I'm so happy to hear that man! I feel the same; I can't enjoy video games anymore because there's so much to learn in Blender. I'm just working and learning every day. Shoot me a dm on Twitter (link in description) and I'll hook you up with my new hard-surface course for free so you can keep learning.
@@JoshGambrell Thank you so much! For some reason Twitter says that I can't DM you. My twitter name is TheBoomBoomKing if you wanna try to send me a DM instead
GG is very useful... also try pressing 'E' afterwards to make the loop line up with the one next to it. You can then swap which side it will line up to with 'F'. You can cancel the operation again with 'E'.
Just a small note when creating faces: If you use Edge selection, you only need to click on two edges and press F, rather than having to select four vertices.
You don't even need to go to the hassle of adding a modifier. Activate snap to surface. Go to the magnet button above (shortcut shift+tab), change the ruler thingy on the side to face (shortcut ctrl+shift+tab) and check the "project individual elements" box. Now align your view with your cylinder cutter, move and confirm. All vertices will be projected to the other according to your view. Don't even need to be a separate object if the "project to self" box is checked (current version is checked by default but older weren't). I hope it helps. Ps.: The "Snap to Vertex" is one of the greatest tools I use on hard surface modeling.
Someone mentioned this earlier and I didn't even realize there was a projection snap mode! That's super useful! Thanks for mentioning it. Had I known before this video I would've included it.
I tried but the circle stays tangent to the cylinder rather than wrapping around like when you use the shrinkwrap modifier. I have selected the "project individual element" box as you said. What am I doing wrong? I'm using Blender 2.82a. Also, where do I find the "project to self" box? Thanks.
@@JoshGambrell You should also look up knife project. You can use an object to cut another and it ignores the cutter topology. Create your cutter, select your object last, align your view, go into edit, on the upper menu click Mesh->Knife Project. Works best in orthographic view. You can check the "Cut through" to cut all faces, not just the visible ones. Checking the box will reset the cut, so if you don't want to align again, you can split the view and pan around in one while the other keep the "cut view".
If you go to the add-ons preference, there's a a Loop tool where it automatically changes the loop cuts, lets say, a square into a circle. There are other shapes, but I use that to make a circle and then the subsurface modifier just makes it round.
@ItsBittle Loop tools is default tools, but the add-on that make specific action like he describe is different. In add-on, it should be Loop Tool: "name of add-on".
hey josh. just so you know, when extruding or any similar type of operations, you can directly use the R/S/G shortcut to begin the desired operation without right clicking. so the shortcut combo would be E -> S (shift)X/Y/Z. a small thing but a really helpful tip to improve your workflow efficiency. there are other operations that are similar such as tear/rip. generally any operation that instantly edits the geometry (rather than applying after confirm. e.g loop cut and the knife tool do not instantly alter the mesh). keep in mind though that only one transform operation can be performed at a time like normal.
THANK YOU. I've been struggling with holes during my whole mesh modeling learning process. Coming from CAD, it's hell when you have to make holes in Blender. Pretty clear explanation, will try !
I am just starting in anything 3D. Found out about the Amazingness that Blender is a few months back, & I've been hooked ever since. Your tutorials, I love the way you explain things & seem to KISS, if you know what that means. I dig it, makes it so much easier to learn this newfound love.
@@j.carlosmurrr No need to worry about what is correct or not so much, since there is not a "divinely true" or only one way to go about it. This is just a very good way to go about it. Also, fun fact: in Edit Mode, "J" connects vertices together while also dividing faces. It's a way better form of editing already existing faces than deleting them then creating new edges or faces with "F", and it's an even faster "K" knife tool since we work directly with the vertices we want and nothing else, instead of worrying about foreground and bakground bleed and angles.
This is why I like watching basic tutorial videos despite having used blender for years. Every one I watch seems to teach me a new shortcut or feature of something I already use.
I thank you for including the old Boolean method too. I'm a total blender n00b and I was attemtoing to cut an offset cylindrical recess into the surface of a sphere, and could not get your initial method to work, whereas the Boolean Method worked first time. Perhaps when I get more skilled at this I can give it another try. But thanks for this video! It was a big help.
3:48 Just a quick tip, in edge-select mode it only takes 2 clicks to select opposing edges to fill in a face, rather than 4 clicks on the vertices in vertex-select mode.
Dude, 27k views in just 2 days. Didn't I tell you channel is gonna blow up one day? Congrats. I love your content. In a day or two, after finishing my ongoing 3D Explainer video, I'm gonna purchase your Hard Surface Modelling Course on Udemy. But before buying it, wanted to ask, do you teach right topological modelling in it as well? Because that's what I am aiming for in my next videos.
Thanks man! I'm not sure why that one did so well but I'm guessing it's because it's valuable content the community needs :-) Message me on Twitter @josh_gambrell and I'll hook you up with the course for free. The course mostly covers boolean modeling and takes in topological considerations when adding booleans, but doesn't focus solely on mesh cleanup. Hope that makes sense!
