Modeling without subdivision, with modifiers, for non-destructive editing workflow.

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  • Опубликовано: 23 ноя 2024
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Комментарии • 52

  • @sameeruddin
    @sameeruddin 4 месяца назад +9

    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

  • @Fractal_CZ
    @Fractal_CZ 3 месяца назад +7

    I really love this nerdy nitpicky attitude. It's so rare these AI days. Subscribed immediately.

  • @breality7411
    @breality7411 Месяц назад +1

    I never knew you could use blender so non-destructively. I love it! Thanks for sharing these tutorials Chris.

  • @MarcoCapelli74
    @MarcoCapelli74 4 месяца назад +15

    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!

  • @matheusrocha5596
    @matheusrocha5596 3 месяца назад +2

    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.

  • @iainpendery8623
    @iainpendery8623 4 месяца назад +3

    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.

  • @ashd1930
    @ashd1930 2 месяца назад

    Amazing tutorial. Conveys exactly what you need to know, and why, in a really concise, but understandable, manner. Keep it up!

  • @TheRayToaster
    @TheRayToaster 4 месяца назад +5

    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!

    • @christopher3d475
      @christopher3d475  4 месяца назад +2

      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.

  • @matthewloynd9364
    @matthewloynd9364 4 месяца назад +3

    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.

    • @christopher3d475
      @christopher3d475  4 месяца назад

      That sounds like a great tip, I'll take a look at the manifold extrude option.

  • @Yumaja
    @Yumaja 4 месяца назад +3

    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 :)

  • @3TQHAJSHNQ
    @3TQHAJSHNQ 4 месяца назад +7

    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
      @christopher3d475  4 месяца назад +3

      Yeah, it would be useful if Blender had proper edge group or selection sets.

    • @3TQHAJSHNQ
      @3TQHAJSHNQ 4 месяца назад

      @@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?

  • @jasonhammerle3582
    @jasonhammerle3582 Месяц назад

    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!

    • @christopher3d475
      @christopher3d475  Месяц назад +1

      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.

    • @jasonhammerle3582
      @jasonhammerle3582 Месяц назад

      @@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!

    • @christopher3d475
      @christopher3d475  Месяц назад

      @@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?

  • @Keilnoth
    @Keilnoth 2 месяца назад

    All your tutorials are so informative!

  • @durulvarol
    @durulvarol 4 месяца назад

    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!

  • @3TQHAJSHNQ
    @3TQHAJSHNQ 4 месяца назад +3

    Thanks a lot. Your tutorials always ooze technique and even after years I always still learn something new.

  • @artbybruno1734
    @artbybruno1734 4 месяца назад

    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!

  • @arresha_ar
    @arresha_ar 4 месяца назад +1

    Thank you, I learned a lot of things. this will help a lot

  • @amoe1234
    @amoe1234 2 месяца назад

    I learned so much from this video. Really amazing teaching skills

  • @georg2478
    @georg2478 4 месяца назад +1

    Excellent tutorial, thank you very much. I'm starting to understand how things work.

  • @riccardofasoli5726
    @riccardofasoli5726 4 месяца назад +1

    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 :)

    • @christopher3d475
      @christopher3d475  4 месяца назад

      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.

  • @Vertexbird
    @Vertexbird 4 месяца назад +2

    Amazing! So many details and tips in this video. Thanks for that!

  • @BeheadedKamikaze
    @BeheadedKamikaze 4 месяца назад +1

    Some really great tips here, thank you

  • @Aaws424
    @Aaws424 4 месяца назад +1

    Now i understand ❤ thanks

  • @arturoborrego1625
    @arturoborrego1625 4 месяца назад

    Excellent tutorial! great techniques, brilliantly explained. Thank you so much for sharing! :)

  • @vhaley_skillcoach
    @vhaley_skillcoach 4 месяца назад +1

    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.

    • @christopher3d475
      @christopher3d475  4 месяца назад

      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.

    • @vhaley_skillcoach
      @vhaley_skillcoach 4 месяца назад

      @@christopher3d475 I appreciate the reply. I'll experiment some and let you know what I discover.

  • @BrentonWoods774
    @BrentonWoods774 4 месяца назад +1

    Another great quality tutorial! You're so good at modelling, can I request something: can you make a mylar zipper bag tutorial sometime?

  • @theslicefactor4590
    @theslicefactor4590 4 месяца назад +1

    Good info. Will you do the top part of the stapler in another video?

  • @farhadkhosravi4630
    @farhadkhosravi4630 4 месяца назад +1

    just opened the video and I'm super excited, thank you in advance!

  • @AvantNovis
    @AvantNovis 4 месяца назад

    Thank you

  • @elizheng8186
    @elizheng8186 4 месяца назад +2

    If i'm a beginner, which video do you recommend me to watch first?

  • @nikko3d
    @nikko3d 4 месяца назад

    good bevel tip !

  • @dunravin
    @dunravin 4 месяца назад +1

    I actually use the light theme, its much nicer

    • @christopher3d475
      @christopher3d475  4 месяца назад +1

      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.

  • @pieralessi7426
    @pieralessi7426 4 месяца назад

    G😯🤯D!

  • @peterallely5417
    @peterallely5417 Месяц назад

    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.

    • @christopher3d475
      @christopher3d475  Месяц назад

      Watch this video: ruclips.net/video/xfVzcqhBQ00/видео.html

  • @totheknee
    @totheknee 4 месяца назад

    14:22 - But isn't the Boolean non-destructive, as per the video title?

  • @evenfunnierguy
    @evenfunnierguy 4 месяца назад

    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.

    • @christopher3d475
      @christopher3d475  4 месяца назад +1

      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.

  • @sebbosebbo9794
    @sebbosebbo9794 4 месяца назад

    💪💥🗯🔥💭❤💨🕊
    ......nailed @gain.......
    ..............THx.............