Google is truly terrifying, I googled iron texture yesterday for a pipe on blender without specifying it was for blender and now I get a tutorial to do pipe on blender.
THis is awesome. The part where you said "Unless you have a really good plumber, they wont like up" is weird though because all the pipes come pre set perfectly from the factory, we just add the bolts so they actually do line up lol. Still love it!
I think there was a misunderstanding. He meant the exact rotation of each bolt and nut won't line up with the others. If a nut is needed at the other end, the pipes' flanges probably don't have threads and the bolt/nut pair is thus able to spin inside the hole even when tight, so the end rotation is random within a margin. That being said, you'd be surprised at how often a random rotation just so happens to "line up" two or more hexagons (a few degrees difference is "close enough" visually). If you meant pipes and bolts are indeed threaded consistently, so the end rotations for all of them does end up lining up as long as you use the same amount of torque on each (kinda like plastic bottle caps with molded detail), I'd find it hard to believe, but do apologize and would be interested in learning more about it.
Or you can go the geonode road once you reach the 0:40 part with those nodes : - Mesh to curve - Fillet Curve : Set "Poly", at least 6 "count" and a lower radius to start - Curve to mesh : Use a primitive curve circle as a profile curve (would require to reduce its radius) And here you go, you have the basics for a pipe. You can apply the geonode modifier if you want to convert it into a proper mesh (destructive operation).
But is there really a benefit to this in this specific case? It could be useful if geonode could be kept, but since you have to make flanges in arbitrary places and Blender doesn't have non-destructive workflow stack, you just have to collapse it to mesh. Meaning all this setup was just extra steps.
As someone who works with pipes I love this! However, i'd recommend to anyone trying to do this, model out a weld, or a victaulic coupling, or something. Pipes are RARELY flanged in runs like these, and there are various types of pipe Welded, Screwed, Brazed, ect. ect. Flanges only exist for maintenance so you can take out a section of pipe without taking out the whole thing. Flanges IRL get a gasket in between them to make a perfect seal, and trust me it's hellish putting all those flanges together, especially if they're heavy. I say this because it could help resources with your game if you just put on a crude weld texture or model OF a weld instead of individual bolts and flanges, same thing if you were to model a victaulic coupling which would save 6 out of 8 bolts being modelled. Also your explanation of "not every bolt is lined up perfectly" is a little untrue. We have this thing called "two holing", which is making sure that the holes DO line up perfectly, because if they don't, god help you, especially if it's welded cause then you have to cut that entire piece out, and reweld it to make the holes line up. (Yes I AM the guy looking at pipes in video games for discrepancies)
This was a very good tutorial, thank you! But the big issue was since im new to blender, it was hard to follof along. Maybe consider slowing down a bit! Just for us newbies!
Thanks man! I love that you made whole video how to. There are so many shorts that shows us little to non specific information how to actually make really cool pipes, but you did it ;D
This was very pleasing to watch. Very proper audio, very often when you watch such tutorials, the audio is just messy. Sometimes low fidelity, too close to the microphone, talking in a weird fashion or too low or very slowly and stuff like that. Makes many tutorials with good content hard to sit through.
You can actually make the entire pipe body non destructively, if you use the radius entity information on the vertex you can make the extrusion without having to covert to curve and then mesh again. Very handy when you’re mocking up a scene and don’t know exactly how the pipes will go, or if you just want to do it even faster than this.
Model whole pipes in the scene or in a game level as one mesh is not so flexible as it can be. - What if level designer wants to have pipes connected by the welding not by flanges? - What if there must be a gauge or valve in some place? - What if your country rules that there must be different coloring for water, steam, fuel pipes in the (building/ship/factory plant) and so on? - What if one need to have shiny new pipes, pipes with new paint (with different color options) on it, rusted one an so on? As for me I'd like to have small asset with straight pipe section, section bended by 90 and 135 degrees, C and U shaped sections, T and cross joints, few bolt flanges with different bolt count (higher the pipe diameter - more bolt to hold pressure), welded connection, some gauges, valves, terminating sections as different objects in one collection. Ideally there must be 2 version of those assets. High poly one with 32-vertices on pipe section or subdivision surface modifier applied. And low polygon version with 6 to 8 vertices on pipe cross section maximum. Low poly objects must have normal textures baked from high poly ones. Whole work building the pipes of your scene (game level) after that will include cloning, positioning and rotating those assets.
there is a blender add on called "pipe generator" or something, that will fit pretty much all of your needs. (exept for the rust and new paint, therefore you will need a material add on or do them yourself)
A very solid video. Although with collection instances, you can go one step further and make a collection out of placed set of bolts. Then you can use that, which will speed everything up. The only thing I don't seem to overcome with this setup is Randomize Transform only applies equal rotation values to every instance.