That "shift+n" just honestly made my head explode. THIS is what I was searching for this whole time as someone new to blender. Holy.. I got so frustrated at weird sharp edges appearing especially when I created the neck for one of my first humanoid creations. Same for the bevels. Thanks so much man.
Hey Josh, I am an old 3d hobbyist but newly transitioned to Blender and wanted to drop a note to say thank you so much, man. I know some of these tricks from work with Lightwave, Maya and modo, but was unfamiliar with the workflow in Blender and your tutorials totally saved the day! Looking forward to more.
Josh, dude, you're my 3d-superhero! Three weeks ago I started learning Blender from absolute zero and now I have managed in making basic things! Thank you, man!!!
I always have issues with really messed up geometry and artifacts, I knew about the boolean modifier and used it but half the time it wouldn't actually delete anything it would essentially just cut the shape into the part and I would always end up with messy geometry that meant I couldn't subdivide it, but this is extremely useful and has made me a better Blender user. Thank you!
This was incredibly helpful! I spent a good few hours trying to figure out how to create an eye hole for an awkwardly shaped object, and this worked perfectly
I think your new stategy will help most when joining 2 weird shapes together, like an I beam on a cylinder or something. Circles on circles are easily done with booleans but this 'just extrude it inwards and then extrude the new faces out' technique only works when working with a perfect cube or circle. Scaling become a hell of an issue when applied to, for example, the letters G, Q, W etc... because their scaling will not be equal on all faces.
Found it easier to fill, if you do the central loop cut before (or do 3 loops from the start). Select two edges to fill, select one of the edges like you did and press F until everything is filled. Great video, thank you, looking to get into Blender again!
Groboto is(was) a killer application for this kind of modeling with beautiful topology, basically parametric CAD modeler for mesh geometry... but unfortunately the developer stopped supporting it. Glad you are providing this valuable education for the community sir!
Thanks, man. Been using the second option for many years first in 3ds max, now - in Blender. Your way is much better. Sometimes I even opted to creating two separate objects not to cut holes in mesh. Now I won't have to do it. Thanks a lot.
Thanks for this! I first watched your tutorial two months ago when I started Blender. I didn't understand much of it (circle? shrink wrap? n-gons?, etc.). But now that I know the basics, and have some modeling experience, I see how simple and clear your tutorial is. Much appreciated. With warm wishes from Cape Town!
Thanks for this! Just got to say, I decided to properly learn Blender again a few weeks ago and I absolutely love it, the community is awesome and theres no shortage of great ideas to learn from. Thanks again.
4:35 BlenderGuru gave a tip of noticing badly oriented normals. In the viewport top-right (just left of the shading options) open up the overlays and there's "Face Orientation" under the category of Geometry. Blue is facing the camera and red is the opposite.
I actually didn't need to make a hole per se but this was still one of the best/useful tutorials I've done after making donuts and cars and random things for so long. Really love it when someone SAYS the shortcuts their doing quickly and what they do. I know I can read the screen cap of it but damn, I'm not Johnny 5 over here reading screens.
very cool, very clear. as a beginner i'd just learned the Boolian, and then saw yours and though, let's take a look at that. glad i did. thanks - liked & subbed. PS, people who are thinking of making YT vids - no splash screens, loud intro music, no background music, no funny talk (you want to do comedy, go to a club) - just straight talk for people trying to get on with things.
Finally getting away from 3DS Max that I've been using for over 15 years and learning how to perform the same techniques I used in Max is like a fresh breath of air, especially when also realizing that there are so many shortcuts in Blender that are time savers that would save hours of work.
one other thing you can do here is use the loop tools addon that comes within blender (go ahead and activate that, it's great and has saved me a lot of time) and select the edge loops after you cut out the square (or rectangle) shape. Then you just have to right click to bring up the menu, and select loop tools > circle, and viola, you have your circle.
you should have done two booleans: One adding a cylinder as the extrusion, and another making the cut through both. Then bevel the edges. Would have been much quicker.
9:10 right here you could also just click "E" after inserting the Edge loop this will preserve the direciton of the loop you can toogle the mode by switching E and F
@@pladselsker8340 It just saves some time because the rotation/scale is automatically applied when you transform in edit mode. In object mode, it changes and in the future you may have to apply it, meaning a small extra step is required. No biggie either way though :)
Intended tutorial: How to properly cut holes into surfaces Actual tutorial: THE COLOSSAL MIGHT OF THE J KEY In seriousness though, thanks for the tutorial, really helped!
Excellent method! I've seen this video when I started Blender, but seemed more complicated that just using boolean. Few months later I tried to find this again and it was surprisingly hard, I had to scroll through dozens of boolean trick and tip videos, so I leave this comment here to help it go up. Creating arches etc as a separate object and joining them to cutouts results so much nicer meshes, after boolean the cleanup of manifolds took more time than this whole procedure. (I'm not an animator/designer, just design to 3D print).
