I'm "just" pretty fluid with the box cutter/hard ops/mesh machine technique and still struggle with quad/organic stuff. I would love an app to tramsitt informations from a brain to another. I would take your quads method and give you mine full of tricks as a present. Ahah, have a good day.
@@gabrielegagliardi3956 You'd need to retopo at the end I imagine, with all those ngons. If you're trying to learn, try to retopologize your models manually it gives you a good idea about box modeling. I'd start with making the loops of quads at the edges and orifices as a starting point and connect them like a web keeping the stretching to a minimum. If there are panels, make a loop of quads around the edge of the panel etc. If there is an edge you like defined add a second edge loop. In organic retopo, you start with essential edge loops around joints for example(accounting for mesh stretching while rotating in animation) and work yourself towards the center. It's essentially creating your defining lines(edge loops) of your object and then web/stitch them together if that makes sense.
@@chucknorrisffs Hi, I've already made tons of objects for my projects (high poly, low poly, triangulation) with no artifacts or shading errors and perfect baked maps. They work perfectly fine in unreal but i must say that those objects are static, they don't need to deform, they fit the purpose of their creation. Mesh machine already creates a loop of perfect quads near booleans and I immediately retopo the nearest area converging vertices, pushing then away from the bevel and trying my best to give a decent retopo. Unfortunately I don't like too much the sub d workflow, I know it's necessary and only modelling "hard surfaces" is very limiting. That organic sub d blob is my nightmare ahah, do you have any suggestion for "pure" organic modelling videos or courses? Cheers pal
@@gabrielegagliardi3956 You can go about it a couple of ways, one you can sculpt the model and instead of manually retopologizing you can use something like quadremesher(paid plug-in)to retopo but this requires you to have a decent idea of where your model is going to deform, you'll have control within the plugin in being able to guide the flow of topology to define your essential loops. Another is build the model up entirely with the box modeling workflow but this requires you to have decent front and side view reference images to work from. I can recommend for organic stuff- Dikko on RUclips for character creation(he goes through the entire character creation pipeline including rigging) with the sub-d workflow and blenderguru for fairly solid/efficient subdivision modelling practices, although blenderguru doesn't model things that are going to be rigged and animated- his topology for semi organic static models and efficient practices are quite professional. I recommend them both and looking up various artists wireframes on day Artstation so you have a decent understanding of topology around the deformation areas. Either way organic modelling requires you too know where the essential loops go. Everything else is just connecting them and a matter of realtime problem-solving confined within the fundamental rules(ensuring they're all quads, as consistent size of quads as possible etc. ) and usually just fall into place and is a non-issue. Manual topology isn't so bad in blender, you can use modifiers like shrinkwrap to make it way easier and then gridfill lots of areas in between different essential edge loops to make things less tedious. Sorry for the long wall of text, hope it helps..
@@chucknorrisffs Sorry for the wall of text? It was very useful and thank you for taking the time! I'm not into characters at all, I try to avoid every character related thing ahah, I prefer objects, especially sci fi or retro futuristic ones, i love that aesthetics. Thank you once again for taking the time to give such an in depth answer, really appreciated pal, cheers from italy and have a good day!
For the merging sphere example, there is another way: create two metaballs in Blender, move and scale them how you want, and reduce the metaball viewport resolution (this makes it more smooth). Then you can use Convert -> Mesh to convert the metaballs into a mesh. This creates triangles, but you can use quad remesher (or Blender's built-in remesher) to convert it to quads. There are a lot of different metaballs, not just spheres, so you can use this to create all sorts of smooth shapes.
That trim sheet process, I had to do recently on a sub-d hard surface model in a lot of places. The vanilla method I used was to start with the pre-subd model, select all the faces that would be "inside" the trim. In your case, the entire upper surface. Then Inset by whatever amount. There's an option on the inset called Edge Rail that insets along existing edges and will help in certain edge cases.
Hi Josh, I'm sorry to write this question under this video, but I'm desperate to find answer. Following most of your tutorials I found that you don't apply bevel modifier until export stage. However following same process caused some lines on my UV. Searching in web and self analysing helped me to understand that its because of new faces that comes from bevel. But in your videos I did not find any clue or errors of such matter. I thought maybe you have some hidden tips specifically in that question. Because after applying bevel modifier UV is all in lines and its a pain in my butt. Wish you all the best as usual!
