i guess Im asking randomly but does any of you know a trick to log back into an Instagram account..? I somehow forgot my account password. I would appreciate any assistance you can offer me
Advice for workflow: 1. Use modifiers wherever you can. A few stacked Array modifiers would be great for this project. 2. Avoid applying your modifiers to your mesh. You lose flexibility you may want later. 3. Back up your model before applying a modifier. Sometimes you need to apply modifiers. Make sure you can go back to them in case something needs to change. As shown in the video, duplicating to a different layer works wonders. The tools that come with Blender are powerful and every Blender modeler should learn about them (at least see how each can be used). There are some helpful tricks with animation and physics simulation on top of modifiers and mesh tools. There are a lot of helpful add-ons too. A bit of research and you can find these kinds awesome tutorials that will make the job much easier. This is a great tutorial. It shows modelers how thinking outside of box modeling can help you make intricate models.
You summed it up perfectly :) Indeed modifiers are very powerful, and so are addons, I'm a beginner and I lack of lot of knowledge in modifiers, I can feel it :/
I am a beginner, as well, but I definitely recommend the courses on Lynda.com on Blender, esp. in the beginning stages. Many of the tutorials on RUclips are very superficial-yet they are still helpful in introducing you to the capabilities of the software. They often neglect to explain why.
Never heard the Shift+R hot key for repeating before. That alone is a massive time saver! Never would have attempted to try the mike wire mesh; amazing solution. Cast modifier, go figure! Thank you.
Jacob Fausett Shift-R will repeat your latest action, so make sure your latest action is what you want to repeat! its likely that u did something else unintentionally right before hitting shift-r.
Jacob Fausett - Maybe double-check your hot keys too in preference section. I have a few Blender hot keys that got highjacked by other applications. But I did otherwise just verify this works in 2.78
Make sure you dublicate and move in one action. Don't press RMB before everything is in place. Otherwise it counts as two actions and he will repeat only your last action. Which is move. Hope this helps.
You're the best blender teacher out there, seriously. The level of explanation - not too simple, not too complicated and to the point - and the way that tutorials are made to demonstrate a subject - both are unmatched. Not only for modelling, but for modelling it's especially useful.
This is STILL a helpful video! A bit of the stuff has moved around, plus layers are gone but we of course have collections now. I just used this technique for the speaker of a boombox!
Your approach to modelling and also everything related to this is very detailed, efficient, fast and of very high quality as well. Thanks a lot CG Masters!
Thank you so much! Loved this whole tutorial, such a calming voice. The only thing was that blender updates so dang on frequent that I stumbled across the way, but still got a good result. I appreciate your help!
Thanks glad you liked it! I do plan on redoing this tutorial soon, and some others, but yeah, the development pace out-dating tutorials quickly is definitely a bittersweet thing for both instructors and students.
A great display of not just the art of 3D modeling but of tutorial making. For most tutorials, I end up wanting to skip ahead after only 5 minutes, but I didn't even notice 20 minutes had passed when watching this. And the microphone grille is really pretty!
I just tried this in Blender 3.4. Still works. The blender units were different for me, but otherwise the process and modifiers all pretty much worked the same. Thanks for the fun tutorial.
Glad it still works! This is also something I have on my to-do list to try thinking of new techniques for and redoing the tutorial. Hopefully at some point this year.
Wow! So much good stuff in this video that I don't see often: Shift+R Select checker Spherical magnet scaling Pivot point tricks Keep curve resolution low before subsurf Recalculate normals
This tutorial is still valid at 2020. I'm using blender 2.90.1. The only thing I did differently is to use spin tool from edit mode toolbar instead of using screw modifier. Thanks CG Masters! :D
I personally would have liked a full tutorial, but hey, can't always get what you want, thank you for teaching me a couple of little tricks I didn't already know, I'm sure they shall come in handy in the future.
Great tutorial. I loved the wire mesh. The grammar nanny in me wants to suggest that the word I would have used to describe its appearance is WOVEN not wavy. I loved how easily you made it.