...so in my Graphics and Communications classes in HS, I asked the teacher if I could focus on designing stuff using the 3D program we had Blender, and... all I was trying to make was Speaker Spacers for my Jeep... I printed out about 6 hockey pucks because I had started with a Cylinder and Projected a Knife Cut through a short Square and then did the same thing to make holes so the screws would hold everything to the speaker bar.. this had created a primal rage against developing on computers.. something so simple! But I was learning on my own as the school's internet was so censored and my teacher was never given actual training on 3D design so I couldn't actually be taught properly. you have taught me more than 6 things that I was doing wrong, and possibly more already... THANK YOU X'D
9:16 if you do a loopcut and make it aligne with the inner ring, you can afterwards scale it back and it will have the circle shape instead of the mix of circle and rectangle in the beginning. loop cut-> scale in-> left mouse -> double g -> scale out ... I think I'd need to test it to be sure.
RUclipsr: "Let me show you the most efficient way to cut a hole." _[Proceeds to show the most inefficient way to create a circle loop and fill topology.]_ To speed up creating the same circle loop, do the following: • Hit *[Shift]-[A]* then *[M]* for "Mesh", then choose *"Circle"* . • Once the circle has been created, hit *[Tab]* to enter edit mode and hit *[F]* to make the circle a flat circle mesh without inner edges. • Hit *[I]* TWICE to enter per-face inset, and change to desired width. • Hit *[X]* then *[F]* to delete inner face, leaving polygon ring. To speed up the filling of the gap between the circle and the surrounding rectangle, do the following: • Hit *[Ctrl]-[R]* to add the center loop cut on the large cylnder. • Select the outer loop of the circle by *[Alt]-clicking* on an edge, then add the selection of the inner loop of the rectangle by *[Shift]-[Alt]-clicking* on an edge. • Hit *[Alt]-[F]* to fill the gap with an auto-triangulated mesh. • Hit *[Alt]-[J]* (with "Max Shape Angle" set to 70°) to change triangle faces to quads. You should also place the middle loop cut on the large cylinder before doing this operation. That would have also allowed you to just keep hitting [F] until the gap was completely filled. Hope this helps!
tbh i never knew how to do either, felt so confusing to me iknow.. like .. a little circle coming out of a cube? how they do this? so i had to search on yt hoping for an angel to answer my question .. and u sir .. are my angel u answered it perfectly :D now not only can i finally do my self project in comfort and peace knowing what im doing ... but i can do it the proper way as well
Well of course but I think it’s super important to understand alternative, vanilla methods as well so that way addons will be intuitive and truly improve your workflow.
here's a tip. in line select mode select both the outer edge of the circle and the edge of the hole in the cylinder and bridge the edge loops. I find it tedious to manually fill in the quads so this is handy
I thought, this is another 2-minutes tutorial expanded to 10 mins. But for real, these 10 minutes worth it, because there is pretty deep review of the problem. But honestly, 1-2 minutes author has lost in very obvious and basic manipulations, like long intro, rotating cylinder or choosing view axis. Probably, people who think about clean topology, already know how to rotate cylinder. Anyway, liked.
Very helpfull video. Is any other or simplest method for creating faces between main cylinder and perpendicular cylinder, what you start at 3:33 adding faces ? Than you in advance
I am currently modeling Lamborghini veneno in blender and i can tell you that blender is the best piece of software for modeling that i have ever encountered. Absolutely love it, Maya and 3ds max are so much worse for modeling than blender. By the way good video thank you Josh Gambrell
It depends how you use it. Once you understand non-destructive boolean-bevel techniques, weighted normals, and topology considerations booleans can make you a much more efficient modeler.
@@JoshGambrell Weighted normals modifier can really be good for a fast and good shading that stays after a subdivision modifier, but I would've like to have as many face strengths as I'd like instead of only 3. What I end up doing is applying the modifier and then adjust manually. For modeling, I already use "the correct method" that you showed in the video :) But I don't blame beginners for using booleans, I learned myself modeling in Roblox Studio, where there is almost no mesh manipulation possible, except for booleans. (there isn't even an intersection feature) When I look back at my old work, I'm proud, but when I toggle the wireframe mode, my eyes bleed...
You can also just knife project for the subsurf limiting edge (outermost bevel), fill and inset for whatever extrusions you want. Less clicks and hassle and more controllable result
Hey Josh! Thank you so much for this video with several very useful hints around modeling in blender....Ctrl + Number adds automatically a subsurf modifier, edge select and F key create a new face, join two vertices on a subdived surface with the J key - incredible, I didn't know about this shortcuts before! Great job!
Both strategies are great, I was doing something that was basically a rectangle with a circle cut in the middle, didn't know about that Boolean cut, and the first strategy I'll use a lot, thanks!
I being looking for this for about 3 days. I wasn't looking how to do a hole, but how to do a boolean. haven't used blender in a loooong time, but thanks to you I found how to do it again
You're a lifesaver man. Started working on a shower set (hopefully my first asset I'll post for sale) which, as it turns out is like 90% cylinder on cylinder booleans. I was effectively running with what you showed in the second portion of this vid but the result just never hit that level of perfection that I wanted. Knew there was a better way, this is far simpler and the result looks far better
Thank you!!! Thank you for telling us about the messed up normals, was having such a frustrating time trying to figure out why my circles looked like crap when I smoothed them out, just needed to fix the normals, oh so happy now!!
