Here is a tip for people making video game assets. You're probably working with a poly budget, so keeping the polys reasonably low while having enough detail to look good matters. For each curve you can lower the resolution to get less polys. I like to make a low poly version, then add a multires modifier and sculpt detail, then bake the multires into a normal map and apply it to the low res model. Looks good at a fraction of the rendering cost.
Great comment and totally true. All my work is focused on design for 3D printing but as the Ham says for CG work it would indeed be very suitable to do this as a lower poly model. ;p
@MaxVenous A normal map is simply a texture map (just like a diffuse map, for example) that is applied to a 3d asset. It's basically lighting information that helps faking details. Every 3d software can bake normal maps. Search for "normal map explained" and "how to bake a normal map" you will easily find information.
It's crazy to me that in a community with the best tutorials and teachers, you STILL stand out with your incredible quality, clarity, density of info, and universally useful tools that almost no one else covers. Thank you SO much for sharing your incredible knowledge!!
I've been using blender for nearly 10 years now and I learned some new stuff from this video. Not only a great technique, but you explain it wonderfully. Thank you so much!
😁 That's awesome to hear. Really glad it's showing new things even to experienced users and the explanation is clear. Thanks so much for taking the time to comment as well 👍🏻👌
came here to say this. the algo sent me here and i dont regret it. dude covers the whats and whys unlike other channels. instant subscribe. these blender tut vids vary so wildly in quality(and age!) its refreshing to find a good one
OMG i have been 3D modelling in Blender for over 1500 hours now and you just showed me so much new and fantastic stuff. Thank you so much! This was one of the best tutorials i ever watched!
It's pretty perfect for that. If you're using it for something like a trilobite and you want to control the size differently on different axes then you can use a lattice modifier instead of what I did with scaling the vertices. It would probably work better.
Instantly subscribed after you explained the taper object and how it functions in relation to the world origin. This is the type of tutorial I was always looking for. Clear concept explanation rather than showing just techniques!
Thanks so much. In my head I always find it helpful to know how something works not just what it does so I assume it would help others too. Glad to hear it does 😁👍🏻
The weld modifier will close those non-manifold edges without a fuss. In addition to the techniques featured in this video, displacement maps are easy to set up with a beveled curve and accomplish much of the same effect as the arrayed object method. I would also suggest trying out a very very low resolution bevel with a weld and subdivision surface modifier. It will get you great rounded tips and bases that you can then sculpt, displace, or even curve like your segmented example. Sometimes all you want is a rounded horn, so you can skip adding details.
Thanks a lot. I try to cover all the questions I was asking when I saw tutorials on a certain subject so I'm really glad so many people seem to be finding them helpful.
@@ArtisansofVaul truly a treasure to this community 🙏🏻 thank you sir ! And i hope for more videos like this in this future simce they are the most helpful i ve seen so far
Subscribed, Liked, and Saved this video for later! I'm just starting to teach myself 3D modelling 28mm scale miniatures. This is exactly the tutorial I need. Perfect.
Glad it's going to help and thanks for the sub 😁👍🏻 In the New Year I'm going to be putting out a series on making Power Armour if that's going to be of any interest.
Something that I discovered recently after getting frustrated with booleans creating intersecting faces and then subsequently not working because booleans don't like intersecting facesyou don't actually have to merge objects. You can just select a load objects that are intersecting and export them as one stl and it's fine, it does sometimes try to place supports through your outer object but it's totally fine. Obviously if you want to hollow your object it's no good for that. Although it is possible if you have an inner object that has a solidify modifier on (or hollowed in Meshmixer or where ever else) and then make sure your outer objects only stick through less than the wall thickness. It may not be "correct" but it does work. I've only used lychee slicer so I cant say it will work with all slicers, but works with lychee.
This is true but it can cause issues in other sense as well. For your own personal use thats great but if you wanted to put the design online (especially if paid for) people generally expect something that is "complete" and does not have those issues. If it helps a lot of the intersecting faces can be solved relatively quickly (especially with things like the triangulate tool) but as you say thats not a "requirement" when you know how to deal with any issues in the slicing software of what you have produced.
@@ArtisansofVaul for sure, for hobbyists it is great, it's something I never thought would work and just tried on a whim after wanting to make an animal with scales and I couldn't be bothered to sculpt the scales, so all the scales were individual objects, which would have been absolutely impossible to boolean, could have remeshed it in sculpt mode but it would have been a lot of verticies. Yeah I've found no quick ways to get rid of the intersecting faces if I've really needed to boolean I've fixed them manually. I really like your videos BTW they are very useful, most tutorials are aimed at game designers so it is awesome that you show us for printing.
Very useful information on curves. im trying to model victorian woodworked furniture that involves a lot of curves. and this video has been my ticket in simplifying the process. i was just spamming bevels until i was sick of it until now.