Rusty Wright haha I do say woven at the beginning of the video. I think whenever I say the word wavy I'm probably just thinking about each individual wires waviness. -Chris
Thanks for the video. It was very intuitive and coherent. I watched another Vietnamese guy doing it but couldn't understand every step of the procedure, so it was very fortunate for me to have found yours. However, to avoid having making separate layers for vertical and horizontal lines, still using the save Vertex Group 'Peak', you only have to move the vertical copy 1 unit of grid to left or right. This will avoid the collision of selected points later on when raising the selected vertices up (weaving). Also, after raised and converted to curve, if you convert them to curve type Bezier (in Edit mode, on Tools menu, section Curve, 'Set Spline Type' and choose 'Bezier', then you can smooth them by pressing 'V', choose 'Aligned'. This will also allow you to change the preview resolution to 5, bevel resolution 2, much cheaper than having to use Sub-suf modifier. I found my machine was struggling when using sub-surf.
You sure picked a challenging item to model, excellent results. I wonder how many 8 year old Blender tutorials are still teaching students? Subbed, you really deserve the 100k subs.
Thanks, just happy this is still relevant given how fast Blender develops =) I do plan on remaking this later this year too, possibly with different techniques if I can figure out something easier. I know there is a knot creation add-on that automates the weaving, so I might look more into that.
eh, i didn't want to make a microphone, but now after watching half this tutorial i realize it has really useful concepts. So yea im going to make it now.
If you want sharp edges despite using a subdivision surface modifier there is also an option called Mean Crease, which you can find under Transform when pressing 'n'. This saves a lot of vertices. Apart from that nice tutorial. :)
Manuel MüllerGlad you liked the tutorial! Mean Crease does have its moments, but as far as I know it's simply subsurf weight so it still needs extra geometry around sharp edges else you'll end up with a low resolution bevel. In a lot of circumstances you end up needing to crank subsurf up another level or two to get the high quality tight bevel you want, creating excessive faces in the process. This is why I personally prefer adding extra edge loops, better quality bevels with less polygons. -Chris
Great tutorial! I was looking at my fan here, which has same sort of wavy mesh protector and was wondering how I could possibly do that in 3D. Now I at least have an idea. Thank you.
I actually did try that in my quest to find the best technique, but since that tool only works correctly on 3 dimensional objects it required extra steps to even use it right, then left me with a very congested area of wires at the base. The cast modifier turned out to be quicker and cleaner. -Chris
this is a great tutorial. the only question I have is, with the ban at the end, in stead of selecting the top and the bottom separately could you have just scaled the entire band on the z axis to achieve the same effect?
You could do it that way but it wouldn't be *quite* the same. It would result in shrinking the height of everything. I was happy with the height/thickness of the top and bottom so I moved them to simply shrink the height of the middle channel. -Chris
00:45 - That subdivisions option is gone from the menu, any help? Also, if there's a place where people post all the tips to do this on the new version of blender, please post the link.
I just double checked, that option is still there in the latest Blender. Sometimes the Operator menu the option is in minimizes for no apparent reason. At the bottom of your left-side toolbar is there a little + icon? That will bring that menu back. -Chris
Maybe it was because I started the project on Blender Cycles, I switched back to the older one and it still was missing. But not all the tweaking options, it was just a different menu there.
I'm four weeks late, but for future readers: Be sure that you are adding a grid and not a plane. A plane will not have this option. If you have a plane though, you can subdivide it using ctrl+r and use the scroll wheel to increase the number of divisions. I would've approached this part of the modeling differently myself. Look for tutorials on the array modifier and see if you can imagine how else you could approach this model. You might find yourself coming up with a solution similar to my own. ;)
Awesome tutorial !! ... that's incredible all the objects that can be modeled with Blender ... I'm quite new with this software, and I learn more and more every day ... I love every feature/aspect of it ! I know there are some other great softwares out there like Modo, Zbrush ... I didn't test them ... did you ?
Great tutorial and nice results; I never played around with that cast modifer before so thanks for pointing that out. Though I am a bit curious why you decided to add extra verts for the band instead of perhaps using something like the edge split modifier, or even perhaps crease and bevel values and the bevel modifier on the hard edges instead? Adding extra verts like that on something I plan to subdivide always bugs me, because of how dense it makes the mesh in those areas.A mic is small enough that a bevel seems overkill to me, so I'd likely use edge split unless there were going to be some close up shots, in which case I would use a crease value on the hard edges to avoid the deformations from the subsurf then use the bevel value and bevel modifier to add a bevel to each hard edge directly without all the cruft that comes with doing it the old dirty way. Also using modifiers means you aren't actually changing the base geometry, so it would be easier to continue refining if you find you aren't happy with the shape.
