Комментарии •

  • @theaudiorampage
    @theaudiorampage 3 года назад +85

    I have never seen the transferring normals. Thats dope.

  • @josephroiml
    @josephroiml 3 года назад +1

    I really appreciate that you're explaining things the vanilla as well as the add-on way, thank you.

  • @michaelalexander9120
    @michaelalexander9120 3 года назад +3

    Might be my favorite tutorial so far. Thinking about getting mesh machine but want to learn more of the fundamentals. This was great tutorial.
    Thanks for your help

  • @hot_dammn9025
    @hot_dammn9025 3 года назад +2

    Great tutorial. I appreciate the explaination on how things work and what to look for. It helps alot. No need to apologize for the length of the videos. They take as long as the take! Keep up the good work.

  • @t1e6x12
    @t1e6x12 3 года назад +1

    Wow, just wow. These are the kind of things I wish I knew of sooner.

  • @amoebajoe
    @amoebajoe 2 года назад

    worked flawlessly, awesome technique, thanks!

  • @abrahamwondafrash7549
    @abrahamwondafrash7549 3 года назад

    even out, the cutter and source object is a very helpful method!

  • @ollie4859
    @ollie4859 2 года назад

    thank you so much josh your tutorials are really helpful!

  • @zarajwong
    @zarajwong 3 года назад +13

    As a teacher, I have to commend you on your natural ability and gift for explanation. Your approach reminds me of Richard Feynman. I appreciate that you take the time to explain the reasoning behind your decisions and not simply how to accomplish something. I am new to this and i have lamented that there are few videos available that discuss principles of 3D . Your lessons address how to think about the process of modeling and the relevant considerations . You are a great introduction to the subject. I see from your work that Im learning from someone who is accomplished. Keep teaching ! Thank you.

    • @JoshGambrell
      @JoshGambrell 3 года назад +5

      Ah thanks a bunch Travis! Fortunately it is an innate skill for me and I am so happy I can use it to help others. I also do the EXACT opposite of 90% of my College professors... lol. Most are genius but simply cannot teach.

  • @DarkAutumn3D
    @DarkAutumn3D 2 года назад +1

    I admire that and I'm the same way. Even as an experienced 3D model artist myself - I still run into problems and have to then think outside of the box to come up with ways of fixing it. I think there's often a stigma that, once you pass a certain level, you can literally model anything without a single hiccup. I find that it's just unrealistic to think that way and you'll always be learning from little mistakes and hurdles. That's why I enjoy being a 3D model artist. There's always little challenges that help you to better yourself.

  • @christopherjr7189
    @christopherjr7189 3 года назад +7

    Great video, in particular because you showed the vanilla way. As a student/pupil who doesn't earn any money with blender, add-ons are usually out of one's budget.

  • @vsemionov
    @vsemionov Год назад

    This video saved me after hours of trying to fix my shading, it's incredible! Thank you so much!

  • @fransomoza2399
    @fransomoza2399 Год назад

    Dude, I just love you for this, its been many hours trying to fix a damn mesh with booleans and this data transfer thing is the shit thanks forever ❤

  • @TheAchonx
    @TheAchonx 3 года назад +1

    these tutorials are so underrated, thanks for putting time to do these..

  • @devendrapal9
    @devendrapal9 3 года назад

    These tips are the best for product rendering

  • @gorans007
    @gorans007 2 года назад

    Man thanks for showing us these, finally some proper tutorial to show me the real problems and not to just looking for bunch of tutorials where they won't give you any information like this, which for me this is so important. You have no idea how much videos and tutorials I was looking for to give me a proper explanation about this and I can never find anything close to this. I am 3ds max user, but I guess i have to change my workflow to Blender and get these things more easier.

    • @JoshGambrell
      @JoshGambrell 2 года назад

      Awesome man! Happy it helps ya

  • @scopchanov
    @scopchanov 3 года назад

    Works like a charm! Thank you!

  • @andregustavoantunes
    @andregustavoantunes 3 года назад +1

    Man!!!!! THIS TUTORIAL IS LIKE MAGIC..... AMAZING....

  • @farhadsamadov3598
    @farhadsamadov3598 3 года назад

    Amazing job 👍
    Thanks for your time 😘

  • @Gredran
    @Gredran 3 года назад +54

    I love the Boolean lesson no doubt.
    But after a few years of working in Blender I had NO IDEA you could change things like the vertex size!

    • @JoshGambrell
      @JoshGambrell 3 года назад +18

      I can't stand Blender's default vertex size lol

    • @user-be3ky2qo4i
      @user-be3ky2qo4i 3 года назад

      @@JoshGambrell so glad to see such an great quailty of the vedio ! but one thing makes me wonder that when it comes to model a car and trying to make a panal gap on really complexed curved surface, the way shown in this vedio could also be a solution??