Amazing, I was looking exactly this kind of horns to make a "skeletor havoc"!! Thanks to youtube suggestions!! ...and thanks a lot for your great videos!! :)
for the last part, you can use geometry nodes. you just need to add a mesh boolean between input and output and apply. Unlike regular boolean, geo nodes doesn't need seperate objects.
Very true. At the point this was recorded I don't think that was an option at that point but it definetly is now so thanks for the comment to help people out 😁
This is one of the best 3d tutorials around, and you illustrate some powerful techniques, and do so with clarity & brevity. Excellent work, mate. Cheers :)
thank you very much for the nice tips!! I realized we can do some of these 2nd type horns with the taper shape as well. it's time consuming for this one but it can be very useful to vary the shape in a non-repetitive manner.
Definetly. You can also use the technique here and then sculpt onto it to add some more variation. I've found this in theory should take less time than the tapering technique but I often find it a lot of fun/kind of addictive so it's easy to then spend longer on it 😅
@@ArtisansofVaul yeah I get the joy part using blender too!!! (I'm a 20y exp max user switched to blender last year) Blender is really amazing and fun/addictive 😂 thanks again for sharing these amaaazing tips!!!!
Almost a year later, but I've finally got it! One thing I learned that is going to bug me, is that ALT + S means "scale along normals" and there does not seem to be any button for it in the user interface/menu. It is _not_ the same as the scale tool. I seldom use shortcuts because they are confusing and hard to remember, so I do almost everything from the UI and the drop-down menus, but ALT + S is one shortcut I will _have_ to remember.
Nice tips. For the horn meshes that you have arrayed, what I prefer doing instead of using proportional editing on the curve (which can be unpredictable and non parametric), I use an object offset on the array modifier. Use an empty as the offset object and move and scale it down so every subsequent arrayed iteration is translated and scaled down by the same amount as how you affected the empty. If you have used this trick before in other instances you'd know ehat I'm talking about.
Yeah I have used that for other things but I find in the instance if a horn it makes it too stepped between each section. But is that's the look you want it's a good idea. 👍🏻
bro this merge by distance thing was something I was looking for but I didn't know what to search on google to find this, I have been struggling with converting to mesh and having these double points, thanks a lot.
Hello, on this video you said that hardops has a quicker way of applying the step "applying visual geometry to mesh/overall method uses on that part of the video". Is there a short video of that? or in which other video you discovered that?
Thanks for watching! In this video I have a look at a few methods and time which is fastest (I like to make sure I'm giving the right advice). Hopefully you'll find it interesting: ruclips.net/video/TRlA8kPDYFQ/видео.html
No worries at all. Its an odd function and a lot of tutorials dont clearly explain that the tapering amount is related to the position of the origin of the tapering curve (hopefully that was clear enough in mine).
@@ArtisansofVaul yea Tutorial with Super Clear instructions. the only part i will warn with New Comers is the part " You move the Horn to the Center of the 3D Cursor" Since Blender Default does have it... but other than Nitpick (which i honestly Don't mind cause it lets me into your workflow...). Good Job xD. Derp my Grammar isn't Good a Little bit Sleepy LUL Sorry!. TLRD: Great Job don't change xD
When I saw this video and the usual color of your meshes in plain mode, two things came in mind: the Tiefling race and a name in particular: Zahra Hydris (kuddos to Phil Bourassa for her chara-design in season 2, btw!).
@@ArtisansofVaul she appears in the second season of Legend Of Vox Machina in animated form. There's some illustration of her when she was played by Mary Elizabeth Glynn in Critical Role's first campaign.
Hi Niel, When you create the archemedian curve, at 40'ish seconds, a small info window appears bottom left on your blender interface that says "Curve spirals" that allows you to manipulate the radius, height, and the rotation. etc. I'd like to use that but I don't get that small drop window in my version. Could you explain where yours comes from? Thanks!
Thanks! ruclips.net/video/TRlA8kPDYFQ/видео.html Already made a video for that, just here in the first couple of mins for you (though you might also be interested in the rest :p)
Another good video, although the process/setup for creating these types of curves with the extra taper object off to the side is a little unintuitive. Would like to see some of these deforming options for stuff like this in the dialogue or panels or a curve editor panel instead of having a bunch of spare parts all over the 3d editor... seems old school to me.
Agreed. You can use the "tapering" option done on the second more complex horn on the simpler version too. But again it doesn't have a visual description or viable number which I agree is a shame.
This is SO helpful! Thank you! I have one question - when you hid the cutter objects after the bool tools step, it appears that each segment is smooth, like shade smooth is applied. That's not happening on mine (Blender 3.3, bool tools - 0.4.1). I still see all the faces, and if I shade smooth, of course exporting to an STL, the faces all show up again. I tried adding a sub-surf modifier, but get weird separations between the segments. Also - my bool tools didn't create a "cutters" collection like yours did. Is there a setting I'm missing?
Good questions and I hadn't spotted it creating the cutters collection to comment on it. That's a function that happens because I have HardOps and BoxCutter installed. They are a paid for add on and not essential to the process. They shouldn't make a difference to the quality of the prints.