No reason really, it wasn't the focus of the tutorial so I just threw a couple edge loops in just to get a beveled corner since I rendered close up. But yeah there's plenty of ways to bevel or to not bevel, depending on what you need from your model and how close up you render. The bevel modifier used alongside the subsurf modifier is a favorite of mine. I used it extensively in my rifle course and its definitely a lifesaver in a lot of situations where the 'old dirty way' would fail, but the classic workflow still reigns supreme in my opinion in many cases for speed and flow. -Chris
when i try to scale the peak vertices it seems to scale them as edges rather than individual vertices and i can't seem to get passed that stage which starts at about 10:27
A2Z Hey, could you send me the blend at contact@cgmasters.net? I'll check it out. I can't really say for sure what it might be, maybe you removed doubles accidentally and it affected how things are selected, maybe you're in edge select mode while you're trying to just selected vertices, or maybe your vertex groups have the wrong vertices added to them. -Chris
To move your duplicated selections by precisely 0.1 blender units, hold down shift+control while moving your mouse in the desired direction...the duplicate selection will only move by 0.1 units in that direction now.
hey nice tutorial! thanks for the tips. How would you approach for a more complex form, for exemple a wavy chair rattan or something like that. I was thinking of making a few curves, using array and then shinkwrap or curve modifier, any other idea?
Aureo de la Cruz Hey, great question. My initial thoughts are that using a lattice could be very useful in bending the grid to the shape you want. Also, the celtic knot add-on might really help you out: github.com/BorisTheBrave/celtic-knot ... Someone shared that idea for this tutorial as another way to create the wire cage. It basically takes existing topology and weaves it for you, so you could model the chairs shape(keeping topology in mind while doing so) and then use that plug-in to transform it into a woven mesh. It might require some touching up afterward but that's definitely an idea I'd explore. -Chris
Excellent tutorial. I wish that you would say what keys you are pressing for various operations or at least put screencast on so that we can see what keys are being pressed. I don't intend to be a Debbie Downer. I appreciate the time and effort that you put into making these videos. :D
Awesome :) That's very smart, how any beginner could think of that really ? I've just watched it and I couldn't redo it in blender without following this step by step :( Anyway, thank you very much, really useful, I'm gonna do the whole thing and post it in the comments here, hopefully you'll enjoy seeing your tutorial getting alive if I can say it like that :)
For anyone having trouble converting mesh to curve, the hotkey doesn't work in newer versions. Right click on the model in object mode, you can select it under "Convert To" < "Curve"
Love this. Excellent tutorial. One problem I have is that only the ring shows up when I render. Have tried a number of things like recalculating normals etc, to no avail. Any thoughts?
Hard to say without seeing the blend. You may have all the other objects set to invisible in the outliner, so you can check that. You also may have accidentally unticked the render icon in the modifiers that you're using for the cage, so check the modifiers. If nothing's working still you can email me the blend and I'll take a quick look, contact@cgmasters.net-Chris
If you're planning on making something like a fence in a game, I think it's typically better to use textures for the job. It's still common to make fencing using alpha textures instead of entirely geometry. I guess it depends on how closeup and how important this fence will be. -Chris
Cool stuff. However, I'm using 2.77 and when I do it the way you showed there was no spherical deformation when the grid was displaced from the origin even though there was deformation in the plane. It does work it I place an empty at the origin and use this as the control object. Is there a setting I missed?
So when you use the cast modifier on the grid it doesn't bend it spherically? I'm not getting that problem in 2.77, but if you haven't figured out the issue yet you can send the blend to contact@cgmasters.net and I'd be happy to check it out, I love a good mystery. -Chris
sinisa vranesevic You mean your wires are flat instead of round? Try rotating the circle in edit mode in different directions to fix that. Otherwise there's an easier way to bevel the wires anyway. Select your curves and go to the curve options. Change the Fill option to Full and then increase the bevel Depth and Resolution and it will do the same thing as using a bevel object. -Chris
He is still liking comments very cool
@Brecken Jameson WOWWY! A SCAM!!
i guess Im asking randomly but does any of you know a trick to log back into an Instagram account..?
I somehow forgot my account password. I would appreciate any assistance you can offer me
@@forrestquinton2231 Wish i could help but i dont use Instagram, but try looking it up or asking some more people.
It's insane how people figure this shit out.
i was thinking the same thing, amazing to watch vids like this.
insane how this program was made
the coolest part is that there are usually multiple ways to do everything.