This technique also works well when you want to create an unusual shape, like the arched stem of a hanging floor lamp or lantern. You'll still need to adjust the thickness of the edge loops up the shape to taper it, but I'm sure there's an automated way to do that too - I'm very early in learning Blender. I second asking where you got all those PBR textures from. A texture library like that is a BADLY needed tool for a lot of Blender intermediate folks. once you move past mesh modeling and start UV and texturing work.
How do you have all those materials to put on your models, the metals you dragged and dropped onto the mesh? I need to know how you performed such wizardry!
@@OrganicYetiBrawl i learned maya first in college but we only had 2 animation/modeling courses, i took both and was lucky enough to have the second advanced course co taught by a dreamworks lead modeler, the guy who made master shifun from kung fu panda actually, anyway for my thesis short film I pivoted to blender since I was gonna be freelance after college and didn’t want to pay for a maya license. Most of what I learned after that was online tutorials which is why I’m trying to give back now by making some of my own. It’s fully possible to learn from online tutorials though, my girlfriend self taught during covid and now works at a game studio as a senior artist
@@ameermuhammad3463 I took a mixture of stuff from cg cookie and other tutorial sites, they’re still excellent, I’ll also be releasing more beginner geared stuff and full tutorials on this channel
The part where you bevel the loop cuts for the joints, remove the faces, extrude the edges and then fill the edges was quite fast for me 😅 And I could not get Blender to fill those gaps individually 🤔 Other than that, I really like the approach!
Same. Lots of interesting things up until the 2 minute mark but that section, I didn't know WTF was going on. I'm sort of advanced beginner now with Blender modeling and my bevels and extrudes were making sh*t like 5 dimensional Escher geometry.
To slightly improve on your methodolgy, I would add modularity to the plan early. The pipe you created could be an elbow and a straight pipe or two. No need to have everything be bespoke. With a simple pipe kit yoi could make incredible networks. It will save lots of time in the long run, especially when it comes to the rest of production (uvs, baking, materials, export etc)
That's not the best solution, not very flexible. After years of modeling i concluded that geo nodes are the best for this. In my case I use verts with two modifiers - bevel on verts and geonode with simple set of nodes that i've made myself, it basically takes verts, converts them into curve, then back to mesh, and with that it gives round profile. Very simple and flexible. Only issue that i want to adress is uv generation
@@oyyoboi6716 enable the “mesh extras” addons in the addons tab, for 4.2 you might have to install it via extensions, not sure as I haven’t updated yet, once you’ve enabled that the single vert option should appear in the add object dropdown
When doing this, the pipes blender makes are not circular, but oval-shaped. I have an edge loop which i am trying to convert to a Pipe this way. Any ideas? Edit: Figured it out. Shape keys were wonky from using scale in constraints to modify the base object. Seems they were inherited from the object when converted to a 3D curve. Applied Scale and worked.
He deleted the faces, then extruded the edges, then filled the space between those. Not really sure if you can do that safely enough without it trying to connect wrong ones. You can just extrude faces along normals to do the same.
You've gotta use the key corresponding to the axis you want to extrude on with each extrusion, so each time you run extrude you have to press x y or z to lock that axis
You should tell people how to "start with a single vert". I had to search that, then come back. Thank you for the great tut.
ye, thats all what i need
You should tell what you found, because I too had to search! One need to enable the plugins for Add Curve and Add Vector called "Extra Objects"
Google is truly terrifying, I googled iron texture yesterday for a pipe on blender without specifying it was for blender and now I get a tutorial to do pipe on blender.
THis is awesome. The part where you said "Unless you have a really good plumber, they wont like up" is weird though because all the pipes come pre set perfectly from the factory, we just add the bolts so they actually do line up lol. Still love it!
@@KlutchDecals genuinely didn’t know that, you learn something new every day 😂
@@bytedozer Ay you taught me something too! My dream is to be where youre at so keep grindin homie!!
I think there was a misunderstanding.
He meant the exact rotation of each bolt and nut won't line up with the others.
If a nut is needed at the other end, the pipes' flanges probably don't have threads and the bolt/nut pair is thus able to spin inside the hole even when tight, so the end rotation is random within a margin.
That being said, you'd be surprised at how often a random rotation just so happens to "line up" two or more hexagons (a few degrees difference is "close enough" visually).
If you meant pipes and bolts are indeed threaded consistently, so the end rotations for all of them does end up lining up as long as you use the same amount of torque on each (kinda like plastic bottle caps with molded detail), I'd find it hard to believe, but do apologize and would be interested in learning more about it.