@@ArtisansofVaul Awesome - thank you! I just added a few insets to the top and bottom faces of the horn segments, then when I added a sub-surf modifier, it didn't make the weird separations between each segment and the STL came out perfectly smooth and solid! Great to see someone doing these tips with 3D printing as the target!
You just gave me a great idea for a halloween freebie for an up coming event and how to make it. You should definitely make more video's like this (I personally don't do 3d printing), I'm kinda new to Blender since my old modelling program creators decided to no longer work on it years ago and now won't work on my computer at all lol
So great to hear its given you some inspiration. When you day more videos like this what do you mean? Focusing on making one thing or focusing on one skill/tool? Either way appreciate the feedback and hope it goes well!
@@ArtisansofVaul Focusing on a tool or just a small number of tools to create something, to help beginners know what those tools are and how to use them. That is what I meant by doing more video's like this. You focused on curves, mentioned one or two others, made it more easy to follow. Too much information is hard for beginners. This video was perfect to learn from. Also liked the idea you said the name of each step, the tool and keyboard strokes. Not everyone does that and you can't always see what a person is clicking on if they don't tell you.
@@jasminecaulden1089 Cheers. That's such helpful feedback and I really appreciate you taking the time to explain it. As a creator you're not always sure what it is that's working well so being told is really great to make sure I know what's most helpful. Thanks 😁
i dont know if you will be seeing this comment but 1) your work is amazing 2) the symbol between the pencil and the line which shows you the settings is missing for me... so sadly i m just searching it - maybe someone could telll me where to find it please
Got a basic question: When you do CTRL+add point at 6:57, how are you adding the point? I keep having to subdivide the points to add points, and CTRL + middle nor right click won't allow me to add a point on a bezier curve. help! :(
The process is the same you just use smart apply. When I say its faster its only by a tiny bit on something like this (honestly it would hardly be noticeable) but for complex projects with a lot of modifiers it can really save some time. You can see the video on it here: ruclips.net/video/TRlA8kPDYFQ/видео.html
Whenever i try to increase the height, curve position resets to my camera view, i always see a perfect circle from the front. what is the reason of this?
this is a great tutorial and so close to being perfect, but it just barely falls short with the vertex scaling as a work around for the taper. It's a more destructive process, much harder to get a specific taper shape, and huge pain to animate if you wanted animate the taper for other types of curves. does anybody know if there's any way to taper the array objects using a curve? or possibly a way to taper the curve's vertex scaling using another curve?
@zanderdushenko Hopefully I can redeem my less than perfect tutorial somehow.😪 Only joking, I just didn't want to cover too much complexity in one tutorial so kept it simple, I totally agree non-destructive is great if it can be managed. Check this video out, I think it will cover the sorry of thing you're looking for (though admittedly I don't do much animation). ruclips.net/video/_7JLcoozOiM/видео.html
@ArtisansofVaul first off ur awesome for replying so quick, and u got one more subscriber for reaching out like that. while i got decent nodes experience, I'm still new to geometry nodes, and that video is a really great crash course in working with curves in geometry nodes. I can see how i could potentially build off that tutorial and figure out a way to build some dynamic scaling output to plug into the scale input of instance on points. But in order to get there ima need to do a reeeeal deep dive into learning geometry nodes. I feel like there's gotta be a much much simpler solution, like I'm currently using the simple deform modifier's taper between the array and curve mods, but only allows for a constant taper factor. If only simple deform was slightly less simple and let u use a taper object like curves do lmao. do you know is there any other modifier or geometry node to taper an object using a curve for the taper instead of some constant? thanks again!
@@zanderdushenko Thanks so much. I hear what you're saying, its either crazy complex or too simplified. Im wondering if you want a straight horn if a lattice modifier would suit your needs. For animation as well it might be worth looking into shape keys. As I say I don't do much with animation but that could give a good growing horn animation I think....
How do you add a point in the curve to thicken the horn? I attempted doing Ctrl + LMB, but it would not let me add a point between the two end points? How do you do this please
Question: With the second horn, after converting to mesh, I notice the origin object is still sort of flat shaded and the rest is smooth. How would you correct that?
Once you have applied the booleans/modifiers to make it as one object you can select it and shade flat or smooth as you want. Alternatively each object should also be able to be shaded flat or smooth but its much faster to do it at the end in one go. I hope that helps.
Are you in the curve pen mode (you can see that on the right of the screen). You need to be in that mode for you to be able to add a point by holding ctrl and clicking on the curve.
Here is a tip for people making video game assets. You're probably working with a poly budget, so keeping the polys reasonably low while having enough detail to look good matters. For each curve you can lower the resolution to get less polys. I like to make a low poly version, then add a multires modifier and sculpt detail, then bake the multires into a normal map and apply it to the low res model. Looks good at a fraction of the rendering cost.
