I actually do know that, I was just saying not to do it in object mode so that you don’t end up with that problem. I used to do it all the time when I started and I was just trying to give a tip to not do it in object mode to any beginners. I should have clarified to do it in edit mode or that you need to apply the scale but I simply forgot.
Pretty cool that I’m not the only one who uses this for extra detail! I usually use the wireframe modifier on dystopian or sci fi vehicles, houses, weaponry and sometimes everyday items
Extra tip: if you add the triangulate modifier before the wireframe it makes it even simpler to create scaffolding and power line tower types of structures. I would only use this method for distant objects though, because it looks pretty bad close up.
This can really help with details such as shoe strings or anything sticking out on clothes. Duplicate the vertices and apply this modifier then connect back and done.
If you get funky results with complex models, go to geometry nodes and convert the mesh to curve and the curve back to mesh using a circle curve as profile curve, it is more reliable and also you can control the resolution easy
Another way I sometimes do (tube) frames is offset the model or plate it using shrinkwrap, apply it and delete all the faces. Separate the edges into pieces so that no edges are connected, then convert to curve and add a thickness to the curve. While there is still some mitering/skewing work to be done, I just find tube frames a lot more visually appealing.
Btw quick tip if you shift select many faces and click on the faces button on the top left a drop down menu will appear hit poke faces and this will add the cut in half/ triangle effect to all selected faces. Also that ship looks so good great job
hey man, i just wanna say that ur fish for sale short film and the flood got me super inspired to start working on my own original short film (i usually stick with star wars animations based off of existing content and what not) so i just wanted to say thanks for the inspiration !
best hack I've learned in Blender so far I just learned in architecture to show exposed beams if you want it to look detailed, so to have a freeform way to add the same kind of detail to any sci-fi/metal stuff I'm doing is great. And so easy to make, like you said, just add cuts to create visual interest and variety.
Great Idea! I'm not too proficient in Blender yet so still mostly model in Max. In case there's anyone here in my same boat, in Max you would select the edges you want to frame (ctrl A for all), and click "create shape" in the poly edit tools which will create a separate spline object, then just use the new objects "render spline" properties for making tubes, rectangle, how many sides, thickness etc. or use a "sweep" modifier for some fancier shaped frame pieces, like C or L or something custom. To avoid the "squashing" as seen here, just transform the vertices instead of using an object level scale. Great video! I'll check out some of your other stuff.
if you apply the scale, the thiccness ( ;P ) problem is solved. And if you use a solidify modifier and check the box for only rim (or whatever its called) in front of the wireframe it is fully procedural, so no need to wait until the model is finished :)
im familiar w the wireframe modifier, but using the knife tool and loop cut to add extra geometry onto the faces is SO big-brained thats so genius!!! nice vid :)
you can also select the faces you want to split like that and triangulate them. Then select edges that don't follow pattern and rotate them. Fastest for such constructions.
You don't need to avoid the squesh as you said, simply squish it in edit mode, not in object mode, simply modifiers works when your model scale is 1:1:1, avoid scaling meshes in object mode with modifiers, or apply the scale before you add modifiers. The boat is amazing though, awesome.
Yes I know you can scale in edit mode, I probably should have clarified. I was saying to not do it in object mode mainly because I don’t know why you would even need to do that in that way
It works well for making the webs on spider man's costume. You duplicate your model. Eliminate any edges that are not inline with your web design. Use the wireframe modifier and it creates a lovely 3d web model.
Hey that’s super cool! I would normal use single vert or edge loop, extrude it into the shape I want and add a skin modifier, but it seems like for complex structures this will be a much faster approach thanks!
You can do the same thing in Maya in bonus tools by converting edges to curves then doing tube mesh. I don't know how it compares to this blender one tho cause it doesn't weld any of those parts together vertex wise
Ahh, if only we could have control over the shape of the wireframe thickness. This methods pretty good for CGI, but would be pretty inefective for game ready pipeline where you can watch stuff upclose
Excellent work, great video, im trying to learn by searching on RUclips, and im keeping on coming back to your channel, alot of impressive videos. Keep the good work 👍.
that's cool as cheers for sharing! I use skin modifier in a similar way but squishy, fun stuff defs will use this for any future scrappy metaly stuff. is there a way to keep an open edge closed with wireframe? like have a bordering face e.g if your using a plane?
