to support 😔 )
    That way maybe I wouldn't have to repeat your videos so much but its better than watching less skilled modelers… I'm so hooked on your level of expertise!!

  2. The amount of knowledge packed in these tutorials is astounding!

  3. I love the hat! 😄 Wonderful to see enthusiasm and joy like that!

  4. With your content I feel like I learn how to model in blender for the first time! Thank you so much for putting in the effort to share your skills!

  5. does anyone know how to convert ngons to tris then tris to quads? I've gottan the ngons turned into tris with ctrl + T, but then when i use the tris to quads command nothing happens. Is there an addon for it, or do you have to do this manually? I imagine this would be a pain on an actual model with a lot of detail.

  6. 15:45 – alt to slide vertex passed the edge!16:40 – transform along normal, individual origins, scale vertices with proportional editing28:10 – curve protrusions/tips with proportional editing rotation

  7. Thank you very much Sir! I came across your channel thanks to Youtube suggestions, and I have to say it was one of its best suggestions ever. Great and thorough explanations throughout all of your videos, awesome!
    As I was finding the alternating "select/join" sequence a bit tedious (even if easy and not that long to do), I tried something, and I think that I found a way to achieve Radial Connection Reduction with even less steps. With the inner loop selected, instead of doing a Checker Deselect with {Deselected: 1, Selected: 1, Offset: 0} parameters then dissolving the vertices, I do the following:

    – Checker Deselect with {Deselected: 1, Selected: 3, Offset: 0}, which leaves 3 selected vertices separated with one unselected vertex, repeatedly
    – "m" then "collapse", wich merges every group of 3 selected vertices into one at the central vertex, giving exactly what we aim for

    Can repeat this exact same process down to 4 vertices, as you like.

    Then "alt + j" (Tri to quads) with Max Shape Angle to the max (180°) just as you explained.

    I tried it several times, and it does seem to work very well.

    Please let me know your thoughts about this, as there might be cases where this is not suitable?…

    Many thanks!

  8. Man, I just found you and I have to tip my hat to you. Your tutorials are outstanding. You are a hidden gem in the Blender community. I don't know how you don't have more subscribers.

  9. SMH… How had I never discovered that tris to quads trick. So many hours lost…. lol.

    When lowering the count around a loop I do prefer to use scale to 0 to merge groups of 3 vertices. So Checker Deselect >> Deselect 1, Select 3, Offset = 0. Then Merge by Distance after scaling. Saves having to add in those extra edges to remove the Ngons.
    Naturally (viewers) you need the Transform Pivot Point set = Individual.

  10. Just noticed this new video and before I've even seen I know it's gonna be a brilliant video. Thank you in advance…

  11. It’s Sunday morning and I’m in heaven with a coffee and a perfect Queen. However you could have put the Hat on the Queen at the end. Brilliant as usual! 👸

  12. Thank you for another amazing video 🙂 Your skill in explaining modeling are awesome. You're use so simple and easy to uderstand language to explain so complicated things. I'm so glad I find your chanel. Like always, thank for your time and will to teach us good modeling habits! 👍

  13. Thx Ian, great video, I learned a lot from your tutorials!

  14. Some extremely useful little bits of modelling info there! Cheers.

  15. Oh my god! I've learned a lot from this video! You explained kindly with detail information! Thank you as always!

  16. Another great tutorial. What would really interest me topology wise is a smooth transition between two connected objects that have different shapes (for example torus to cylinder). I was told that the blender included add on LoopTools does the trick. Do you like that add on? For an example about what object transitions I am talking about, you could check out my blender stackexchange question I posted today, where I asked how I can connect a torus to a cylinder and also posted reference images of the object I was trying to model. Thanks a lot for your work! Best in class, as far as my beginner eyes can judge.

  17. I was interested in a good technique to reduce polygons when you are going to the top of a shape and more and more polygons add up in a small area. This is very useful.
    Also good tip for the proportional sphere deformation with single vertices.

  18. Just into the first 5 minutes .. so amazed to see your work, could wait without commenting, We were very eager to wait for your next tutorial .. always so many things to learn in a very different prespectives.

  19. Brilliant Video as always. Exceptionally good and clear explanations. To think that I learned more about modeling from your short videos than I did with a 35 hour course on Udemy is mind boggling to say the least. Thank you for making these videos. I look forward to your next one.

  20. Clever and highly enjoyable serie, Ian. Accessing this knowledge of yours for free is fabulous. Thank you for taking the time to explain even the simpliest of your moves. It reveals many valuable tricks and tips! 💡

  21. Wow! It`s just so mesmerizing to watch you model Ian. Pretty much a Blender noob but have learned so much from just this one video. Many thanks for taking the time to do these videos/tuts. Off to watch more now and have subscribed. 👍

  22. Ian, thank you for making these amazing videos! I struggle to understand when we should make watertight models and when not. Is there any good rule of thumb?

  23. Hats off (pun shamelessly intended) to you for another excellent video.

  24. Absolutely brilliant tutorial. Are you going to do one for the Knight piece?

  25. Came here to learn about topology … went home with a cool cowboy hat . Now how cool is that !

  26. The hat is as cool as you what you do for us sharing your invaluable knowledge 😉

    I've found some tricky moment at https://youtu.be/PQThJA_LCPM?t=4m19s
    Checker deselect may give you two different results by random:
    1) if you dissolve vertices exactly as it was in the video;
    2) inverted selection.
    I've made a screenshot to show what I'm talking about – https://drive.google.com/file/d/1EslG_aXUe9OlkReY8BW9xq49yuXY25ix/view?usp=drive_link
    The first case (on the right side) will produce sort of "irregular" pattern that has less symmetry and has no straight edge lines between outer and inner sides of the mesh. The second one (on the left) looks more symmetrical. Both the patterns have equal count of vertices.
    My question is what is the difference between these two patterns and are there any consequences for using one or another of them?

  27. 29:29 You changed the location from zero to zero. What really matters here is application of the scaling. You already set the origin at 28:58

  28. Found how to fix Checker Deselect.
    A man named Yevgeny Makarov commented 4 years ago on thread about this problem:

    select loop > deselect one face > checker deselect > re-select one face if needed.

    Thread: Checker Deselect not working correctly #73836

  29. ¡¡Holy cr4p!!
    I just saw the beginning of the video and the hat left me stunned. It's amazing. Where will we go now?

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