Or you can go the geonode road once you reach the 0:40 part with those nodes :
- Mesh to curve
- Fillet Curve : Set "Poly", at least 6 "count" and a lower radius to start
- Curve to mesh : Use a primitive curve circle as a profile curve (would require to reduce its radius)
And here you go, you have the basics for a pipe. You can apply the geonode modifier if you want to convert it into a proper mesh (destructive operation).
But is there really a benefit to this in this specific case? It could be useful if geonode could be kept, but since you have to make flanges in arbitrary places and Blender doesn't have non-destructive workflow stack, you just have to collapse it to mesh. Meaning all this setup was just extra steps.
As someone who works with pipes I love this!
However, i'd recommend to anyone trying to do this, model out a weld, or a victaulic coupling, or something.
Pipes are RARELY flanged in runs like these, and there are various types of pipe
Welded, Screwed, Brazed, ect. ect.
Flanges only exist for maintenance so you can take out a section of pipe without taking out the whole thing.
Flanges IRL get a gasket in between them to make a perfect seal, and trust me it's hellish putting all those flanges together, especially if they're heavy.
I say this because it could help resources with your game if you just put on a crude weld texture or model OF a weld instead of individual bolts and flanges, same thing if you were to model a victaulic coupling which would save 6 out of 8 bolts being modelled.
Also your explanation of "not every bolt is lined up perfectly" is a little untrue. We have this thing called "two holing", which is making sure that the holes DO line up perfectly, because if they don't, god help you, especially if it's welded cause then you have to cut that entire piece out, and reweld it to make the holes line up.
(Yes I AM the guy looking at pipes in video games for discrepancies)
This was a very good tutorial, thank you! But the big issue was since im new to blender, it was hard to follof along. Maybe consider slowing down a bit! Just for us newbies!
Thanks man! I love that you made whole video how to. There are so many shorts that shows us little to non specific information how to actually make really cool pipes, but you did it ;D
This was very pleasing to watch. Very proper audio, very often when you watch such tutorials, the audio is just messy. Sometimes low fidelity, too close to the microphone, talking in a weird fashion or too low or very slowly and stuff like that. Makes many tutorials with good content hard to sit through.
Jebus, it's like every moment of this video is packed with useful info
You can actually make the entire pipe body non destructively, if you use the radius entity information on the vertex you can make the extrusion without having to covert to curve and then mesh again. Very handy when you’re mocking up a scene and don’t know exactly how the pipes will go, or if you just want to do it even faster than this.
I really like how you go into the memory intricacies
Direct and to the point explanation. Thanks!
Model whole pipes in the scene or in a game level as one mesh is not so flexible as it can be.
- What if level designer wants to have pipes connected by the welding not by flanges?
- What if there must be a gauge or valve in some place?
- What if your country rules that there must be different coloring for water, steam, fuel pipes in the (building/ship/factory plant) and so on?
- What if one need to have shiny new pipes, pipes with new paint (with different color options) on it, rusted one an so on?
As for me I'd like to have small asset with straight pipe section, section bended by 90 and 135 degrees, C and U shaped sections, T and cross joints, few bolt flanges with different bolt count (higher the pipe diameter - more bolt to hold pressure), welded connection, some gauges, valves, terminating sections as different objects in one collection. Ideally there must be 2 version of those assets. High poly one with 32-vertices on pipe section or subdivision surface modifier applied. And low polygon version with 6 to 8 vertices on pipe cross section maximum. Low poly objects must have normal textures baked from high poly ones.
Whole work building the pipes of your scene (game level) after that will include cloning, positioning and rotating those assets.
there is a blender add on called "pipe generator" or something, that will fit pretty much all of your needs. (exept for the rust and new paint, therefore you will need a material add on or do them yourself)
A very solid video. Although with collection instances, you can go one step further and make a collection out of placed set of bolts. Then you can use that, which will speed everything up. The only thing I don't seem to overcome with this setup is Randomize Transform only applies equal rotation values to every instance.
Your know your stuff, this was refreshing to watch
Great straight-to-the-point video. Subbed.
Holy, this is so amazing, gotta sub for you real fasttt
This technique also works well when you want to create an unusual shape, like the arched stem of a hanging floor lamp or lantern. You'll still need to adjust the thickness of the edge loops up the shape to taper it, but I'm sure there's an automated way to do that too - I'm very early in learning Blender.
I second asking where you got all those PBR textures from. A texture library like that is a BADLY needed tool for a lot of Blender intermediate folks. once you move past mesh modeling and start UV and texturing work.
How do you have all those materials to put on your models, the metals you dragged and dropped onto the mesh? I need to know how you performed such wizardry!
How did you learn blender? How long did it take?