Great comment and totally true. All my work is focused on design for 3D printing but as the Ham says for CG work it would indeed be very suitable to do this as a lower poly model. ;p
How do you make the multires to a normal map? I know you can bake it to a displacement map, but normal?
can you explain it in more human way, rather than alien 😂
@MaxVenous A normal map is simply a texture map (just like a diffuse map, for example) that is applied to a 3d asset. It's basically lighting information that helps faking details. Every 3d software can bake normal maps. Search for "normal map explained" and "how to bake a normal map" you will easily find information.
@@MaxVenousThis is just what English sounds like when words are properly pronounced...
It's crazy to me that in a community with the best tutorials and teachers, you STILL stand out with your incredible quality, clarity, density of info, and universally useful tools that almost no one else covers. Thank you SO much for sharing your incredible knowledge!!
Thanks so muc Alexa, REALLY kind words and hugely appreciated. 😁😁
I've been using blender for nearly 10 years now and I learned some new stuff from this video. Not only a great technique, but you explain it wonderfully. Thank you so much!
😁 That's awesome to hear. Really glad it's showing new things even to experienced users and the explanation is clear. Thanks so much for taking the time to comment as well 👍🏻👌
Incredible tutorial 1 year later, super comprehensive and easy to understand the reason things are done!
Thanks so much. I try to make everything clear and easy to follow while explaining the "why". Glad you enjoyed it 😁👍🏻😁
came here to say this. the algo sent me here and i dont regret it. dude covers the whats and whys unlike other channels. instant subscribe. these blender tut vids vary so wildly in quality(and age!) its refreshing to find a good one
the fact you point the concept behind the building process is the best part of your tutorials! keep the excelent work
Thanks so much. I got told my someone the other day to just show and not explain but I think it's really important. Glad viewers think the same.
OMG i have been 3D modelling in Blender for over 1500 hours now and you just showed me so much new and fantastic stuff. Thank you so much! This was one of the best tutorials i ever watched!
Thanks so much. That's quite a compliment 😁 I'm really glad ai could help.
Same here. Been using Blender for a good while and learned a lot from this tut! Good job!
@@trygvij1604 Cheers. I do try to make it so that the videos have something for "everyone" so that's great to hear.
@@ArtisansofVaul "I'm really glad ai could help." Quite a good AI you got there :D
In all seriousness, nice video and keep going!
@@ilkkuPvP LMAO. With typos like that the AI might have to get fired :p Thanks though
Interesting video, and I might use it to create shells of unusual sea creatures like the prehistoric trilobites.
It's pretty perfect for that. If you're using it for something like a trilobite and you want to control the size differently on different axes then you can use a lattice modifier instead of what I did with scaling the vertices. It would probably work better.
Instantly subscribed after you explained the taper object and how it functions in relation to the world origin. This is the type of tutorial I was always looking for. Clear concept explanation rather than showing just techniques!
Thanks so much. In my head I always find it helpful to know how something works not just what it does so I assume it would help others too. Glad to hear it does 😁👍🏻
@@ArtisansofVaul omg you are literally the g.o.a.t for explaing it in such a in-depth manner, thank you!
@@aetherfroggy9109 😁 Cheers. Really appreciated to hear that
The weld modifier will close those non-manifold edges without a fuss. In addition to the techniques featured in this video, displacement maps are easy to set up with a beveled curve and accomplish much of the same effect as the arrayed object method. I would also suggest trying out a very very low resolution bevel with a weld and subdivision surface modifier. It will get you great rounded tips and bases that you can then sculpt, displace, or even curve like your segmented example. Sometimes all you want is a rounded horn, so you can skip adding details.
Good call on the weld modifier 👍🏻 For a displacement map won't it show the seam where the texture joins together along one point in the cylinder?
I like how detailed your tutorials are ! They are so good thay they make the process of modeling look easy . Eccellent work !
Thanks a lot. I try to cover all the questions I was asking when I saw tutorials on a certain subject so I'm really glad so many people seem to be finding them helpful.
@@ArtisansofVaul truly a treasure to this community 🙏🏻 thank you sir ! And i hope for more videos like this in this future simce they are the most helpful i ve seen so far
Wow nice. I'm usually impatient with tutorials but this was really informative and made me want to get back to using Blender!
@@janelle9998 😁😁😁 That's great to hear. Thanks!
Man, this is not a simple tutorial, you have saved me a lot of time with this, it's time to create complex shapes!... and more horns yeah
😁👍🏻
You, sir, are an EXCELLENT teacher!
@ChristopherHemsworthCreative Thankyou so much Christopher. That's very kind of you to say 😁
This was a life saving tutorial especially for me new to blender and im a game modeller so this is amazing.
😁 Glad it's been helpful for so many people. It really does help save a lot of time.
This was a very easy to understand, useful and helpful video. Thank you.
My pleasure 😁👌🏼
Thank you for this amazing tutorial. So well explained and informative!