Set the bevel segment count to 1, it won’t work with 3. Research UVs and hard edges if you want to understand the “why” - but yea, just set the segment count to 1 in the bevel modifier and it’ll be fixed.
@josh - ran this today using MESHmachine. after targeting the interface edge (alt-L) and then attempted to ‘Offset Cut’ the line to create the profile bevel: no joy. did not see an ‘Offset Cut’ tool, but rather only an ‘Offset’ tool. on my MacBookPro. what am i missing?? mahalo, Ken W
Bav (Bevel after boolean) free addon is kind of difficult to learn because all the parameters and options, but when you do the addon works fine as well.
I do modelling in solidworks than do retopology in instant meshes which gives very good quad topology There is no other option than CAD software for accurate machine modelling
Can somebody answer a simple question for me? I am using Mesh Machine 0.112 on Blender 3.1.0. Offset cut works fine in simple situations. But designing is mostly not that linear. Okay, so when I boolean two objects and offset cut the intersection edges and then make a good bevel(fillet) this works fine. But then one step further doesn't work when trying to boolean the previous outcome with another third object and afterwards trying to offset cut the intersecting area. It just burst opens. So I tried further. If you have one main object and boolean multiple objects before hands and then do the offset cuts one at a time then it works. But as I said while designing you feel the needs to boolean things later on. How do you guys handle this limitation? Or am I just not lucky with the SW version combination? Thanks for reading!
So, dumb question, but is the reason that offset cut doesn't always work because whatever equation you're using to define the function isn't quite tweaked to be universal?
Hello Josh, I wanted to tell you that I am new and that I am starting your trainings, You are a very good trainer, I do not speak English and I can understand very well !! Thanks very much !!! I wanted to ask you if you know how to reduce the size of the vertices? Since I installed Hard Ops, the vertices have a bigger size and I find it less practical!!!
@@JoshGambrell it's just to improve the comfort, otherwise I can work without problem.... Not easy to find in the preferences?? I arrived at 23 minutes from the training, and frankly it is superb your training, and I just had fun I bought Decal Machine, and I also had Kit OPS .... Honestly, I'm glad I took this path! thanks again !!
@@zofo264You dont have to combine them if you are baking in marmoset, just separate them properly in group/bake folders. In the end, if your low poly is all in one material/texture set (basically your low poly has the same material applied to its parts), its going to be one draw call.
I believe the standart loop select is just clicking an edge while also holding doen alt... Whereas for the Mesh Machine L select you first select an edge that is part of the loop you intend to select, then alt click the selected edge... So it is in fact two different shortcuts...
I know that chubby bowling pin is only an example for tools to use, but we know we could create that perfect shape without any addons. =) As a dedicated Blender fan but still a private user, you rarely want to spend any money on addons, because you may not need them often, and in private, it's not about speed or efficiency. Also very annoying is, when your bought addon isn't compatible with the newest Blender version and you have no idea, if you can upgrade your addon for that version without buying it again, and how to do that........
He never presented this video as beginner level or a tutorial, but a demonstration. Everything he is showing here should be pretty clear for an intermediate user, and the tool specific stuff is available in the plugin's documentation.
@@proza1957 I think the problem is the viewer's expectation, this wasn't presented as a tutorial but instead a discussion/demonstration, and the content is in line with his other videos. If the viewer decided to watch this without any idea of what kind of content he produces then it's their responsibility to make sure they can understand the subject. People need to use their heads and not leave everything to the author. I'm not gonna jump in a lesson about quaternion conversion using transformation matrices and blame the guy for not informing us that we need some knowledge of linear algebra.
@@H-L The problem is too many youtube videos assume viewer knowledge. The content creator needs to prefix what to expect. The content created must address this and build a following and not confuse the viewer. The high number of views is not a good measure if someone has to view it several times to understand it. If you wish to produce good content don't blame the viewer blame yourself.