Advice for workflow:
1. Use modifiers wherever you can. A few stacked Array modifiers would be great for this project.
2. Avoid applying your modifiers to your mesh. You lose flexibility you may want later.
3. Back up your model before applying a modifier. Sometimes you need to apply modifiers. Make sure you can go back to them in case something needs to change. As shown in the video, duplicating to a different layer works wonders.
The tools that come with Blender are powerful and every Blender modeler should learn about them (at least see how each can be used). There are some helpful tricks with animation and physics simulation on top of modifiers and mesh tools. There are a lot of helpful add-ons too. A bit of research and you can find these kinds awesome tutorials that will make the job much easier.
This is a great tutorial. It shows modelers how thinking outside of box modeling can help you make intricate models.
You summed it up perfectly :) Indeed modifiers are very powerful, and so are addons, I'm a beginner and I lack of lot of knowledge in modifiers, I can feel it :/
I am a beginner, as well, but I definitely recommend the courses on Lynda.com on Blender, esp. in the beginning stages. Many of the tutorials on RUclips are very superficial-yet they are still helpful in introducing you to the capabilities of the software. They often neglect to explain why.
Never heard the Shift+R hot key for repeating before. That alone is a massive time saver! Never would have attempted to try the mike wire mesh; amazing solution. Cast modifier, go figure! Thank you.
How? When I hold Shit+R, it just moves the selected vertices down a row.
Jacob Fausett Shift-R will repeat your latest action, so make sure your latest action is what you want to repeat! its likely that u did something else unintentionally right before hitting shift-r.
Jacob Fausett - Maybe double-check your hot keys too in preference section. I have a few Blender hot keys that got highjacked by other applications. But I did otherwise just verify this works in 2.78
I asked about this in a forum not too long ago, no one seemed to have an answer. Took the need to draw a complex mesh to learn it!
Make sure you dublicate and move in one action. Don't press RMB before everything is in place. Otherwise it counts as two actions and he will repeat only your last action. Which is move. Hope this helps.
You're the best blender teacher out there, seriously. The level of explanation - not too simple, not too complicated and to the point - and the way that tutorials are made to demonstrate a subject - both are unmatched. Not only for modelling, but for modelling it's especially useful.
Thank you for that! I do my best to break these complicated topics down as concisely as possible.
This is STILL a helpful video! A bit of the stuff has moved around, plus layers are gone but we of course have collections now. I just used this technique for the speaker of a boombox!
Your approach to modelling and also everything related to this is very detailed, efficient, fast and of very high quality as well. Thanks a lot CG Masters!
Thank you so much! Loved this whole tutorial, such a calming voice. The only thing was that blender updates so dang on frequent that I stumbled across the way, but still got a good result. I appreciate your help!
Thanks glad you liked it! I do plan on redoing this tutorial soon, and some others, but yeah, the development pace out-dating tutorials quickly is definitely a bittersweet thing for both instructors and students.
@@blengine Cool! well i'll def be checking more out, and you got a new subscriber in me. Thanks again!
A great display of not just the art of 3D modeling but of tutorial making. For most tutorials, I end up wanting to skip ahead after only 5 minutes, but I didn't even notice 20 minutes had passed when watching this. And the microphone grille is really pretty!
Hey, thanks for that I'm glad you liked it!
I just tried this in Blender 3.4. Still works. The blender units were different for me, but otherwise the process and modifiers all pretty much worked the same. Thanks for the fun tutorial.
Glad it still works! This is also something I have on my to-do list to try thinking of new techniques for and redoing the tutorial. Hopefully at some point this year.
Excellent explanation, apart from this being a tricky subject, this is explained with crystal-clear commentary. Thanks!
Very cool method, thanks for sharing. It makes it so simple to create an otherwise mind-bogglingly complex structure.
Wow! So much good stuff in this video that I don't see often:
Shift+R
Select checker
Spherical magnet scaling
Pivot point tricks
Keep curve resolution low before subsurf
Recalculate normals
You basically told me how I can now apply stitching around the interior of a car I am working on! Thank you!
+Marcus_Mravik haha glad I could help! -Chris
This tutorial is still valid at 2020. I'm using blender 2.90.1. The only thing I did differently is to use spin tool from edit mode toolbar instead of using screw modifier. Thanks CG Masters! :D
I made it in Blender 2.83, best tutorial! Thanks and
highly recommended
I personally would have liked a full tutorial, but hey, can't always get what you want, thank you for teaching me a couple of little tricks I didn't already know, I'm sure they shall come in handy in the future.