No problem. Glad it's easy to follow 😁
A useful and competent explanation, so I tried it and it turned out that everything works fine. Special thanks to the author for such useful content.
Glad it was helpful and easy to follow to make it work 👍🏻
So many great tips in this short tutorial.
😁 Thanks 😁😁😁
Subscribed, Liked, and Saved this video for later! I'm just starting to teach myself 3D modelling 28mm scale miniatures. This is exactly the tutorial I need. Perfect.
Glad it's going to help and thanks for the sub 😁👍🏻 In the New Year I'm going to be putting out a series on making Power Armour if that's going to be of any interest.
Well explained, covers a lot of problems you can have and what is happening. really super cool thanks. I just needed that
No problem. Thanks for watching and taking the time to comment, really appreciated.
Your lesson helped a lot, after that i wrote my first lody. Thank you very much.
7:44 "I'm just going to shift and D this."
I will never forget the Duplicate command again. Thank you sensei 🙏.
@@AaambitiousArt My pleasure.
Something that I discovered recently after getting frustrated with booleans creating intersecting faces and then subsequently not working because booleans don't like intersecting facesyou don't actually have to merge objects. You can just select a load objects that are intersecting and export them as one stl and it's fine, it does sometimes try to place supports through your outer object but it's totally fine. Obviously if you want to hollow your object it's no good for that. Although it is possible if you have an inner object that has a solidify modifier on (or hollowed in Meshmixer or where ever else) and then make sure your outer objects only stick through less than the wall thickness.
It may not be "correct" but it does work.
I've only used lychee slicer so I cant say it will work with all slicers, but works with lychee.
This is true but it can cause issues in other sense as well. For your own personal use thats great but if you wanted to put the design online (especially if paid for) people generally expect something that is "complete" and does not have those issues.
If it helps a lot of the intersecting faces can be solved relatively quickly (especially with things like the triangulate tool) but as you say thats not a "requirement" when you know how to deal with any issues in the slicing software of what you have produced.
@@ArtisansofVaul for sure, for hobbyists it is great, it's something I never thought would work and just tried on a whim after wanting to make an animal with scales and I couldn't be bothered to sculpt the scales, so all the scales were individual objects, which would have been absolutely impossible to boolean, could have remeshed it in sculpt mode but it would have been a lot of verticies.
Yeah I've found no quick ways to get rid of the intersecting faces if I've really needed to boolean I've fixed them manually.
I really like your videos BTW they are very useful, most tutorials are aimed at game designers so it is awesome that you show us for printing.
Don't know how you manage to do tutorial on things I'm just about to try, but here we are again.
Obviously Im in your head :p
Happens to me too! Freaky!
Very useful information on curves. im trying to model victorian woodworked furniture that involves a lot of curves. and this video has been my ticket in simplifying the process. i was just spamming bevels until i was sick of it until now.
Great to hear its been helpful. 😁👍🏻
this is amazing! the teaching comes so natural from you. thank you!
Thanks. I am a teacher for my real world job so that seems very true 🤣
OMG it's crazy how they made sin/cos dependent forms
Amazing, I was looking exactly this kind of horns to make a "skeletor havoc"!! Thanks to youtube suggestions!! ...and thanks a lot for your great videos!! :)
Cheers man. Glad you took the time to watch and great that it was helpful 😁👍🏻
I almost spent hours trying to make proper horns 😂 Thank you for this outstanding video
Glad to have helped 😁👌🏼
for the last part, you can use geometry nodes. you just need to add a mesh boolean between input and output and apply. Unlike regular boolean, geo nodes doesn't need seperate objects.
Very true. At the point this was recorded I don't think that was an option at that point but it definetly is now so thanks for the comment to help people out 😁
helped me more then any other curves tutorial tysm
😁That's lovely to hear. Thanks so much 👍🏻😁
This is one of the best 3d tutorials around, and you illustrate some powerful techniques, and do so with clarity & brevity. Excellent work, mate. Cheers :)
Thanks so much. That's a lovely thing to say and it's really appreciated 😁👍🏻
very cool, didn't realize how those proportional editing options worked before
Yeah they are really handy at making smooth changes without having to use things like SubD.
Ton of new tricks, thank you!
Glad it gave you some new ideas 👍🏻
s and a couple EDM and Dubstep goals for myself, and I guess I better start learning sowhere. Thanks for the great vid!
thank you very much for the nice tips!! I realized we can do some of these 2nd type horns with the taper shape as well. it's time consuming for this one but it can be very useful to vary the shape in a non-repetitive manner.
Definetly. You can also use the technique here and then sculpt onto it to add some more variation. I've found this in theory should take less time than the tapering technique but I often find it a lot of fun/kind of addictive so it's easy to then spend longer on it 😅
@@ArtisansofVaul yeah I get the joy part using blender too!!! (I'm a 20y exp max user switched to blender last year) Blender is really amazing and fun/addictive 😂 thanks again for sharing these amaaazing tips!!!!