@@proza1957 It honestly feels like you aren't reading what I'm writing. For the third time, this is not a tutorial. It's a demonstration of how to use a tool and literally no one in this comment section had a problem with that but you, because you are the one who came here with the wrong expectations. If he was doing a tutorial it would be expected of him to describe the contents, but alas, he isn't. It's a demonstration of other ways to use tool that has been featured in many of his videos and he will naturally assume his viewers are familiar with it, and anybody stumbling upon a video that is clearly more advanced than what they understand should have the common sense of watching an actual tutorial about the subject. If that doesn't make sense to you, let's just agree to disagree, because I'm pretty much done here.
I do modelling in solidworks than do retopology in instant meshes which gives very good quad topology There is no other option than CAD software for accurate machine modelling
As someone who only does quad builds I feel like a time traveler just pulled out a lighter in front of me while I was rubbing two sticks together.
I'm "just" pretty fluid with the box cutter/hard ops/mesh machine technique and still struggle with quad/organic stuff. I would love an app to tramsitt informations from a brain to another. I would take your quads method and give you mine full of tricks as a present. Ahah, have a good day.
@@gabrielegagliardi3956 You'd need to retopo at the end I imagine, with all those ngons. If you're trying to learn, try to retopologize your models manually it gives you a good idea about box modeling. I'd start with making the loops of quads at the edges and orifices as a starting point and connect them like a web keeping the stretching to a minimum. If there are panels, make a loop of quads around the edge of the panel etc. If there is an edge you like defined add a second edge loop. In organic retopo, you start with essential edge loops around joints for example(accounting for mesh stretching while rotating in animation) and work yourself towards the center. It's essentially creating your defining lines(edge loops) of your object and then web/stitch them together if that makes sense.
@@chucknorrisffs Hi, I've already made tons of objects for my projects (high poly, low poly, triangulation) with no artifacts or shading errors and perfect baked maps. They work perfectly fine in unreal but i must say that those objects are static, they don't need to deform, they fit the purpose of their creation. Mesh machine already creates a loop of perfect quads near booleans and I immediately retopo the nearest area converging vertices, pushing then away from the bevel and trying my best to give a decent retopo. Unfortunately I don't like too much the sub d workflow, I know it's necessary and only modelling "hard surfaces" is very limiting. That organic sub d blob is my nightmare ahah, do you have any suggestion for "pure" organic modelling videos or courses? Cheers pal
@@gabrielegagliardi3956 You can go about it a couple of ways, one you can sculpt the model and instead of manually retopologizing you can use something like quadremesher(paid plug-in)to retopo but this requires you to have a decent idea of where your model is going to deform, you'll have control within the plugin in being able to guide the flow of topology to define your essential loops. Another is build the model up entirely with the box modeling workflow but this requires you to have decent front and side view reference images to work from. I can recommend for organic stuff- Dikko on RUclips for character creation(he goes through the entire character creation pipeline including rigging) with the sub-d workflow and blenderguru for fairly solid/efficient subdivision modelling practices, although blenderguru doesn't model things that are going to be rigged and animated- his topology for semi organic static models and efficient practices are quite professional. I recommend them both and looking up various artists wireframes on day Artstation so you have a decent understanding of topology around the deformation areas. Either way organic modelling requires you too know where the essential loops go. Everything else is just connecting them and a matter of realtime problem-solving confined within the fundamental rules(ensuring they're all quads, as consistent size of quads as possible etc. ) and usually just fall into place and is a non-issue. Manual topology isn't so bad in blender, you can use modifiers like shrinkwrap to make it way easier and then gridfill lots of areas in between different essential edge loops to make things less tedious. Sorry for the long wall of text, hope it helps..
@@chucknorrisffs Sorry for the wall of text? It was very useful and thank you for taking the time! I'm not into characters at all, I try to avoid every character related thing ahah, I prefer objects, especially sci fi or retro futuristic ones, i love that aesthetics. Thank you once again for taking the time to give such an in depth answer, really appreciated pal, cheers from italy and have a good day!
For the merging sphere example, there is another way: create two metaballs in Blender, move and scale them how you want, and reduce the metaball viewport resolution (this makes it more smooth). Then you can use Convert -> Mesh to convert the metaballs into a mesh. This creates triangles, but you can use quad remesher (or Blender's built-in remesher) to convert it to quads. There are a lot of different metaballs, not just spheres, so you can use this to create all sorts of smooth shapes.
Good tip!
I didn't even know like 90% of all the tools you used in this video... I am amazed AGAIN at what blender is capable of...