I used to use a method similar to yours, but mine results had a lot more geometry, which is not desirable. From now, I will use yours. Thanks a lot, man!
I just started using blender last week. I was modelling a wall and wanted cut a window chunk out of it. Boolean was the only thing I could think of with my limited understanding. It felt weird and it technically looked alright, but something about the wireframe set up bugged me but I didn't know why. Now I realize it was because of those n-gons, i just naturally wanted all my faces and stuff to be quadrilaterals. Thanks for the alternate way to make a hole in an object, I assume these principles apply in some fashion to non-curved objects as well.
This tutorial has improved my consistency of the face between the fuselage and wing component. Thank you so much. Such as method can apply to extrude a complex shape from a surface. Such as the extrude the wing from aircraft fuselage.
Wow, thank you from a Blender beginner. I learned so much from you in just 10 minutes! I going to try what I just learned and then I will watch more of your tutorials.
You're giving me the motivation to improve my blender abilities instead of playing video games all day during quarantine... I subbed
I'm so happy to hear that man! I feel the same; I can't enjoy video games anymore because there's so much to learn in Blender. I'm just working and learning every day. Shoot me a dm on Twitter (link in description) and I'll hook you up with my new hard-surface course for free so you can keep learning.
@@JoshGambrell Thank you so much! For some reason Twitter says that I can't DM you. My twitter name is TheBoomBoomKing if you wanna try to send me a DM instead
TheBoomBoomKing same! Im actually trying something in blender rather than just watching anime or playing games :D
@@chatter2765 ditto that!
OH GOD THE CASHES ARW MULTIPLYING
Pressing F repeatedly to fill in extra bits is the thing that makes this feel so easy, thanks for the tip
"just join these vertices" press J... " how on earth did i not know this until now ? lmao thanks
Haha we all feel silly once we learn something so obvious!
Don't worry my mind is blown as well lol!
J for Join, F for fill. P for part. Blender is logic!
I immediately ran Blender to test this shortcut key! O_O
Until today I used to K-nife them.
Thank you, I learned a nice set of shortcuts :) , the "J" , the "GG"
gg
GG is very useful... also try pressing 'E' afterwards to make the loop line up with the one next to it. You can then swap which side it will line up to with 'F'. You can cancel the operation again with 'E'.
الريشة😍استاذنا😍
@@bastoneliven8095 اهلا بك
Sorry, what's the actual key combination on 9:32?
All this time and I didn't know the J thing to bridge between 2 verts... Always resorted to knife tool.
Yeah J can be much quicker
Literally same. For as long as I've used Blender. I'm always learning new shortcuts.
I know J exists, but I still knife because I never remember about J when I have an use for it :/
@@tidiestflyer7570 Blender is Latin for OMG, I can't believe I never knew that shortcut!
CaptainFutureman lmao
Just a small note when creating faces: If you use Edge selection, you only need to click on two edges and press F, rather than having to select four vertices.
that will create overlapping edges
@@PixelBytesPixelArtist Why on earth would it do that?
@@PixelBytesPixelArtist what and no
BillRey he showed that exact feature in the video though ...
@@abaratien Yeah at 03:29
You don't even need to go to the hassle of adding a modifier.
Activate snap to surface.
Go to the magnet button above (shortcut shift+tab), change the ruler thingy on the side to face (shortcut ctrl+shift+tab) and check the "project individual elements" box.
Now align your view with your cylinder cutter, move and confirm.
All vertices will be projected to the other according to your view.
Don't even need to be a separate object if the "project to self" box is checked (current version is checked by default but older weren't).
I hope it helps.
Ps.: The "Snap to Vertex" is one of the greatest tools I use on hard surface modeling.
Someone mentioned this earlier and I didn't even realize there was a projection snap mode! That's super useful! Thanks for mentioning it. Had I known before this video I would've included it.
I tried but the circle stays tangent to the cylinder rather than wrapping around like when you use the shrinkwrap modifier. I have selected the "project individual element" box as you said. What am I doing wrong? I'm using Blender 2.82a. Also, where do I find the "project to self" box? Thanks.
@@davidesivolella5907 You probably did it in Object mode. You need to be in Edit mode though.
@@JoshGambrell You should also look up knife project. You can use an object to cut another and it ignores the cutter topology.
Create your cutter, select your object last, align your view, go into edit, on the upper menu click Mesh->Knife Project.
Works best in orthographic view.
You can check the "Cut through" to cut all faces, not just the visible ones. Checking the box will reset the cut, so if you don't want to align again, you can split the view and pan around in one while the other keep the "cut view".
I was going to recommend knife project, but this is so much better! I never had a use for surface snapping until this.