@@OrganicYetiBrawl i learned maya first in college but we only had 2 animation/modeling courses, i took both and was lucky enough to have the second advanced course co taught by a dreamworks lead modeler, the guy who made master shifun from kung fu panda actually, anyway for my thesis short film I pivoted to blender since I was gonna be freelance after college and didn’t want to pay for a maya license. Most of what I learned after that was online tutorials which is why I’m trying to give back now by making some of my own. It’s fully possible to learn from online tutorials though, my girlfriend self taught during covid and now works at a game studio as a senior artist
Can Are these course available now. If yes then please tell me names at least.. Thank you@@bytedozer
@@ameermuhammad3463 I took a mixture of stuff from cg cookie and other tutorial sites, they’re still excellent, I’ll also be releasing more beginner geared stuff and full tutorials on this channel
Cotton eye Joe.
Just look up a donut tutorial. You're always learning Blender.
The part where you bevel the loop cuts for the joints, remove the faces, extrude the edges and then fill the edges was quite fast for me 😅 And I could not get Blender to fill those gaps individually 🤔 Other than that, I really like the approach!
Same. Lots of interesting things up until the 2 minute mark but that section, I didn't know WTF was going on. I'm sort of advanced beginner now with Blender modeling and my bevels and extrudes were making sh*t like 5 dimensional Escher geometry.
You can use 'Face - Extrude faces along normals' menu function to do the same without cutting these faces out.
I’ll try and slow it down a bit in future vids!
Thank you so this very helpful 😊😊😊... i have a question. Where do you get your materials from?
To slightly improve on your methodolgy, I would add modularity to the plan early. The pipe you created could be an elbow and a straight pipe or two.
No need to have everything be bespoke. With a simple pipe kit yoi could make incredible networks. It will save lots of time in the long run, especially when it comes to the rest of production (uvs, baking, materials, export etc)
4:11 what’s name of the assets library?
Thank you Sir.
That's not the best solution, not very flexible. After years of modeling i concluded that geo nodes are the best for this. In my case I use verts with two modifiers - bevel on verts and geonode with simple set of nodes that i've made myself, it basically takes verts, converts them into curve, then back to mesh, and with that it gives round profile. Very simple and flexible. Only issue that i want to adress is uv generation
What material library do you use?
Good sharing, nice work
1:11 right click menu has the option too
awesome tutorial. easy to understand and follow along. what material assets are you useing there?
i can tell theres a kid whos holding up the urge to type the nerd emoji
question how do you add a single vertex point? can't find the answer online
@@oyyoboi6716 enable the “mesh extras” addons in the addons tab, for 4.2 you might have to install it via extensions, not sure as I haven’t updated yet, once you’ve enabled that the single vert option should appear in the add object dropdown
you could also just add a plane and remove 3 of the vertices, then you'll be left with a single vertex point
Made a plane and put merge at center and that worked :)
Thank you!
Saved lots of time with this method
how are you bringing up all those materials?
I have them set up in my asset browser
When doing this, the pipes blender makes are not circular, but oval-shaped. I have an edge loop which i am trying to convert to a Pipe this way. Any ideas?
Edit: Figured it out. Shape keys were wonky from using scale in constraints to modify the base object. Seems they were inherited from the object when converted to a 3D curve. Applied Scale and worked.
If you’re getting odd or unexpected deforms in edit mode object mode transforms are usually the suspect
2:07 What?
Thanks for the video! Where can I get these materials that you applied to the piping?
@@arte3dslideshow85 they’re from ambient CG and are totally free including for commercial use!
Tell me where you get all these PBR textures, I need them for real, but can;t find a solid reliable website
He wrote he took free ones from 'ambient CG' website.
what veesion of blender is this?
2:05 - HOW?
He deleted the faces, then extruded the edges, then filled the space between those. Not really sure if you can do that safely enough without it trying to connect wrong ones. You can just extrude faces along normals to do the same.
@@ShadeAKAhayate thank you!
Have you done it? @@oskarpalasz
Someone can tell me why when i extrude the vert it follow the axis and when i extrude it again he is not ?
You've gotta use the key corresponding to the axis you want to extrude on with each extrusion, so each time you run extrude you have to press x y or z to lock that axis
@@bytedozer yes but sometimes i press Z but it follow the Z and Y axis for some reason (i dont press shift) thanks for the answer anyway
good vid but you left out a lot of steps and shortcuts
Close up those welds on the flanges look awful. I wonder if there is a addon for blender for adding in realistic looking welds.
A "stackodimes" plugin would be pretty awesome
I really think you need to do that a bit faster. Almost lost me there. 😂
Terrible video went way too fast and cut out crucial parts
Thinking there is only one way to accomplish something is a sign of stupidity and uselessness.