Could be quite nice to make some kind of procedural connector element at the verts of the wireframe. But I guess maybe using shades to add some kind of rust or weld marks at the intersections to give an illusion of welded metal pieces or something. Great though
I used the Wireframe modifier for these Power Ranger morphing animations. Like, I duplicate the body and helmet models, add the modifiers, give them a glowing material, and key frame their visibility in sync with the key framed visibility animation of the actual body and helmet models. Simple, but effective.
@@lanewallace. well, I live by 2 philosophies that I learned from two movies. _"Do what you can with what you've got"_ from the _Tremors_ franchise. _"See a need, fill a need"_ from the Blue Sky Studio movie _Robots._
You can do it without the modifier under the >Mesh header at the top of you viewport. I always leave Even thickness off though as it causes those insane spikes on complex meshes. Similar to how the Solidify modifier acts sporatically on complex meshes with Even thickness set to on.
Yep I’m currently working on a video for the boat. And no sir I do not have a patreon, but I guess it wouldn’t be such a bad idea to maybe start one at some point lol
first time coming across your channel and must say, its pretty nice. Are you ever going to make videos on creating a project scene or anything in that realm and maybe code it out(if you do code)
Thank you! Tbh I have no idea when it will be done but I am going to try to get it done this year at least lol. I just don’t want to rush myself, yah know.
As-salāmu‘alaikum, I thank you for the knowledge. May I imitate and modify this method for commercial purposes?? without including your name / youtube name??
You should mention that you can scale it on axis’s you just need to apply scaling to prevent the squashing and stretching
Yeah I probably should have thought of that :/
Or just scale your geometry in edit mode XD
PS I suggest pinning the main comment :)
Yes you should just scale it in edit mode. I was just saying that so people won’t scale in object mode and run into that issue
hi vortex
that's axes, mate - the plural of axis is axes. so many people get this wrong.
Great tip! However, CTRL+A - Rotation & Scale will stop the squashing. So squash away!
Or follow the golden rule: Only deform in edit mode 😂
@@kingreinhold9905 Yep - that will do it :)
I actually do know that, I was just saying not to do it in object mode so that you don’t end up with that problem. I used to do it all the time when I started and I was just trying to give a tip to not do it in object mode to any beginners. I should have clarified to do it in edit mode or that you need to apply the scale but I simply forgot.
@@lanewallace. Nay danger :) Thanks for the explanation. Great video by the way!
Thank you :)
Pretty cool that I’m not the only one who uses this for extra detail!
I usually use the wireframe modifier on dystopian or sci fi vehicles, houses, weaponry and sometimes everyday items
Yeah it is extremely useful
Thank you. As a tip instead of knife tool to do that cross selection you can select two vertices then hit J, is the same, but faster. Not F, but J
Extra tip: if you add the triangulate modifier before the wireframe it makes it even simpler to create scaffolding and power line tower types of structures.
I would only use this method for distant objects though, because it looks pretty bad close up.
This can really help with details such as shoe strings or anything sticking out on clothes.
Duplicate the vertices and apply this modifier then connect back and done.
If you get funky results with complex models, go to geometry nodes and convert the mesh to curve and the curve back to mesh using a circle curve as profile curve, it is more reliable and also you can control the resolution easy
Another way I sometimes do (tube) frames is offset the model or plate it using shrinkwrap, apply it and delete all the faces. Separate the edges into pieces so that no edges are connected, then convert to curve and add a thickness to the curve. While there is still some mitering/skewing work to be done, I just find tube frames a lot more visually appealing.
Btw quick tip if you shift select many faces and click on the faces button on the top left a drop down menu will appear hit poke faces and this will add the cut in half/ triangle effect to all selected faces. Also that ship looks so good great job
Great tip! And thank you so much :)
hey man, i just wanna say that ur fish for sale short film and the flood got me super inspired to start working on my own original short film (i usually stick with star wars animations based off of existing content and what not) so i just wanted to say thanks for the inspiration !
That’s awesome man! I wish you luck and I would love to see it when it is finished :)
@@lanewallace. haha thanks man, hopefully it'll be finished shortly
best hack I've learned in Blender so far
I just learned in architecture to show exposed beams if you want it to look detailed, so to have a freeform way to add the same kind of detail to any sci-fi/metal stuff I'm doing is great.
And so easy to make, like you said, just add cuts to create visual interest and variety.