If you go to the add-ons preference, there's a a Loop tool where it automatically changes the loop cuts, lets say, a square into a circle. There are other shapes, but I use that to make a circle and then the subsurface modifier just makes it round.
Yes, this way is even faster
@@Elvera4art name please?
Name of add-on please 🙏
@ItsBittle Loop tools is default tools, but the add-on that make specific action like he describe is different. In add-on, it should be Loop Tool: "name of add-on".
@ItsBittle oh ho, thank you
hey josh. just so you know, when extruding or any similar type of operations, you can directly use the R/S/G shortcut to begin the desired operation without right clicking. so the shortcut combo would be E -> S (shift)X/Y/Z. a small thing but a really helpful tip to improve your workflow efficiency. there are other operations that are similar such as tear/rip. generally any operation that instantly edits the geometry (rather than applying after confirm. e.g loop cut and the knife tool do not instantly alter the mesh). keep in mind though that only one transform operation can be performed at a time like normal.
Please show us tear/rip.
@@AA-hg7xq google it yourself dude, these basic videos already exist, don't be a help vampire
Josh Gambrell Is there a video on this because I still do not get it.
you can actually quickly dissolve verticies with Ctrl X instead of using the delete menu
Didn’t know that. Thanks!
I always just placed vertices on top of each other then merged by distance.
Vertices and Edges
ooohhhh thanks for the tip. I learned even more today.
Goddammit, blender is full of useful shortcut I didn't know
THANK YOU. I've been struggling with holes during my whole mesh modeling learning process. Coming from CAD, it's hell when you have to make holes in Blender. Pretty clear explanation, will try !
I am just starting in anything 3D. Found out about the Amazingness that Blender is a few months back, & I've been hooked ever since. Your tutorials, I love the way you explain things & seem to KISS, if you know what that means. I dig it, makes it so much easier to learn this newfound love.
This is a day where hundreds of people have learned the power of J (me included)
The power of Josh? :D
I have learnt not only that, also a lot about what is "correct" or not regarding topology.
@@j.carlosmurrr No need to worry about what is correct or not so much, since there is not a "divinely true" or only one way to go about it. This is just a very good way to go about it.
Also, fun fact: in Edit Mode, "J" connects vertices together while also dividing faces. It's a way better form of editing already existing faces than deleting them then creating new edges or faces with "F", and it's an even faster "K" knife tool since we work directly with the vertices we want and nothing else, instead of worrying about foreground and bakground bleed and angles.
power of ctrl j too
This is why I like watching basic tutorial videos despite having used blender for years.
Every one I watch seems to teach me a new shortcut or feature of something I already use.
Thousands* :D
I thank you for including the old Boolean method too. I'm a total blender n00b and I was attemtoing to cut an offset cylindrical recess into the surface of a sphere, and could not get your initial method to work, whereas the Boolean Method worked first time. Perhaps when I get more skilled at this I can give it another try. But thanks for this video! It was a big help.
3:48 Just a quick tip, in edge-select mode it only takes 2 clicks to select opposing edges to fill in a face, rather than 4 clicks on the vertices in vertex-select mode.
or Ctrl+RightMouse to lasso tool in one drag
Or alt click to select the border
This tip about fixing sides with "I" button was so helpful to me. Fixed like half of my work. Thank you so much!
Dude, 27k views in just 2 days. Didn't I tell you channel is gonna blow up one day? Congrats. I love your content. In a day or two, after finishing my ongoing 3D Explainer video, I'm gonna purchase your Hard Surface Modelling Course on Udemy. But before buying it, wanted to ask, do you teach right topological modelling in it as well? Because that's what I am aiming for in my next videos.
Thanks man! I'm not sure why that one did so well but I'm guessing it's because it's valuable content the community needs :-)
Message me on Twitter @josh_gambrell and I'll hook you up with the course for free.
The course mostly covers boolean modeling and takes in topological considerations when adding booleans, but doesn't focus solely on mesh cleanup. Hope that makes sense!
@@JoshGambrell Thanks man. Messaged on twitter!
gotta say you really called something there. Still the best hard surface blender tutorials without contest (that I have found at least)
That "shift+n" just honestly made my head explode. THIS is what I was searching for this whole time as someone new to blender. Holy.. I got so frustrated at weird sharp edges appearing especially when I created the neck for one of my first humanoid creations. Same for the bevels. Thanks so much man.
This saved about 2 weeks of learning curve in like 6 mins ! Thanks
Hey Josh, I am an old 3d hobbyist but newly transitioned to Blender and wanted to drop a note to say thank you so much, man. I know some of these tricks from work with Lightwave, Maya and modo, but was unfamiliar with the workflow in Blender and your tutorials totally saved the day!
Looking forward to more.
Hey there Fes, thank you so much man! Honestly honored that my tutorials are of use to you. I will definitely keep them coming :)
You can also use "bridge edge loops" to fill polygons around the hole (make middle loop cut for cylinder beforehand)
Josh, dude, you're my 3d-superhero!
Three weeks ago I started learning Blender from absolute zero and now I have managed in making basic things! Thank you, man!!!
