Chris the only instructor on YT who makes you feel like you are actually going to a school of graphics , He teaching style is detailed and comprehensive. THank you
Chris, I've watched probably thousands of tutorials on many different subjects. Your videos are definitely among the best. My interest in modelling has grown considerably thanks to you.
The thing I love about your tutorials is that you explain in-depth why you should use certain methods. This is pure gold and a refreshing change! Keep up the great vids Chris.
I love the Double bevel modifier trick for different parts of the mesh. I always running into bevel shading issues/ glitches! Thanks for the great video!
For the first cutout you did, a faster way I like to use is manifold extrude, snap to the other face, then I delete that face. This joins the veticies together and when you delete the face you don't have to rebuild everything. I also have a shortcut created for manifold extrude so I don't have to find it everytime. I still love how you show and use many key and tools that most people either glaze over or just don't mention at all.
Hey man, I got to say. I've been following you for a few months now and never got around to comment, but I wanted to say I find your videos very useful and to the point. I've been into 3D on and off for the last 6 years (mostly as a hobby, now trying to get into it professionally) and your videos really helped me cement some techniques and workflows that I feel helped me step up my game! Keep up the good work :)
Commenting again after finishing the video. You managed to resolve an issue I've always had with using the bevel modifier because I didn't realize the filled faces were directly related to where the modifier would produce bad geometry. Thanks so much!
@@christopher3d475 I used this method last night and found that when you have an edge with a bevel weight intercept with an edge that's part of a bevel vertex group you have interesting behaviour. One issue I keep running into is Blender bevels the loopcut between the two loops that are part of the vertex group, even if I unassign them like you do in your video. I also keep running into an issue where the edge that is beveled by the bevel weight doesn't seem to be able to be assigned to the vertex group, and even if it shows as assigned, it doesn't bevel. Have you ran into these problems using the dual modifier method in this video?
this is one of the my favourite blender tutorials ive seen so far! ive recently started learning blender but the amount of steps it takes to cut out a slot is crazy to me. ive been using fusion to model for ages now, before that solidworks and creating slots in blender is unbelievably complicated im shocked!
CAD/NURBS based modeling environments are very different than polygon based editors. You can still do any modeling you feel is best in those applications, and import those models into Blender for final rendering. Polygon editing is superior for many types of more organic modeling. The right tool for the right job, as the saying goes.
@@christopher3d475 yeah the problem with importing cad models from fusion is the topology. Using procedural editing on cad models from fusion won’t work which is why I’m trying to learn to design models in blender but I’m really shocked at how much effort goes into modeling in blender. But I’ll keep watching these tutorials until it starts to sink in. Thanks for the great content!
@@jasonhammerle3582 How are you exporting models from Fushion? Typically when I've worked with CAD source, files are sent to me in .STEP format. I then open those in MOI3D and tessellate them and it works great. Are you able to export STEP?
Great tutorial, very well explained! I haven't tried this method yet - I normally use sub-d, but I am looking forward to trying it out! Thanks for the great videos!
awesome tut as usual. btw on the theme topic: you know you can just change the viewport background color to better see wireframes right? :D you don't need to change the whole theme, you can just go to the shading little drop down and set the background as "viewport" then set the preferred color :)
Yep, that's also another great way of dealing with profile visibility. I'll probably record the next tut with that method. But overall I generally prefer the light theme, it's what I use mostly, but I get a lot of complaints when I use it.
Hello Chris, thank you for the time and effort you put into each tutorial. In one of you videos you imported a model from Moi and stressed not to change I believe the normal data that is baked into the file. I use Moi just a little and PTC Creo Freestyle extensively, both allow for importing .obj files and can convert the geometry to NURBS. I’m curious to know if the vertex weighting, shading, edge data, normals, .etc settings gets baked into the export. My aim is that the geometry and shading upon import “look” the same and do not require manually reapplying these conditions.
If you're importing polygon-based data into a NURBS modeler for conversion to a NURBS surface, I doubt MOI or other similar apps will use the transported normal data. They're simply looking at the raw geometry for this conversion.
If we were to then apply all these modifiers and export the object as an fbx, would these normals and their shading translate to something like a game engine? Or is this just relevant if you’re rending in Blender.
This feels like an extremely over encumbered workflow. And it only works on exactly those kinds of objects: very regular, right angles, straight, flat surfaces. In other words: exactly the kind of object which is super easy to fix and change, even with a destructive workflow.
The point of this tutorial wasn't to say, here's the best way to model this particular object, but to show the potential use of these modifiers and caveats that might show up with their use. A user can make that decision for their use on a case by case basis. For this object, yes, directly modeling it without modifiers would have had less overhead.
Chris the only instructor on YT who makes you feel like you are actually going to a school of graphics , He teaching style is detailed and comprehensive. THank you
I really love this nerdy nitpicky attitude. It's so rare these AI days. Subscribed immediately.
I never knew you could use blender so non-destructively. I love it! Thanks for sharing these tutorials Chris.
I model in a traditional way from about 25 years by now and still learning. This man has way a lot to share. Keep'em coming!
Chris, I've watched probably thousands of tutorials on many different subjects. Your videos are definitely among the best. My interest in modelling has grown considerably thanks to you.
The thing I love about your tutorials is that you explain in-depth why you should use certain methods. This is pure gold and a refreshing change! Keep up the great vids Chris.
Amazing tutorial. Conveys exactly what you need to know, and why, in a really concise, but understandable, manner. Keep it up!
I love the Double bevel modifier trick for different parts of the mesh. I always running into bevel shading issues/ glitches! Thanks for the great video!
Yeah, the Bevel modifier has its place but it can also be finicky at times. So you have to determine its value on a case by base basis.