I’ve been using this technique extensively for a show I’m working on. Really is great for adding form to objects.
Yep it’s very useful
Great Idea! I'm not too proficient in Blender yet so still mostly model in Max. In case there's anyone here in my same boat, in Max you would select the edges you want to frame (ctrl A for all), and click "create shape" in the poly edit tools which will create a separate spline object, then just use the new objects "render spline" properties for making tubes, rectangle, how many sides, thickness etc. or use a "sweep" modifier for some fancier shaped frame pieces, like C or L or something custom. To avoid the "squashing" as seen here, just transform the vertices instead of using an object level scale.
Great video! I'll check out some of your other stuff.
if you apply the scale, the thiccness ( ;P ) problem is solved. And if you use a solidify modifier and check the box for only rim (or whatever its called) in front of the wireframe it is fully procedural, so no need to wait until the model is finished :)
You have to apply the scale on the mesh (as usual!), in order to avoid stretching in the modifier.
I knew about the modifier and kinda knew how powerful it was already, but your video has reminded me of that, so thank you!
Ayyy I love wireframe...I use it for everything like bridges, cabins, Cockpits, window grills,etc... :D
Wireframe is one of my favorite modifiers, just because of how convenient it is
im familiar w the wireframe modifier, but using the knife tool and loop cut to add extra geometry onto the faces is SO big-brained thats so genius!!! nice vid :)
Thank you!!
Instead of using knife tool you can select the vertices you want to join, the press J to join them
The J button works on multiple vertices
Wow thanks that seems much faster
you can also select the faces you want to split like that and triangulate them. Then select edges that don't follow pattern and rotate them. Fastest for such constructions.
You had me at "Lazy People".
makes the boat look so cool!
To get the cross piece you can add a triangulate modifier above the wire wireframe modifier. Important that it comes first in the stack
You don't need to avoid the squesh as you said, simply squish it in edit mode, not in object mode, simply modifiers works when your model scale is 1:1:1, avoid scaling meshes in object mode with modifiers, or apply the scale before you add modifiers.
The boat is amazing though, awesome.
Yes I know you can scale in edit mode, I probably should have clarified. I was saying to not do it in object mode mainly because I don’t know why you would even need to do that in that way
Thank you though :)
Thanks for this! I mixed it with the bevel modifier after applying the scale to make it more round and not boxy hehe
It works well for making the webs on spider man's costume. You duplicate your model. Eliminate any edges that are not inline with your web design. Use the wireframe modifier and it creates a lovely 3d web model.
Wow that is really smart! I bet that works great
Hey that’s super cool! I would normal use single vert or edge loop, extrude it into the shape I want and add a skin modifier, but it seems like for complex structures this will be a much faster approach thanks!
That's really a great tip, thanks! Very helpful
Subscribed. This is a great model by the way!
Thank you!!
pretty sweet vid
This is awesome, the fishing speeder turned out great btw!
Thanks!
I love when my blender tutorials dont last 4 hours ... super cool tip
On the contrary
You can do the same thing in Maya in bonus tools by converting edges to curves then doing tube mesh. I don't know how it compares to this blender one tho cause it doesn't weld any of those parts together vertex wise
Ahh, if only we could have control over the shape of the wireframe thickness. This methods pretty good for CGI, but would be pretty inefective for game ready pipeline where you can watch stuff upclose
very simple and neat
Used this for an under construction building and it worked great, Thanks :)
I’m glad it helped :)
Cool technique. Thx.
Excellent work, great video, im trying to learn by searching on RUclips, and im keeping on coming back to your channel, alot of impressive videos. Keep the good work 👍.
Thank you! I wish you luck in blender :)
quick and easy. thanks!
Awesome modifier with one-click instant joy for us total noobs :D
Fantastic!
Instead of making the diagonal connections with the knife tool, it's easier to select both vertices and press j ;)
This will be super helpful! Thanks
that's cool as cheers for sharing! I use skin modifier in a similar way but squishy, fun stuff defs will use this for any future scrappy metaly stuff. is there a way to keep an open edge closed with wireframe? like have a bordering face e.g if your using a plane?