I always have issues with really messed up geometry and artifacts, I knew about the boolean modifier and used it but half the time it wouldn't actually delete anything it would essentially just cut the shape into the part and I would always end up with messy geometry that meant I couldn't subdivide it, but this is extremely useful and has made me a better Blender user. Thank you!
This was incredibly helpful! I spent a good few hours trying to figure out how to create an eye hole for an awkwardly shaped object, and this worked perfectly
Hey bro... Why did he cancel the extrude , in order to scale afterwards (like in 9:23)??? why do we have to do this before scale????
I think your new stategy will help most when joining 2 weird shapes together, like an I beam on a cylinder or something. Circles on circles are easily done with booleans but this 'just extrude it inwards and then extrude the new faces out' technique only works when working with a perfect cube or circle. Scaling become a hell of an issue when applied to, for example, the letters G, Q, W etc... because their scaling will not be equal on all faces.
Found it easier to fill, if you do the central loop cut before (or do 3 loops from the start). Select two edges to fill, select one of the edges like you did and press F until everything is filled.
Great video, thank you, looking to get into Blender again!
Groboto is(was) a killer application for this kind of modeling with beautiful topology, basically parametric CAD modeler for mesh geometry... but unfortunately the developer stopped supporting it. Glad you are providing this valuable education for the community sir!
I've been struggling with this for days, until I heard you say "apply the rotation". A light bulb just went on inside my head. Thanks so much!
Thanks, man. Been using the second option for many years first in 3ds max, now - in Blender. Your way is much better. Sometimes I even opted to creating two separate objects not to cut holes in mesh. Now I won't have to do it. Thanks a lot.
Awesome man! Super glad I could help you. Always new things to learn every day!
I like the way you rotate the cylinder, it makes the original shape rotates in this angle so no need to apply rotation, keep the good work!
"...And then just join these vertices here with the J key..."
Wait what?? Whaaaaaat???
You can do that??????????????
Thanks for this! I first watched your tutorial two months ago when I started Blender. I didn't understand much of it (circle? shrink wrap? n-gons?, etc.). But now that I know the basics, and have some modeling experience, I see how simple and clear your tutorial is. Much appreciated. With warm wishes from Cape Town!
Lol that's how I felt watching this lol 😂
You can also cut in your mesh then select the edges of your hole and use the looptools Circle option.
Its amazing how a cut like this is so complicated to do, while in CAD software, it's the simplest thing: one extrude cut.
Thanks dude, really useful. Just watched your hard surface modelling video before sleeping and I just woke up to find a new video of yours. Thanks!!
Awesome! Now you have a new skill set to add to the list
Thanks for this! Just got to say, I decided to properly learn Blender again a few weeks ago and I absolutely love it, the community is awesome and theres no shortage of great ideas to learn from. Thanks again.
4:35 BlenderGuru gave a tip of noticing badly oriented normals.
In the viewport top-right (just left of the shading options) open up the overlays and there's "Face Orientation" under the category of Geometry. Blue is facing the camera and red is the opposite.
tahnk you
This 3 year old video just taught me like 70 different things about blender I should’ve known for years!
If you focus on these types of videos, not only will you help a lot of people on the construction, but I'm sure your channel will be very popular.
I actually didn't need to make a hole per se but this was still one of the best/useful tutorials I've done after making donuts and cars and random things for so long. Really love it when someone SAYS the shortcuts their doing quickly and what they do. I know I can read the screen cap of it but damn, I'm not Johnny 5 over here reading screens.
Nicely done Josh, keep bringing those cool and good tuts.
Thanks Richard, will do!
very cool, very clear. as a beginner i'd just learned the Boolian, and then saw yours and though, let's take a look at that. glad i did. thanks - liked & subbed.
PS, people who are thinking of making YT vids - no splash screens, loud intro music, no background music, no funny talk (you want to do comedy, go to a club) - just straight talk for people trying to get on with things.
*sees comment section full of people talking about J*
Me: how did they not know the join function?
Josh: 7:56
Me: O.O
Thanks for also comparing to the more common method - really helps to see the difference pan out
Finally getting away from 3DS Max that I've been using for over 15 years and learning how to perform the same techniques I used in Max is like a fresh breath of air, especially when also realizing that there are so many shortcuts in Blender that are time savers that would save hours of work.
one other thing you can do here is use the loop tools addon that comes within blender (go ahead and activate that, it's great and has saved me a lot of time) and select the edge loops after you cut out the square (or rectangle) shape. Then you just have to right click to bring up the menu, and select loop tools > circle, and viola, you have your circle.
I'm starting a personal playlist for blender workflows, and this is the first video I'm putting in it. Thanks.
you should have done two booleans: One adding a cylinder as the extrusion, and another making the cut through both. Then bevel the edges. Would have been much quicker.
9:10 right here you could also just click "E" after inserting the Edge loop
this will preserve the direciton of the loop
you can toogle the mode by switching E and F
0:32 I like your instinct to do transformations in Edit mode rather than Object mode. ;)
6:27 Except translations. Those I normally do in Object mode.