@danialsoozani No problem and thanks so much for watching and commenting 👌
Great tip! I have trouble understading how the bevel object wored until this video
😁 Lovely to know it's helped out 😁
WoW! Live and learn! 😉👍
It seems to be a simple topic, but not quite. You did a great explanation the effect of the curve on the shape.
Thanks a lot. Its one of those things that seems to have a few "hidden" techniques that can make life easier.
I had to find the plugin in my preferences to apply my modifiers. Still a good tutorial.
👍Thanks
Valuable Information for 20 min straight🔥
Thanks man 😁👍🏻
Excellent tutorial!!!
Cheers 😁
Almost a year later, but I've finally got it!
One thing I learned that is going to bug me, is that ALT + S means "scale along normals" and there does not seem to be any button for it in the user interface/menu. It is _not_ the same as the scale tool.
I seldom use shortcuts because they are confusing and hard to remember, so I do almost everything from the UI and the drop-down menus, but ALT + S is one shortcut I will _have_ to remember.
That is one of the down sides of not using shortcuts (also it being slower). But then the benefit of them being clearly marked does help a lot.
@@ArtisansofVaul Oh wait a moment.. Is Alt + S the Shrink/Fatten tool?
@@herculeholmes504 Oh yes it is. Im the other way around, I remember the shortcuts and not what tool it is 😅
As always, crystal clear tutorial with useful tips. Thanks and keep it up!
Cheers, glad they keep being helpful
hey this video was VERY helpful, there is a lot you can do with curves
There REALLY is. Monday's video will hopefully take this even further.
I freaking love your tutorials, dude!
😅😁 Thanks so much 👍🏻
How did i not know about your channel sooner, such great tutorials.
To be fair its not been going that long. But thanks a lot :D
Great tutorial, should have found this 3 days ago :-)
Hahaha. That's always the way!
amazing tutorial
Thanks a lot :D
Found this very detailed and helpful, would be interesting how to model a simple goat or bulls head to go with horns
That would be cool. I do want to look at sculpting more as I'm admittedly much more of a hard surface modeller.
@@ArtisansofVaul Agreed, have not really tried sculpting, would like to give it a go..♥
I have learned to much things.. Thank you so much..
My pleasure and thanks for taking the time to watch and comment.
Great quality tutorial
Thanks so much 😁
Again a very useful and very good explained video. Learned alot as usual. Thank you for sharing your knowledge, this makes things alot easier for me.
No problem. 😁😁
Learnt a lot, really informative video. Thanks.
I'm glad it was helpful and thanks for the comment 😁👍🏻
Thanks! Another great Guide.
Thanks a lot. And thanks for checking out so many videos, really appreciated 👍🏻😁
@@ArtisansofVaul Appreciate the great work
Fantastic tutorial. Learned a lot from this.
And hearing that is exactly what I want. Really glad it's been helpful to so many people 😁👍🏻
Nice tips.
For the horn meshes that you have arrayed, what I prefer doing instead of using proportional editing on the curve (which can be unpredictable and non parametric), I use an object offset on the array modifier. Use an empty as the offset object and move and scale it down so every subsequent arrayed iteration is translated and scaled down by the same amount as how you affected the empty.
If you have used this trick before in other instances you'd know ehat I'm talking about.
Yeah I have used that for other things but I find in the instance if a horn it makes it too stepped between each section. But is that's the look you want it's a good idea. 👍🏻
Great video! Learned a lot!
Thanks 😁👍🏻
Just brilliant! Thank you! Dg
No worries. Glad you found it useful.
amazing!! this opens so many possibilities, thx!
Thanks, that's the plan and its great to hear its giving people ideas :D
This is really useful, thank you so much for this video
No problem at all. Glad it's helpful 😁
that very powerful tutorial
Thanks a lot 😁
Fantastic video, thanks a lot!
My pleasure Merlin 😁
That was very informative and well explained, thx
Glad it was helpful!
bro this merge by distance thing was something I was looking for but I didn't know what to search on google to find this, I have been struggling with converting to mesh and having these double points, thanks a lot.
It's so helpful. It's also part of the cleaning option in Machin3 Tools (and it does even more besides)
This is great, thank you!
No worries 😁👍🏻
Great tutorial - very useful !
Cheers. Glad it was helpful.
It was wonderful...thank you so much!
No worried my friend 👍🏻
Muito bom! Saudações do Brasil!
Thanks.
Hello, on this video you said that hardops has a quicker way of applying the step "applying visual geometry to mesh/overall method uses on that part of the video".
Is there a short video of that? or in which other video you discovered that?
Thanks for watching! In this video I have a look at a few methods and time which is fastest (I like to make sure I'm giving the right advice). Hopefully you'll find it interesting:
ruclips.net/video/TRlA8kPDYFQ/видео.html
blows my mind
😁 Thanks.
Thanks, really clear explanation. Subbed!