  • @megasupernewbie
    @megasupernewbie 9 месяцев назад

    learning more from this channel then anywhere else :) thanks Josh

  • @wscfan3044
    @wscfan3044 3 года назад

    Yes thank you! I really needed this!

  • @DECODEDVFX
    @DECODEDVFX 3 года назад +18

    Cool video buddy. FYI, you don't need to add the cast modifier to spherize a cube. You can just hit Shift+Alt+S and drag the mouse in object mode.

    • @JoshGambrell
      @JoshGambrell 3 года назад +3

      Ah perfect! Would've been a lot quicker that way, I just never have to do it in vanilla

    • @DECODEDVFX
      @DECODEDVFX 3 года назад +4

      @@JoshGambrell Slight correction. You do it in edit mode after you apply the sub-surf. Still usually faster though compared to manually applying the cast.

    • @SonictheHedgehogInRealLife
      @SonictheHedgehogInRealLife 3 года назад

      @@JoshGambrell wdym you dont have to do it in vanilla blender?

    • @bitslay
      @bitslay 2 года назад

      @@SonictheHedgehogInRealLife he uses add-ons in his workflow

    • @DonaldDrennan
      @DonaldDrennan Год назад

      How would you model a cylinder that transitions to a hexagonal section and back to a smaller smooth cylinder with a rounded top?

  • @Daniel-nb3kk
    @Daniel-nb3kk 3 года назад +1

    Very helpful, not many other videos like this on RUclips. :)

  • @azhdarmuhamad4787
    @azhdarmuhamad4787 3 года назад

    Wooow unbelievable!!
    That’s good

  • @arolee9600
    @arolee9600 Год назад

    this really helps thx a lot for the tutorials!!

  • @Wzxxx
    @Wzxxx 3 года назад +1

    Unbelievable. I was struggling a week with this holes in my model. Thx

  • @keithlewis255
    @keithlewis255 3 года назад

    Great video Josh, thanks man! Mine ended up with more triangles than I wanted, but was still very smooth... and overall the normal face data transfer REALLY did a nice job on the surrounding surface! Tips and techniques like these really make learning a lot smoother. I appreciate your knowledge and dedication.

  • @BlenderDaily
    @BlenderDaily 3 года назад

    great explanation, thanks!

  • @user-rc1ee2jf1v
    @user-rc1ee2jf1v 2 года назад

    good tutorial. many thanks!

  • @adrianrock4610
    @adrianrock4610 2 года назад

    thank you so much... amazing tutorial

  • @aluckyshot
    @aluckyshot 2 года назад +1

    This is why I love Blender, passionate people sharing their knowledge for the love of art and modeling. Thanks for sharing. Great tips that will help many of us scrubs 👍

  • @Yoshi-qq4rh
    @Yoshi-qq4rh 3 года назад

    Always interesting. great teacher!

  • @aydaryakup4540
    @aydaryakup4540 2 года назад

    Thank you very much sir! It helped me!!!

  • @SPQRxUSAxNUSA
    @SPQRxUSAxNUSA Год назад

    Very helpful thank you.

  • @drendelous
    @drendelous 3 года назад +14

    i appreciate a lot you mentioned paid addons. i wish more people could afford them

  • @kolupsy
    @kolupsy 3 года назад +3

    he talks about intuition when it comes to merging verts when cleaning up. i think the best way to to merge towards the vertex thats not on a straight line. if you merge a vertex, that is on a straight line towards a vertex that formes an angle with the others, you keep the right shape of the cutout

  • @christianthea1059
    @christianthea1059 3 года назад

    Man you are awesome. I started learning blender 3d 1 year ago then I gave up. It was too hard for me. Then I came across your videos. And guess what ? Now you're an inspiration for me, I work hard every day to know blender 3d more. Thanks so much for what you do for the community 😊💪

    • @JoshGambrell
      @JoshGambrell 3 года назад +2

      Thank you Christian! This means a lot. It has always been my goal to give back to the community and to teach others, so I'm super glad I've helped even if in a small way :-)

    • @christianthea1059
      @christianthea1059 3 года назад

      @@JoshGambrell thanks again. We are grateful

  • @heshjohans5331
    @heshjohans5331 Год назад

    Data transfer was the cherry on Top :D

  • @darkdroide
    @darkdroide 3 года назад

    nice video, really useful, thx

  • @FlickerJab
    @FlickerJab 3 года назад +2

    I believe you can shrinkwarp the vertex group on the second sphere to get the same results. Shrinkwrap and this method you just mentioned are the best workflows to use when cutting holes and creating creases in car modeling. This is a very interesting alternative, good stuff as always, thanks man.