That trim sheet process, I had to do recently on a sub-d hard surface model in a lot of places.
The vanilla method I used was to start with the pre-subd model, select all the faces that would be "inside" the trim. In your case, the entire upper surface. Then Inset by whatever amount. There's an option on the inset called Edge Rail that insets along existing edges and will help in certain edge cases.
That was awesome. I never would've thought of any of that. Those moves are what separates the masters from the noobs. 👍😮
No, those moves are what separates different classes of users; not everyone can afford MESHMachine, no matter how skilled at Blender or CAD they are.
@@znefas You are absolutely not wrong about that. Money is a very relative object. It took me a while to be able to get it.
Your tutorials help me very much for understand right meshing to create many stuff with geometry nodes. Thanks lot.
i dont understand how you do it but you fixed atleast 5 of my problems in a single video
Hi Josh, I'm sorry to write this question under this video, but I'm desperate to find answer. Following most of your tutorials I found that you don't apply bevel modifier until export stage. However following same process caused some lines on my UV. Searching in web and self analysing helped me to understand that its because of new faces that comes from bevel. But in your videos I did not find any clue or errors of such matter. I thought maybe you have some hidden tips specifically in that question. Because after applying bevel modifier UV is all in lines and its a pain in my butt. Wish you all the best as usual!
Set the bevel segment count to 1, it won’t work with 3. Research UVs and hard edges if you want to understand the “why” - but yea, just set the segment count to 1 in the bevel modifier and it’ll be fixed.
how do u learn these kinda things, i mean i didnt even know that cut if i didnt watch ur video, you are awesome man 🤘🤘
According to his other videos, Ponte Ryuurui is where he learns a lot of the HardOps and MeshMachine lessons
you can learn these stuff by reading documentations and a lot of experimenting, is really time consuming, that is why these videos are priceless!
Well i use Blender several hours a day.
@josh - ran this today using MESHmachine. after targeting the interface edge (alt-L) and then attempted to ‘Offset Cut’ the line to create the profile bevel: no joy. did not see an ‘Offset Cut’ tool, but rather only an ‘Offset’ tool. on my MacBookPro. what am i missing?? mahalo, Ken W
enable experimental features in preferences for meshmachine
@ DD - work flawlessly! thank you
So now the Offset Cut is repaced with Offset and you have to repeat it to each side of cut edge loop?
Nice....you taught me some cool stuff on the sci fi beam. I learned that L select on art3dblender in russia on mesh machine. a real time saver!
Boom!
Dispence with saying that, its 'at our disposal'.
Bav (Bevel after boolean) free addon is kind of difficult to learn because all the parameters and options, but when you do the addon works fine as well.
Love this! Thanks Josh 👍🏽👍🏽
you have just blown my mind
Can you even do this kind of thing in Vanilla Maya? I don't think you can?
I do modelling in solidworks than do retopology in instant meshes which gives very good quad topology
There is no other option than CAD software for accurate machine modelling
I agree. I don’t do machine modeling nor need extremely precise measurements
Absolutely brilliant… thank you!
Can somebody answer a simple question for me? I am using Mesh Machine 0.112 on Blender 3.1.0. Offset cut works fine in simple situations. But designing is mostly not that linear. Okay, so when I boolean two objects and offset cut the intersection edges and then make a good bevel(fillet) this works fine. But then one step further doesn't work when trying to boolean the previous outcome with another third object and afterwards trying to offset cut the intersecting area. It just burst opens. So I tried further. If you have one main object and boolean multiple objects before hands and then do the offset cuts one at a time then it works. But as I said while designing you feel the needs to boolean things later on. How do you guys handle this limitation? Or am I just not lucky with the SW version combination? Thanks for reading!
So, dumb question, but is the reason that offset cut doesn't always work because whatever equation you're using to define the function isn't quite tweaked to be universal?
It’s cool and these are tools I definitely want to learn more about, but it’s also definitely NOT CAD.
seriously useful thanks for sharing
Been wanting to buy QuadRemesher for a while but its so expensive!
pays for itself in a single day - I mean in only 5 minutes - if you are doing pro work for a client.
Hello Josh, I wanted to tell you that I am new and that I am starting your trainings,
You are a very good trainer, I do not speak English and I can understand very well !!