Cheers 😁👍🏻
thats how you use the Taper Thank you very much took me a Week to learn Something Woo! (i learn A lot from Blender its fun)
No worries at all. Its an odd function and a lot of tutorials dont clearly explain that the tapering amount is related to the position of the origin of the tapering curve (hopefully that was clear enough in mine).
@@ArtisansofVaul yea Tutorial with Super Clear instructions.
the only part i will warn with New Comers is the part " You move the Horn to the Center of the 3D Cursor" Since Blender Default does have it... but other than Nitpick (which i honestly Don't mind cause it lets me into your workflow...). Good Job xD.
Derp my Grammar isn't Good a Little bit Sleepy LUL Sorry!.
TLRD: Great Job don't change xD
@@pikachufan25 Totally make sense. You can do it in Default Blender (its in the Object menu at the top I believe - I should have shown that).
Thank you, it works perfect!
Great to here
When I saw this video and the usual color of your meshes in plain mode, two things came in mind: the Tiefling race and a name in particular: Zahra Hydris (kuddos to Phil Bourassa for her chara-design in season 2, btw!).
I'm going to have to look those up! 😁👍🏻
@@ArtisansofVaul she appears in the second season of Legend Of Vox Machina in animated form. There's some illustration of her when she was played by Mary Elizabeth Glynn in Critical Role's first campaign.
Hi Niel,
When you create the archemedian curve, at 40'ish seconds, a small info window appears bottom left on your blender interface that says "Curve spirals" that allows you to manipulate the radius, height, and the rotation. etc. I'd like to use that but I don't get that small drop window in my version. Could you explain where yours comes from?
Thanks!
When you first create the curve it will be in the bottom left but minimised. You can click the arrow on the minimised version to bring up the options.
That was seriously good
Thanks a lot 😁
Amazing tutorial and information shared! Instant sub! Thank you for sharing!
Thanks for the sub!👍🏻
@@ArtisansofVaul Keep up the great work, it's really helpful!
greatly explained!
Thanks a lot 😁👌
awsome video! I've been wondering about a simple thing. How did you set up blender to have your objects brown in the viewport shading?
Thanks. I've got a video on the viewport setup here:
ruclips.net/video/GcNHZILKl3I/видео.html
That should set you up with what to do 😁
@@ArtisansofVaul just did it today and it's so much better to work, thank you! 🙏
Hey, loving the videos.
How do you get the apply all button on your modifiers menu?
Thanks!
ruclips.net/video/TRlA8kPDYFQ/видео.html
Already made a video for that, just here in the first couple of mins for you (though you might also be interested in the rest :p)
@@ArtisansofVaul oh thanks, I'll watch that now. Been working my way through your videos but hadn't got to that one yet.
Excellent, thank you
My pleasure. Glad it was helpful.
Another good video, although the process/setup for creating these types of curves with the extra taper object off to the side is a little unintuitive. Would like to see some of these deforming options for stuff like this in the dialogue or panels or a curve editor panel instead of having a bunch of spare parts all over the 3d editor... seems old school to me.
Agreed. You can use the "tapering" option done on the second more complex horn on the simpler version too. But again it doesn't have a visual description or viable number which I agree is a shame.
amazing content. thanx
Cheers 😁
This is SO helpful! Thank you! I have one question - when you hid the cutter objects after the bool tools step, it appears that each segment is smooth, like shade smooth is applied. That's not happening on mine (Blender 3.3, bool tools - 0.4.1). I still see all the faces, and if I shade smooth, of course exporting to an STL, the faces all show up again. I tried adding a sub-surf modifier, but get weird separations between the segments.
Also - my bool tools didn't create a "cutters" collection like yours did. Is there a setting I'm missing?
Good questions and I hadn't spotted it creating the cutters collection to comment on it. That's a function that happens because I have HardOps and BoxCutter installed. They are a paid for add on and not essential to the process. They shouldn't make a difference to the quality of the prints.
@@ArtisansofVaul Awesome - thank you! I just added a few insets to the top and bottom faces of the horn segments, then when I added a sub-surf modifier, it didn't make the weird separations between each segment and the STL came out perfectly smooth and solid!
Great to see someone doing these tips with 3D printing as the target!
@@tomshortell7396 Great that you got it all working 👍🏻
You just gave me a great idea for a halloween freebie for an up coming event and how to make it. You should definitely make more video's like this (I personally don't do 3d printing), I'm kinda new to Blender since my old modelling program creators decided to no longer work on it years ago and now won't work on my computer at all lol
So great to hear its given you some inspiration. When you day more videos like this what do you mean? Focusing on making one thing or focusing on one skill/tool? Either way appreciate the feedback and hope it goes well!
@@ArtisansofVaul Focusing on a tool or just a small number of tools to create something, to help beginners know what those tools are and how to use them. That is what I meant by doing more video's like this.
You focused on curves, mentioned one or two others, made it more easy to follow. Too much information is hard for beginners. This video was perfect to learn from.