Not a bad idea! Like it! 👍
I literally wanted this , but dunno what to search , so ty much love
Bold of you to assume that my 3D models have good topology
Could be quite nice to make some kind of procedural connector element at the verts of the wireframe. But I guess maybe using shades to add some kind of rust or weld marks at the intersections to give an illusion of welded metal pieces or something. Great though
Yeah that would be really nice. But I’m sure there is a way to do it with a shader. Maybe I could look into that
Make a texturing tutorial cause gawd damn bruh those textures look freshhhh
Aight
I used the Wireframe modifier for these Power Ranger morphing animations. Like, I duplicate the body and helmet models, add the modifiers, give them a glowing material, and key frame their visibility in sync with the key framed visibility animation of the actual body and helmet models.
Simple, but effective.
That’s really smart!
@@lanewallace. well, I live by 2 philosophies that I learned from two movies.
_"Do what you can with what you've got"_ from the _Tremors_ franchise.
_"See a need, fill a need"_ from the Blue Sky Studio movie _Robots._
Very wise, and very true
Great tip, thanks!
You can also triangulate your quad model and get nice results for electricity towers or smth like that.
You can do it without the modifier under the >Mesh header at the top of you viewport. I always leave Even thickness off though as it causes those insane spikes on complex meshes. Similar to how the Solidify modifier acts sporatically on complex meshes with Even thickness set to on.
So cool boat. Can you make this boat modelling in speed art video?? Plz
love your content man really inspiring
Great stuff Lane, good tip.
Good tip, thank you!
Really cool, thank you
Very useful tip. But I don't model myself. Hate modeling.
Yeah modeling is very hard
I think you should do a whole series of things that makes you look like you put in a lot of effort.
Agreed
Great technique, great video!!
If you apply scale that uneven thickness would go away
This is such a nice tip, thank you so much
Nothing wrong with some disproportionate thicc, if it’s in the right places.
That was a simple but very useful tip, thank you. :-)
great
"Frames ... I put that sh!t on everything!"
Thank you!
Please make a tutorial for that boat u made
excellent tip, thank you 🙏
Thanks, been trying to figure this out
sick
thank you! love this! well done on your film!!:)
Thanks man! Keep em coming
Thank you so much
You’re welcome :)
This is really nice.
Profile of wireframe? What other tool could get profile? The curve modifier then I guess
Thank you. This is a great tip. I know Cinema 4d has the same deformer
This is really useful ♥️👍
this is how i modeled eiffel tower once
cool
It looks amazing, are you going to make a tutorial on how to make a fishing boat?Do you have Patreon?
Yep I’m currently working on a video for the boat. And no sir I do not have a patreon, but I guess it wouldn’t be such a bad idea to maybe start one at some point lol
@@lanewallace. Came as a wireframe lover, stay for the promise of the boat tutorial
Reset scale transform and you can squash it
I do this all the time, it's a great trick
Can’t wait to try this out !!
Just apply the scale using ctrl A to correct the squashing
Sorry! I am a beginner🙈 I don’t really understand how you frame your actual model. Do you use a simplified/modified copy of your model?
After modeling the ship I brought in a cube and started extruding it to fit the ship
@@lanewallace. thanks 🙏🏻😍
You’re welcome :)
Wooooooo
good tips!
first time coming across your channel and must say, its pretty nice. Are you ever going to make videos on creating a project scene or anything in that realm and maybe code it out(if you do code)
Thank you :)
I’m sorry to say but I am not very good at coding, I have tried but it’s way over my head. But maybe in the future I will, who knows
Tip for the "Thiccc" wire just aplay transformation just like you do before your bevl modifier.
When can we expect the short film? This is such a teaser! Keep it up
Thank you! Tbh I have no idea when it will be done but I am going to try to get it done this year at least lol. I just don’t want to rush myself, yah know.
@@lanewallace. good luck. Subbed
Thank you :)
shit you can do scaffoldings and stuff like that or even honeycomb pattern for guns
Whats the command for the "fill it all in" ? 2:48
thicc
what if you want to 3d print afther can you make it a mesh?
I tried to do something similar to this the other day with a Photo scan and got the same exact result as :45
As-salāmu‘alaikum,
I thank you for the knowledge.
May I imitate and modify this method for commercial purposes?? without including your name / youtube name??
Yes you can :)
@@lanewallace. Thank you,,
dang, tips like this is amazing, but do i wanna noitice if i have too noisy of a render?
Words of pros ❤️
just use apply scale and wireframe will be fixed after scaling the object in ht eobject mode