Thanks very much !!!
I wanted to ask you if you know how to reduce the size of the vertices?
Since I installed Hard Ops, the vertices have a bigger size and I find it less practical!!!
Check Blender preferences
@@JoshGambrell
it's just to improve the comfort, otherwise I can work without problem.... Not easy to find in the preferences??
I arrived at 23 minutes from the training, and frankly it is superb your training, and I just had fun I bought Decal Machine, and I also had Kit OPS ....
Honestly, I'm glad I took this path!
thanks again !!
What is stopping Blender to add actual CAD precision and actual CAD tools?
I wish quad remesher didn't cost a kidney 😩
Rarely do I use it tbh, just happened to be a good example here
This may be a stupid question but is this 'mesh' anywhere related to Computational Fluid dynamics? Just a brief summary would suffice the answer.
Nope
Curious how you import the model plus floaters into UE. I assume you have to setup multiple materials in Unreal.
yes and every material is more draw calls so its great but use wisely
Usually you bake them as detail from high poly to low poly mesh. Then you remove floaters/decals, they are now part of the texture.
@@arialpew5248 That makes sense - just not sure how that works with multiple meshes/objects. I assume you join them first and then bake?
@@zofo264You dont have to combine them if you are baking in marmoset, just separate them properly in group/bake folders. In the end, if your low poly is all in one material/texture set (basically your low poly has the same material applied to its parts), its going to be one draw call.
@@Alexander_S_K Good to know - Thx!
What I don’t understand, you talk for example alt click don’t work, then u still use alt click from mesh machine with the same shortcut ?
I believe the standart loop select is just clicking an edge while also holding doen alt... Whereas for the Mesh Machine L select you first select an edge that is part of the loop you intend to select, then alt click the selected edge...
So it is in fact two different shortcuts...
Really cool technique :)
Yup!
Thank you :)
You bet!
The second tool should be named pea nut maker.
think meshmachin could acheieve CAD ,that would happen
I know that chubby bowling pin is only an example for tools to use, but we know we could create that perfect shape without any addons. =)
As a dedicated Blender fan but still a private user, you rarely want to spend any money on addons, because you may not need them often, and in private, it's not about speed or efficiency. Also very annoying is, when your bought addon isn't compatible with the newest Blender version and you have no idea, if you can upgrade your addon for that version without buying it again, and how to do that........
Um… what?
it's a shame I am not into popcorn
big HAX
You make too many assumptions about user knowledge.
He never presented this video as beginner level or a tutorial, but a demonstration. Everything he is showing here should be pretty clear for an intermediate user, and the tool specific stuff is available in the plugin's documentation.
@@H-L This is the point you should set the expectation upfront. New users need to know otherwise they are lost.
@@proza1957 I think the problem is the viewer's expectation, this wasn't presented as a tutorial but instead a discussion/demonstration, and the content is in line with his other videos. If the viewer decided to watch this without any idea of what kind of content he produces then it's their responsibility to make sure they can understand the subject.
People need to use their heads and not leave everything to the author. I'm not gonna jump in a lesson about quaternion conversion using transformation matrices and blame the guy for not informing us that we need some knowledge of linear algebra.
@@H-L The problem is too many youtube videos assume viewer knowledge. The content creator needs to prefix what to expect. The content created must address this and build a following and not confuse the viewer. The high number of views is not a good measure if someone has to view it several times to understand it. If you wish to produce good content don't blame the viewer blame yourself.
@@proza1957 It honestly feels like you aren't reading what I'm writing. For the third time, this is not a tutorial. It's a demonstration of how to use a tool and literally no one in this comment section had a problem with that but you, because you are the one who came here with the wrong expectations.
If he was doing a tutorial it would be expected of him to describe the contents, but alas, he isn't. It's a demonstration of other ways to use tool that has been featured in many of his videos and he will naturally assume his viewers are familiar with it, and anybody stumbling upon a video that is clearly more advanced than what they understand should have the common sense of watching an actual tutorial about the subject.
If that doesn't make sense to you, let's just agree to disagree, because I'm pretty much done here.
I do modelling in solidworks than do retopology in instant meshes which gives very good quad topology
There is no other option than CAD software for accurate machine modelling