Absolutely amazing!!Thank you for having it free!
Never seen the grid mesh or the cast mod being used before. Very useful tut. Thanks.
Thank you for this tutorial! Excellently done model, and great commentary.
Bruh your tutorials are a treasure
Big thanks for this amazing tutorial. I learned a ton of new stuff about blender + this amazing technique.
Fantastic tut! and love the Checker Deselect.
Marcus Syd Me too, quite a lot of cool things can be done with that. Glad you liked the vid! -Chris
Great tutorial. I loved the wire mesh. The grammar nanny in me wants to suggest that the word I would have used to describe its appearance is WOVEN not wavy. I loved how easily you made it.
Rusty Wright haha I do say woven at the beginning of the video. I think whenever I say the word wavy I'm probably just thinking about each individual wires waviness. -Chris
Excellent and easy to follow tutorial, thanks for sharing.
Fantastic tutorial :) i spent the rest of my day creating something beautiful
Wow! I was always curious how to make such a model, and now I finally know! Great tutorial, big up to CG Masters!
Tobiasz Karoń Why thank you very much! :) Aidy.
nice tutorial, great help to learn the practical use of vertex groups and screw modififer
Thanks for the video. It was very intuitive and coherent. I watched another Vietnamese guy doing it but couldn't understand every step of the procedure, so it was very fortunate for me to have found yours. However, to avoid having making separate layers for vertical and horizontal lines, still using the save Vertex Group 'Peak', you only have to move the vertical copy 1 unit of grid to left or right. This will avoid the collision of selected points later on when raising the selected vertices up (weaving). Also, after raised and converted to curve, if you convert them to curve type Bezier (in Edit mode, on Tools menu, section Curve, 'Set Spline Type' and choose 'Bezier', then you can smooth them by pressing 'V', choose 'Aligned'. This will also allow you to change the preview resolution to 5, bevel resolution 2, much cheaper than having to use Sub-suf modifier. I found my machine was struggling when using sub-surf.
Excellent job with this tutorial! I will have to watch more from you, I enjoyed it very much.
Very smart method!! Thanks for the tutorial!
Awesome! So much to learn. Subscribed.
You sure picked a challenging item to model, excellent results.
I wonder how many 8 year old Blender tutorials are still teaching students? Subbed, you really deserve the 100k subs.
Thanks, just happy this is still relevant given how fast Blender develops =) I do plan on remaking this later this year too, possibly with different techniques if I can figure out something easier. I know there is a knot creation add-on that automates the weaving, so I might look more into that.
amazing tuto, one of the best i ve seen on blender
I really love your video, job well done!!! You have won a big subscriber :)
I love finding your 5 year old comments on completely random videos
you are truly cg masters
Very good tutorial. Love the idea for how to create that mesh.
eh, i didn't want to make a microphone, but now after watching half this tutorial i realize it has really useful concepts. So yea im going to make it now.
Awesome and easy to follow. Thanks guys.
Impressive tutorial. Great job!
Postponed this suggestion for sooooooooooooo long but it was interesting . Thanks
wow, yes indeed I did learn a lot from it.. Thank you, this helped me even if 7 years old....
Thanks for a great tutorial on a great subject!
These are awesome, please keep them coming!
Really enjoyed this, always good find out how to make complex looking meshes like this.
I can handle the handle
Wow!!! very awesome idea...thx for your tutorial
Thank you, this video was exactly what I've been looking for. Very helpful!
Awesome. Thanks for this video. Gonna creat some awesome grids now.
Excellent tutorial.
what a truly awesome tutorial, thanks!
Huge thank you for great lessons
Awesome tutorial Chris Plush.
Springfield, VA.
you are indeed CG Master!
Excellent tutorial... Thank you.
Loud and clear!
Thank you!
Great tutorial! thank you for sharing!
Thanks. Great tutorial! I learned a lot!
VERY interesting! Thank You for you time, Great Tutorial.
Not sure if I can handle the handle
Lol
Sounds like a good tutorial. Subbed.
