the best way to model pipes in blender

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  • Опубликовано: 18 окт 2024

Комментарии • 65

  • @JustBuyTheWaywardsRealms
    @JustBuyTheWaywardsRealms 3 месяца назад +42

    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.

  • @nixonmanuel6459
    @nixonmanuel6459 18 дней назад +6

    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.

  • @KlutchDecals
    @KlutchDecals 2 месяца назад +51

    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!

    • @bytedozer
      @bytedozer  2 месяца назад +16

      @@KlutchDecals genuinely didn’t know that, you learn something new every day 😂

    • @KlutchDecals
      @KlutchDecals 2 месяца назад +4

      @@bytedozer Ay you taught me something too! My dream is to be where youre at so keep grindin homie!!

    • @ZeroStrife1396
      @ZeroStrife1396 2 месяца назад +2

      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.

  • @DrCranberry
    @DrCranberry 2 месяца назад +15

    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)

  • @marcfuchs6938
    @marcfuchs6938 2 месяца назад +4

    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.

  • @aia_shhi
    @aia_shhi 2 месяца назад +2

    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

  • @cd2028
    @cd2028 2 месяца назад +3

    Jebus, it's like every moment of this video is packed with useful info

  • @humanharddrive1
    @humanharddrive1 2 месяца назад

    I really like how you go into the memory intricacies

  • @Zekium
    @Zekium 2 месяца назад +12

    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).

    • @ShadeAKAhayate
      @ShadeAKAhayate 2 месяца назад

      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.

  • @kilburnvideos
    @kilburnvideos 3 месяца назад +2

    Direct and to the point explanation. Thanks!

  • @sanjaux
    @sanjaux 2 месяца назад

    Your know your stuff, this was refreshing to watch

  • @beaconofwierd1883
    @beaconofwierd1883 2 месяца назад +1

    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.

  • @ShadeAKAhayate
    @ShadeAKAhayate 2 месяца назад

    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.

  • @Ekjehejj54nkjfdss
    @Ekjehejj54nkjfdss 2 месяца назад

    Great straight-to-the-point video. Subbed.

  • @ВольфгангПетерсон
    @ВольфгангПетерсон 2 месяца назад +4

    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.

    • @pv8685
      @pv8685 2 месяца назад

      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)

  • @SlimeTlme
    @SlimeTlme 2 месяца назад +4

    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!

  • @ZioSenkai
    @ZioSenkai 2 месяца назад

    Holy, this is so amazing, gotta sub for you real fasttt

  • @ArchTeryx00
    @ArchTeryx00 Месяц назад

    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.

  • @VirtualshopX
    @VirtualshopX 2 месяца назад

    Thank you Sir.

  • @renlaidao
    @renlaidao 2 месяца назад

    Good sharing, nice work

  • @wukerplank
    @wukerplank 2 месяца назад +3

    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!

    • @vger2
      @vger2 2 месяца назад

      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.

    • @ShadeAKAhayate
      @ShadeAKAhayate 2 месяца назад

      You can use 'Face - Extrude faces along normals' menu function to do the same without cutting these faces out.

    • @bytedozer
      @bytedozer  2 месяца назад

      I’ll try and slow it down a bit in future vids!

  • @NuggetDevs
    @NuggetDevs 3 месяца назад +12

    How did you learn blender? How long did it take?

    • @bytedozer
      @bytedozer  3 месяца назад +13

      @@NuggetDevs 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
      @ameermuhammad3463 2 месяца назад +1

      Can Are these course available now. If yes then please tell me names at least.. Thank you​@@bytedozer

    • @bytedozer
      @bytedozer  2 месяца назад +1

      @@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

    • @SlyNine
      @SlyNine 2 месяца назад

      Cotton eye Joe.

    • @Dingle.Donger
      @Dingle.Donger 2 месяца назад

      Just look up a donut tutorial. You're always learning Blender.

  • @t.dub_10
    @t.dub_10 6 дней назад

    Thank you so this very helpful 😊😊😊... i have a question. Where do you get your materials from?

  • @nothankyoutube
    @nothankyoutube 2 месяца назад

    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)

  • @lukas5220
    @lukas5220 2 месяца назад

    1:11 right click menu has the option too

  • @pv8685
    @pv8685 2 месяца назад

    awesome tutorial. easy to understand and follow along. what material assets are you useing there?

  • @drjian6852
    @drjian6852 2 месяца назад +4

    What material library do you use?

  • @oyyoboi6716
    @oyyoboi6716 3 месяца назад +3

    question how do you add a single vertex point? can't find the answer online

    • @bytedozer
      @bytedozer  3 месяца назад +4

      @@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

    • @luckyboy5nu
      @luckyboy5nu 2 месяца назад +2

      you could also just add a plane and remove 3 of the vertices, then you'll be left with a single vertex point

    • @oyyoboi6716
      @oyyoboi6716 2 месяца назад +2

      Made a plane and put merge at center and that worked :)

  • @هايبر
    @هايبر 2 месяца назад +2

    4:11 what’s name of the assets library?

  • @Absovec
    @Absovec 2 месяца назад +4

    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

  • @nodecrasher4991
    @nodecrasher4991 2 месяца назад

    Tell me where you get all these PBR textures, I need them for real, but can;t find a solid reliable website

    • @ShadeAKAhayate
      @ShadeAKAhayate 2 месяца назад

      He wrote he took free ones from 'ambient CG' website.

  • @arte3dslideshow85
    @arte3dslideshow85 2 месяца назад

    Thanks for the video! Where can I get these materials that you applied to the piping?

    • @bytedozer
      @bytedozer  2 месяца назад +3

      @@arte3dslideshow85 they’re from ambient CG and are totally free including for commercial use!

  • @DK_ARTIST
    @DK_ARTIST 2 месяца назад

    Thank you!
    Saved lots of time with this method

  • @couldntcreateagoodname
    @couldntcreateagoodname 2 месяца назад

    i can tell theres a kid whos holding up the urge to type the nerd emoji

  • @stoopidbastid6420
    @stoopidbastid6420 2 месяца назад +1

    good vid but you left out a lot of steps and shortcuts

  • @polakinho3454
    @polakinho3454 Месяц назад

    Someone can tell me why when i extrude the vert it follow the axis and when i extrude it again he is not ?

    • @bytedozer
      @bytedozer  Месяц назад

      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

    • @polakinho3454
      @polakinho3454 Месяц назад

      @@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

  • @travismason2811
    @travismason2811 2 месяца назад

    Close up those welds on the flanges look awful. I wonder if there is a addon for blender for adding in realistic looking welds.

    • @MeanderingBeing
      @MeanderingBeing 2 месяца назад +1

      A "stackodimes" plugin would be pretty awesome

  • @oskarpalasz
    @oskarpalasz 2 месяца назад

    2:05 - HOW?

    • @ShadeAKAhayate
      @ShadeAKAhayate 2 месяца назад

      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.

    • @oskarpalasz
      @oskarpalasz 2 месяца назад

      @@ShadeAKAhayate thank you!

    • @harfianmaulanamuh4650
      @harfianmaulanamuh4650 2 месяца назад

      Have you done it? ​@@oskarpalasz

  • @tbryson2
    @tbryson2 2 месяца назад

    I really think you need to do that a bit faster. Almost lost me there. 😂

  • @nathanieloakleaves5789
    @nathanieloakleaves5789 2 месяца назад

    Thinking there is only one way to accomplish something is a sign of stupidity and uselessness.