Also liked the idea you said the name of each step, the tool and keyboard strokes. Not everyone does that and you can't always see what a person is clicking on if they don't tell you.
@@jasminecaulden1089 Cheers. That's such helpful feedback and I really appreciate you taking the time to explain it. As a creator you're not always sure what it is that's working well so being told is really great to make sure I know what's most helpful. Thanks 😁
OMG, this is the video I have been looking for a very VERY long time
Subsribed
Thanks so much :D
i dont know if you will be seeing this comment but
1) your work is amazing
2) the symbol between the pencil and the line which shows you the settings is missing for me... so sadly i m just searching it - maybe someone could telll me where to find it please
I always read all the comments, so thanks a lot. For the second issue are you on version 3.5 or later of Blender?
That might be the problem 😅 thanks a lot 😊
@@Licria Let me know if its still a problem and I can take a look
Got a basic question: When you do CTRL+add point at 6:57, how are you adding the point? I keep having to subdivide the points to add points, and CTRL + middle nor right click won't allow me to add a point on a bezier curve. help! :(
You need to go into the Curve Pen mode. You can see more on that here: ruclips.net/video/UiLcAiXlgvE/видео.html
Hope that helps.
thank you so much dude you're a god
😁👌 Cheers
Good tutorial bro 👌
Thanks a lot
It would be nice if you say in title or description WHAT SOFTWARE is it in. There are dozens fo 3D softwares out there.
@digimaks That's why I have the icon for Blender in the thumbnail and it's name in the tags. But I will add it to the title in the future.
Love the channel! Working a demon making horns
Thanks so much. And look forward to seeing it. Do you have an Instagram or somewhere we can check out the progress?
Some people do have hard ops... What's the faster way of doing that mesh conversion in hard ops?
The process is the same you just use smart apply. When I say its faster its only by a tiny bit on something like this (honestly it would hardly be noticeable) but for complex projects with a lot of modifiers it can really save some time.
You can see the video on it here: ruclips.net/video/TRlA8kPDYFQ/видео.html
Whenever i try to increase the height, curve position resets to my camera view, i always see a perfect circle from the front. what is the reason of this?
I'm really not sure. I can't say I've ever found this.
this is a great tutorial and so close to being perfect, but it just barely falls short with the vertex scaling as a work around for the taper. It's a more destructive process, much harder to get a specific taper shape, and huge pain to animate if you wanted animate the taper for other types of curves. does anybody know if there's any way to taper the array objects using a curve? or possibly a way to taper the curve's vertex scaling using another curve?
@zanderdushenko Hopefully I can redeem my less than perfect tutorial somehow.😪
Only joking, I just didn't want to cover too much complexity in one tutorial so kept it simple, I totally agree non-destructive is great if it can be managed.
Check this video out, I think it will cover the sorry of thing you're looking for (though admittedly I don't do much animation). ruclips.net/video/_7JLcoozOiM/видео.html
@ArtisansofVaul first off ur awesome for replying so quick, and u got one more subscriber for reaching out like that. while i got decent nodes experience, I'm still new to geometry nodes, and that video is a really great crash course in working with curves in geometry nodes. I can see how i could potentially build off that tutorial and figure out a way to build some dynamic scaling output to plug into the scale input of instance on points. But in order to get there ima need to do a reeeeal deep dive into learning geometry nodes.
I feel like there's gotta be a much much simpler solution, like I'm currently using the simple deform modifier's taper between the array and curve mods, but only allows for a constant taper factor. If only simple deform was slightly less simple and let u use a taper object like curves do lmao. do you know is there any other modifier or geometry node to taper an object using a curve for the taper instead of some constant? thanks again!
@@zanderdushenko Thanks so much. I hear what you're saying, its either crazy complex or too simplified. Im wondering if you want a straight horn if a lattice modifier would suit your needs.
For animation as well it might be worth looking into shape keys. As I say I don't do much with animation but that could give a good growing horn animation I think....
wow, amazing❤
Thanks so much 😁👍🏻
How do you add a point in the curve to thicken the horn? I attempted doing Ctrl + LMB, but it would not let me add a point between the two end points? How do you do this please
Are you in the curve pen mode? If you aren't it will not work.
Question: With the second horn, after converting to mesh, I notice the origin object is still sort of flat shaded and the rest is smooth. How would you correct that?
Once you have applied the booleans/modifiers to make it as one object you can select it and shade flat or smooth as you want. Alternatively each object should also be able to be shaded flat or smooth but its much faster to do it at the end in one go.
I hope that helps.
I'm stuck at 3:56 it won't let me make an extra point on the bezier curve. What to do?
Are you in the curve pen mode (you can see that on the right of the screen). You need to be in that mode for you to be able to add a point by holding ctrl and clicking on the curve.
i followed step by step by step but when i tried to scale the vertex for the tip it didnt work
Im not quite sure why. It seems to work for everyone else. Is your Blender version up to date (though I think this was done with 2.9 or 3.0)