I've had to apply scale one too many times hahaha
is it better to do it in edit mode?
@@pladselsker8340 It just saves some time because the rotation/scale is automatically applied when you transform in edit mode. In object mode, it changes and in the future you may have to apply it, meaning a small extra step is required. No biggie either way though :)
it is not about shortcut. it is how the right and clean way.
thank you so much
I've always did it with boolean and then I cleaned clean all ngons
As someone new to blender, your method makes a lot more sense.
Intended tutorial: How to properly cut holes into surfaces
Actual tutorial: THE COLOSSAL MIGHT OF THE J KEY
In seriousness though, thanks for the tutorial, really helped!
My pleasure Xandru!
Excellent method! I've seen this video when I started Blender, but seemed more complicated that just using boolean. Few months later I tried to find this again and it was surprisingly hard, I had to scroll through dozens of boolean trick and tip videos, so I leave this comment here to help it go up. Creating arches etc as a separate object and joining them to cutouts results so much nicer meshes, after boolean the cleanup of manifolds took more time than this whole procedure. (I'm not an animator/designer, just design to 3D print).
That "J" Shortcut... how.. HOW could I miss that :D
...so in my Graphics and Communications classes in HS, I asked the teacher if I could focus on designing stuff using the 3D program we had Blender, and... all I was trying to make was Speaker Spacers for my Jeep... I printed out about 6 hockey pucks because I had started with a Cylinder and Projected a Knife Cut through a short Square and then did the same thing to make holes so the screws would hold everything to the speaker bar.. this had created a primal rage against developing on computers.. something so simple! But I was learning on my own as the school's internet was so censored and my teacher was never given actual training on 3D design so I couldn't actually be taught properly. you have taught me more than 6 things that I was doing wrong, and possibly more already... THANK YOU X'D
Glad to help my man!
Watching a tutorial for something as simple as this makes me feel like blender was created by eve online players.
Yup. There's got to be an easier method.
What comes after perfection! This is trendsetting; Thank you very much for your time and sharing your know-how presented in a pleasant voice.
I'd just boolean it out and that's it, so both strategy is long :D Looks good though..
You explain so well that is impossible not to subscribe to your channel. Thanx.
Excuse me, "double-tap G?" Gonna start using that now.
Don't forget about "Alt S"
Fun tip with the bad round edge, instead of insetting you can actually press shift e to do an edge crease
7:25 this cracked me up ngl
9:16 if you do a loopcut and make it aligne with the inner ring, you can afterwards scale it back and it will have the circle shape instead of the mix of circle and rectangle in the beginning.
loop cut-> scale in-> left mouse -> double g -> scale out ... I think I'd need to test it to be sure.
RUclipsr: "Let me show you the most efficient way to cut a hole."
_[Proceeds to show the most inefficient way to create a circle loop and fill topology.]_
To speed up creating the same circle loop, do the following:
• Hit *[Shift]-[A]* then *[M]* for "Mesh", then choose *"Circle"* .
• Once the circle has been created, hit *[Tab]* to enter edit mode and hit *[F]* to make the circle a flat circle mesh without inner edges.
• Hit *[I]* TWICE to enter per-face inset, and change to desired width.
• Hit *[X]* then *[F]* to delete inner face, leaving polygon ring.
To speed up the filling of the gap between the circle and the surrounding rectangle, do the following:
• Hit *[Ctrl]-[R]* to add the center loop cut on the large cylnder.
• Select the outer loop of the circle by *[Alt]-clicking* on an edge, then add the selection of the inner loop of the rectangle by *[Shift]-[Alt]-clicking* on an edge.
• Hit *[Alt]-[F]* to fill the gap with an auto-triangulated mesh.
• Hit *[Alt]-[J]* (with "Max Shape Angle" set to 70°) to change triangle faces to quads.
You should also place the middle loop cut on the large cylinder before doing this operation.
That would have also allowed you to just keep hitting [F] until the gap was completely filled.
Hope this helps!
tbh i never knew how to do either, felt so confusing to me iknow.. like .. a little circle coming out of a cube? how they do this?
so i had to search on yt hoping for an angel to answer my question .. and u sir .. are my angel u answered it perfectly :D now not only can i finally do my self project in comfort and peace knowing what im doing ... but i can do it the proper way as well
The fastest way is to get box cutter and mesh machine, bool it bool clean it and normal transfer
Well of course but I think it’s super important to understand alternative, vanilla methods as well so that way addons will be intuitive and truly improve your workflow.
here's a tip. in line select mode select both the outer edge of the circle and the edge of the hole in the cylinder and bridge the edge loops. I find it tedious to manually fill in the quads so this is handy
I thought, this is another 2-minutes tutorial expanded to 10 mins. But for real, these 10 minutes worth it, because there is pretty deep review of the problem. But honestly, 1-2 minutes author has lost in very obvious and basic manipulations, like long intro, rotating cylinder or choosing view axis. Probably, people who think about clean topology, already know how to rotate cylinder.