If you want sharp edges despite using a subdivision surface modifier there is also an option called Mean Crease, which you can find under Transform when pressing 'n'. This saves a lot of vertices. Apart from that nice tutorial. :)
Manuel MüllerGlad you liked the tutorial! Mean Crease does have its moments, but as far as I know it's simply subsurf weight so it still needs extra geometry around sharp edges else you'll end up with a low resolution bevel. In a lot of circumstances you end up needing to crank subsurf up another level or two to get the high quality tight bevel you want, creating excessive faces in the process. This is why I personally prefer adding extra edge loops, better quality bevels with less polygons. -Chris
Amazing tutorial! Thanks.
very great tutorial! thank you!
very cool technique!
Awesome !!! Learnt Soo much,... Thnx
Amazing & insightful!
Great tutorial! I was looking at my fan here, which has same sort of wavy mesh protector and was wondering how I could possibly do that in 3D. Now I at least have an idea. Thank you.
Thanx for this tutorial, helped a lot!
When making the mesh into a sphere ... is "To Sphere" in edit mode not an option? (7:00)
Shortcut : ALT-SHIFT-S
I actually did try that in my quest to find the best technique, but since that tool only works correctly on 3 dimensional objects it required extra steps to even use it right, then left me with a very congested area of wires at the base. The cast modifier turned out to be quicker and cleaner. -Chris
CG Masters : Yeah ... that totally makes sense in retrospect. Better to have the deform in a modifier anyway!
Thanks for explaining :)
very good!! thanks for sharing
Everytime I saw a Mic in "Sing" I could'nt help but to think in this tutorial. :-D
+CG Masters - Showing us how to make a woven chair would be great!
Great Tut. Thank you.
this is a great tutorial. the only question I have is, with the ban at the end, in stead of selecting the top and the bottom separately could you have just scaled the entire band on the z axis to achieve the same effect?
You could do it that way but it wouldn't be *quite* the same. It would result in shrinking the height of everything. I was happy with the height/thickness of the top and bottom so I moved them to simply shrink the height of the middle channel. -Chris
ah, that makes sense. thank you for the quick response.
Thank you for this video!
No problem! Glad you liked it!
edge crease is not enough to make the edges sharp? excellent tutorial btw!!
Thanks! And yeah edge crease gives you perfectly sharp edges but I wanted to add a little bevel to the corner. -Chris
00:45 - That subdivisions option is gone from the menu, any help? Also, if there's a place where people post all the tips to do this on the new version of blender, please post the link.
I just double checked, that option is still there in the latest Blender. Sometimes the Operator menu the option is in minimizes for no apparent reason. At the bottom of your left-side toolbar is there a little + icon? That will bring that menu back. -Chris
Maybe it was because I started the project on Blender Cycles, I switched back to the older one and it still was missing. But not all the tweaking options, it was just a different menu there.
I'm four weeks late, but for future readers:
Be sure that you are adding a grid and not a plane. A plane will not have this option. If you have a plane though, you can subdivide it using ctrl+r and use the scroll wheel to increase the number of divisions.
I would've approached this part of the modeling differently myself. Look for tutorials on the array modifier and see if you can imagine how else you could approach this model. You might find yourself coming up with a solution similar to my own. ;)
Nice and thnx. It`s bother me for long time how to do modeling such a mesh.
Thnx Master :)
Nice tutorial.
Awesome tutorial !! ... that's incredible all the objects that can be modeled with Blender ... I'm quite new with this software, and I learn more and more every day ... I love every feature/aspect of it ! I know there are some other great softwares out there like Modo, Zbrush ... I didn't test them ... did you ?
Lucien Bartelet Thanks! And I haven't used those programs before, but I've seen nothing but amazing things from Zbrush. -Chris
cool tutorial, thanks
THANKS MUCH I LOVE IT FOLLOWER FROM EGYPT
great stuff dude, thanks!
I've done something similar using the Array modifier.
Great tutorial and nice results; I never played around with that cast modifer before so thanks for pointing that out. Though I am a bit curious why you decided to add extra verts for the band instead of perhaps using something like the edge split modifier, or even perhaps crease and bevel values and the bevel modifier on the hard edges instead?
Adding extra verts like that on something I plan to subdivide always bugs me, because of how dense it makes the mesh in those areas.A mic is small enough that a bevel seems overkill to me, so I'd likely use edge split unless there were going to be some close up shots, in which case I would use a crease value on the hard edges to avoid the deformations from the subsurf then use the bevel value and bevel modifier to add a bevel to each hard edge directly without all the cruft that comes with doing it the old dirty way. Also using modifiers means you aren't actually changing the base geometry, so it would be easier to continue refining if you find you aren't happy with the shape.
