LTX Concept

You’re on the #featured row! :+1:

Sad that this post was lost man, incredible stuff!

CRIKEY!

This is amazing.

Yikes! :scream: :scream: :scream:
This is NSFW!

Absolutely loved it!
You were so careful with the details in every little section, and the materials have a smooth touch that I really like.

And YES, the undo gets really bad once the project stars to get complicated, glad to see someone else pointed that out.

Great Modeling Skills! Nice concept. I see big perspective in your work.
It would be interesting for me, could you tell a bit more about the lightning setup. Are you using always setup like similar to those in key shot, or generic hdri lightning, or both mix between them?

hello may i ask how you managed to use booleans (with box cutter) with very curvy surfaces (and regarding that, u used surf-sub to model them, if yes how?)

Superb modeling and design! :smiley:
And yeah the undo in blender is annoying, there is a developper working on it though, I saw it in one of the latest Pablo videos on youtube. So let’s hope the undo performance improves soon! :crossed_fingers:

Thank you, Bart! :slight_smile:

Thank you for comments, glad you liked!

It was not intentional :slight_smile:

Hi! Thank you! I wrote a bit about my light setup process in article on BlenderNation: https://www.blendernation.com/2020/05/11/behind-the-scenes-ltx-concept/

Nothing special, you make overall shape with subd, and change it’s shape with booleans. Modifiers order is matters here (booleans after subd mod). Everything is non-destructive this way (you can change base shape and bool shapes, add modifiers to booleans etc). After you happy with shape, you ‘bake’ mods and do another pass of bools and/or bevels if needed. After model is finished, shading issues caused by bools can be fixed using MeshMachine stash (normal transfer) or just data transfer modifier if you don’t have MM. I talk about modeling process in general in article as well, if you didn’t see it already (https://www.blendernation.com/2020/05/11/behind-the-scenes-ltx-concept/)

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This is stunning!

there we go. bows Now we’re talking! Glad to you see you up top! Well deserved!

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Very nice work!!

Amazing work!

Thank you all! :slight_smile:

Thank you for your (and team’s) work on the tools and for support for this project, man! Will drop more stuff soon. :slight_smile:

That’s some slick design, and brilliantly executed!
May I ask a few statistics? (polycount, number of individual objects)

greetings. Kologe

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Hi! Thank you :slight_smile: Regarding polycount - it’s about 6 mil tris in total. I can’t count number of objects now, most of them were joined together in modeling process, sorry. Approximately - hundreds :slight_smile:

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