Anyway, liked.
Very helpfull video. Is any other or simplest method for creating faces between main cylinder and perpendicular cylinder, what you start at 3:33 adding faces ? Than you in advance
"just join-" WAIT WHAT
I am currently modeling Lamborghini veneno in blender and i can tell you that blender is the best piece of software for modeling that i have ever encountered. Absolutely love it, Maya and 3ds max are so much worse for modeling than blender. By the way good video thank you Josh Gambrell
Everytime I see a tutorial with booleans, I cringe
Even though some experts recommend it, I just had too many bad experiences with it
It depends how you use it. Once you understand non-destructive boolean-bevel techniques, weighted normals, and topology considerations booleans can make you a much more efficient modeler.
@@JoshGambrell
Weighted normals modifier can really be good for a fast and good shading that stays after a subdivision modifier, but I would've like to have as many face strengths as I'd like instead of only 3.
What I end up doing is applying the modifier and then adjust manually.
For modeling, I already use "the correct method" that you showed in the video :)
But I don't blame beginners for using booleans, I learned myself modeling in Roblox Studio, where there is almost no mesh manipulation possible, except for booleans. (there isn't even an intersection feature)
When I look back at my old work, I'm proud, but when I toggle the wireframe mode, my eyes bleed...
Got to this video because last night. I made a very bad boolean
@@GUMMY_MKII Haha the beautiful outside but nasty inside that is the Wireframe mode...
@@rickyok Haven't we all :P
Finally I found a direct comparison of two methods! Thx!
You are a god in hotkeys. I've been using Blender for 2,5 years now and never heard of the J thing with vertices...
you and many others, friend :)
I was looking for this everywhere... you just earned a sub and deserve even more
Well done, thank you, Josh. Would love to see your take on architectural hard surface modeling (doors, walls ,roofs, etc)
You can also just knife project for the subsurf limiting edge (outermost bevel), fill and inset for whatever extrusions you want. Less clicks and hassle and more controllable result
Wow! You're a natural teacher. I feel like I can do Nice tutorialts now
Hey Josh! Thank you so much for this video with several very useful hints around modeling in blender....Ctrl + Number adds automatically a subsurf modifier, edge select and F key create a new face, join two vertices on a subdived surface with the J key - incredible, I didn't know about this shortcuts before! Great job!
I love this kind of small tidbit tutorial because it's most likely useful for any project.
I learnt about filling quickly, and joining verticies, on top of ways to make holes in objects. Awesome!
Both strategies are great, I was doing something that was basically a rectangle with a circle cut in the middle, didn't know about that Boolean cut, and the first strategy I'll use a lot, thanks!
Terrific tut, The boolean option I tried became so broken I scrapped it entirely. Your first method is simple and flawless
I being looking for this for about 3 days.
I wasn't looking how to do a hole, but how to do a boolean.
haven't used blender in a loooong time, but thanks to you I found how to do it again
It's exactly that I was looking for for months! Give this man a cookie!
You're a lifesaver man. Started working on a shower set (hopefully my first asset I'll post for sale) which, as it turns out is like 90% cylinder on cylinder booleans. I was effectively running with what you showed in the second portion of this vid but the result just never hit that level of perfection that I wanted. Knew there was a better way, this is far simpler and the result looks far better
Really glad it helps man, thanks for the kind words!
I am glad someone else uses this same methon. It's been the same I have been using since over a couple of decades and still valid.
Dang, this is a super elegant solution I bumped into. Thanks for sharing.
Thank you. The second old method is just enough for me. And it's more easier for me to do it the second way.
Thank you!!! Thank you for telling us about the messed up normals, was having such a frustrating time trying to figure out why my circles looked like crap when I smoothed them out, just needed to fix the normals, oh so happy now!!
I used to use a method similar to yours, but mine results had a lot more geometry, which is not desirable. From now, I will use yours. Thanks a lot, man!
No problem!
I'm about 6 months into learning Blender. Didn't know about the Shrinkwrap modifier! Thanks.
I am a beginner and this helped so much! Thanks for all the useful shortcuts keys and tips. Well deserved sub and like
Best blender teacher ever, you explain it down to the root of cause. Great work man!
your topology management skills are fire!
Thanks man!
I just started using blender last week. I was modelling a wall and wanted cut a window chunk out of it. Boolean was the only thing I could think of with my limited understanding. It felt weird and it technically looked alright, but something about the wireframe set up bugged me but I didn't know why. Now I realize it was because of those n-gons, i just naturally wanted all my faces and stuff to be quadrilaterals. Thanks for the alternate way to make a hole in an object, I assume these principles apply in some fashion to non-curved objects as well.
This tutorial has improved my consistency of the face between the fuselage and wing component. Thank you so much. Such as method can apply to extrude a complex shape from a surface. Such as the extrude the wing from aircraft fuselage.
Wow, thank you from a Blender beginner. I learned so much from you in just 10 minutes! I going to try what I just learned and then I will watch more of your tutorials.