For the first cutout you did, a faster way I like to use is manifold extrude, snap to the other face, then I delete that face. This joins the veticies together and when you delete the face you don't have to rebuild everything. I also have a shortcut created for manifold extrude so I don't have to find it everytime. I still love how you show and use many key and tools that most people either glaze over or just don't mention at all.
That sounds like a great tip, I'll take a look at the manifold extrude option.
Hey man, I got to say. I've been following you for a few months now and never got around to comment, but I wanted to say I find your videos very useful and to the point. I've been into 3D on and off for the last 6 years (mostly as a hobby, now trying to get into it professionally) and your videos really helped me cement some techniques and workflows that I feel helped me step up my game! Keep up the good work :)
Commenting again after finishing the video. You managed to resolve an issue I've always had with using the bevel modifier because I didn't realize the filled faces were directly related to where the modifier would produce bad geometry. Thanks so much!
Yeah, it would be useful if Blender had proper edge group or selection sets.
@@christopher3d475 I used this method last night and found that when you have an edge with a bevel weight intercept with an edge that's part of a bevel vertex group you have interesting behaviour. One issue I keep running into is Blender bevels the loopcut between the two loops that are part of the vertex group, even if I unassign them like you do in your video. I also keep running into an issue where the edge that is beveled by the bevel weight doesn't seem to be able to be assigned to the vertex group, and even if it shows as assigned, it doesn't bevel.
Have you ran into these problems using the dual modifier method in this video?
this is one of the my favourite blender tutorials ive seen so far! ive recently started learning blender but the amount of steps it takes to cut out a slot is crazy to me. ive been using fusion to model for ages now, before that solidworks and creating slots in blender is unbelievably complicated im shocked!
CAD/NURBS based modeling environments are very different than polygon based editors. You can still do any modeling you feel is best in those applications, and import those models into Blender for final rendering. Polygon editing is superior for many types of more organic modeling. The right tool for the right job, as the saying goes.
@@christopher3d475 yeah the problem with importing cad models from fusion is the topology. Using procedural editing on cad models from fusion won’t work which is why I’m trying to learn to design models in blender but I’m really shocked at how much effort goes into modeling in blender.
But I’ll keep watching these tutorials until it starts to sink in.
Thanks for the great content!
@@jasonhammerle3582 How are you exporting models from Fushion? Typically when I've worked with CAD source, files are sent to me in .STEP format. I then open those in MOI3D and tessellate them and it works great. Are you able to export STEP?
All your tutorials are so informative!
I used to bevel destructively (and regret it after a couple steps) because I didn't know how to use bevel modifier with bevel weights! Thank you!
Thanks a lot. Your tutorials always ooze technique and even after years I always still learn something new.
Great tutorial, very well explained! I haven't tried this method yet - I normally use sub-d, but I am looking forward to trying it out! Thanks for the great videos!
Thank you, I learned a lot of things. this will help a lot
I learned so much from this video. Really amazing teaching skills
Excellent tutorial, thank you very much. I'm starting to understand how things work.
awesome tut as usual. btw on the theme topic: you know you can just change the viewport background color to better see wireframes right? :D
you don't need to change the whole theme, you can just go to the shading little drop down and set the background as "viewport" then set the preferred color :)
Yep, that's also another great way of dealing with profile visibility. I'll probably record the next tut with that method. But overall I generally prefer the light theme, it's what I use mostly, but I get a lot of complaints when I use it.
Amazing! So many details and tips in this video. Thanks for that!
Some really great tips here, thank you
Now i understand ❤ thanks
Excellent tutorial! great techniques, brilliantly explained. Thank you so much for sharing! :)
Hello Chris, thank you for the time and effort you put into each tutorial. In one of you videos you imported a model from Moi and stressed not to change I believe the normal data that is baked into the file. I use Moi just a little and PTC Creo Freestyle extensively, both allow for importing .obj files and can convert the geometry to NURBS. I’m curious to know if the vertex weighting, shading, edge data, normals, .etc settings gets baked into the export. My aim is that the geometry and shading upon import “look” the same and do not require manually reapplying these conditions.
If you're importing polygon-based data into a NURBS modeler for conversion to a NURBS surface, I doubt MOI or other similar apps will use the transported normal data. They're simply looking at the raw geometry for this conversion.
@@christopher3d475 I appreciate the reply. I'll experiment some and let you know what I discover.
Another great quality tutorial! You're so good at modelling, can I request something: can you make a mylar zipper bag tutorial sometime?
I'll take a look at it.
Good info. Will you do the top part of the stapler in another video?
I'm thinking of it.
just opened the video and I'm super excited, thank you in advance!
Thank you
If i'm a beginner, which video do you recommend me to watch first?
good bevel tip !
I actually use the light theme, its much nicer
Yeah, I do to. But when I've used it in the past for tutorials, I usually get comments asking why I used an old version of blender, lol.
G😯🤯D!
If we were to then apply all these modifiers and export the object as an fbx, would these normals and their shading translate to something like a game engine? Or is this just relevant if you’re rending in Blender.
Watch this video: ruclips.net/video/xfVzcqhBQ00/видео.html
14:22 - But isn't the Boolean non-destructive, as per the video title?
This feels like an extremely over encumbered workflow. And it only works on exactly those kinds of objects: very regular, right angles, straight, flat surfaces. In other words: exactly the kind of object which is super easy to fix and change, even with a destructive workflow.
The point of this tutorial wasn't to say, here's the best way to model this particular object, but to show the potential use of these modifiers and caveats that might show up with their use. A user can make that decision for their use on a case by case basis. For this object, yes, directly modeling it without modifiers would have had less overhead.
💪💥🗯🔥💭❤💨🕊
......nailed @gain.......
..............THx.............