No reason really, it wasn't the focus of the tutorial so I just threw a couple edge loops in just to get a beveled corner since I rendered close up. But yeah there's plenty of ways to bevel or to not bevel, depending on what you need from your model and how close up you render. The bevel modifier used alongside the subsurf modifier is a favorite of mine. I used it extensively in my rifle course and its definitely a lifesaver in a lot of situations where the 'old dirty way' would fail, but the classic workflow still reigns supreme in my opinion in many cases for speed and flow. -Chris
I totally agree.... Perfect!
when i try to scale the peak vertices it seems to scale them as edges rather than individual vertices and i can't seem to get passed that stage which starts at about 10:27
A2Z Hey, could you send me the blend at contact@cgmasters.net? I'll check it out. I can't really say for sure what it might be, maybe you removed doubles accidentally and it affected how things are selected, maybe you're in edge select mode while you're trying to just selected vertices, or maybe your vertex groups have the wrong vertices added to them. -Chris
To move your duplicated selections by precisely 0.1 blender units, hold down shift+control while moving your mouse in the desired direction...the duplicate selection will only move by 0.1 units in that direction now.
hey nice tutorial! thanks for the tips. How would you approach for a more complex form, for exemple a wavy chair rattan or something like that. I was thinking of making a few curves, using array and then shinkwrap or curve modifier, any other idea?
Aureo de la Cruz Hey, great question. My initial thoughts are that using a lattice could be very useful in bending the grid to the shape you want. Also, the celtic knot add-on might really help you out: github.com/BorisTheBrave/celtic-knot ... Someone shared that idea for this tutorial as another way to create the wire cage. It basically takes existing topology and weaves it for you, so you could model the chairs shape(keeping topology in mind while doing so) and then use that plug-in to transform it into a woven mesh. It might require some touching up afterward but that's definitely an idea I'd explore. -Chris
CG Masters Thanks Chris! I'll check that add on out.
Excellent tutorial. I wish that you would say what keys you are pressing for various operations or at least put screencast on so that we can see what keys are being pressed. I don't intend to be a Debbie Downer. I appreciate the time and effort that you put into making these videos. :D
Awesome :) That's very smart, how any beginner could think of that really ? I've just watched it and I couldn't redo it in blender without following this step by step :( Anyway, thank you very much, really useful, I'm gonna do the whole thing and post it in the comments here, hopefully you'll enjoy seeing your tutorial getting alive if I can say it like that :)
For anyone having trouble converting mesh to curve, the hotkey doesn't work in newer versions. Right click on the model in object mode, you can select it under "Convert To" < "Curve"
im curious if the tissue add on will work for this....
Great 👌
Love this. Excellent tutorial. One problem I have is that only the ring shows up when I render. Have tried a number of things like recalculating normals etc, to no avail. Any thoughts?
Hard to say without seeing the blend. You may have all the other objects set to invisible in the outliner, so you can check that. You also may have accidentally unticked the render icon in the modifiers that you're using for the cage, so check the modifiers. If nothing's working still you can email me the blend and I'll take a quick look, contact@cgmasters.net-Chris
The actual lesson! Even 2 years later.
Is there a way to make a low poly model grid for the game? For example - fence. This method will not work?
If you're planning on making something like a fence in a game, I think it's typically better to use textures for the job. It's still common to make fencing using alpha textures instead of entirely geometry. I guess it depends on how closeup and how important this fence will be. -Chris
Cool stuff. However, I'm using 2.77 and when I do it the way you showed there was no spherical deformation when the grid was displaced from the origin even though there was deformation in the plane. It does work it I place an empty at the origin and use this as the control object. Is there a setting I missed?
So when you use the cast modifier on the grid it doesn't bend it spherically? I'm not getting that problem in 2.77, but if you haven't figured out the issue yet you can send the blend to contact@cgmasters.net and I'd be happy to check it out, I love a good mystery. -Chris
that was wonderful
great tutorial but when you put the circle in the midle you get pipes and i get flat ... not sure why..
sinisa vranesevic You mean your wires are flat instead of round? Try rotating the circle in edit mode in different directions to fix that. Otherwise there's an easier way to bevel the wires anyway. Select your curves and go to the curve options. Change the Fill option to Full and then increase the bevel Depth and Resolution and it will do the same thing as using a bevel object. -Chris