    • @JoshGambrell
      @JoshGambrell 3 года назад

      Thanks a bunch! Yeah, shrinkwrap is awesome, especially when using the conform tool built into mesh machine.

  • @cgfreak5359
    @cgfreak5359 3 года назад

    Vary helpful and informational video thanks

  • @CengizEmreTan
    @CengizEmreTan 2 года назад

    Thank u Dude! Solved problem.

  • @3dartist31
    @3dartist31 Год назад

    AWESOME

  • @KnapfordMaster98
    @KnapfordMaster98 2 года назад

    never seen anyone show transferring the normal data to fix the shading. amazingly simple solution.

  • @ishwarkothandaraman3354
    @ishwarkothandaraman3354 3 года назад

    Josh here doing gods work

  • @user-lt6eo7fm2o
    @user-lt6eo7fm2o 10 месяцев назад

    Thank you good sir!

  • @Tether504
    @Tether504 3 года назад

    I understand it's hard, but thank you so much for working in vanilla super appreciate it!

  • @millie2079
    @millie2079 3 года назад +1

    Great video as always Josh. The knowledge you give away for free is incredible.
    And to the people commenting on the cost of add-ons:
    If you have HardOps, Boxcutter, Meshmachin3 and Kit Ops you’ve got the best set of modelling tools for less than £150!!! You can’t even rent Cinema 4D for one month at that cost 😂😂😂
    Plus you get FREE tutorials from Grant Abbit, Josh and Ryuui, Masterxeon to name a few.
    Blender users are the luckiest in the 3D world!!!

    • @JoshGambrell
      @JoshGambrell 3 года назад

      Thanks a bunch Chris! Anything behind a paywall will unfortunately always have controversy, so I try to find that balance between showcasing both the vanilla workflow and addon workflow so people can learn fundamentals and find their preferred modeling strategy :)

  • @milkndsugar
    @milkndsugar 3 года назад

    I like doing Ctrl shift - more than Ctrl - since it deletes the area that the boolean mesh is in rather than making the boolean mesh always be doing cuts or whatever it does, then I extrude inwards and join those vertices

  • @midnightstudio9175
    @midnightstudio9175 3 года назад +1

    Josh is like a prophet...a blender prophet

  • @postmodernerkindergartner960
    @postmodernerkindergartner960 2 года назад

    I love your channel dud! Just wanted to mention: i only got good results to fix the shading with shrinkwrap, not with DataTransfer, might have done something wrong, but good to know an alternative! Cheers!

  • @Fantasyteamking
    @Fantasyteamking Год назад

    LOTS OFF APPRECIATION

  • @uroborosfirst5637
    @uroborosfirst5637 10 месяцев назад

    Josh Gambrell: MODELS THINGS SO FAST AS F SO YOU CAN'T EVEN NOTICE PROCESS DETAILS SOMETIMES
    Also Josh Gambrell: "Sorry this taking so long" 😅😅😅
    P.s. thnx for lessons, bro! Learning blender with your help. Your ability to explain complex things so clear is awesome!!!!!!

  • @spartan.X
    @spartan.X Год назад

    You can also, (For the destructive modeling team), do a manual subdivision and use Mesh -> Transform -> To Sphere, It does the same job and it's already applied, and there's no size modification (wich is the case when using the subdivision surface modifier). Hope It'll help ^^

  • @DanielBrainbox
    @DanielBrainbox 3 года назад

    thank you so much :)

  • @Pham-Bao-Hoa
    @Pham-Bao-Hoa 3 года назад

    Can't thank you enough!!!

  • @nook1e.
    @nook1e. 3 года назад

    thanks a lot, everything's working! xD

  • @ManAtPlay
    @ManAtPlay 2 года назад

    What a trick thnx

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 2 года назад

    I usually do voxel remesh and smooth corrective + sculpting and then remesh again. By the way if for someone bolians crash blender - Houdini Apprentice (Free non commercial) works fine with them, even if its procedural noise erosion with crazy ammount of polygons.

  • @lladerat
    @lladerat 3 года назад

    i cant stop making stuff in Blender thanks to these videos, please someone help me i cant stop!

  • @lifetube2214
    @lifetube2214 3 года назад

    Nice job. I subed u man. Keep going i am watching the vids. Good luck

  • @tricky2k
    @tricky2k 3 года назад

    When you move the vertices, the spatial position is respected? I mean, the place (x,y,z) where it should be without messing the geometry

  • @sketchfx8890
    @sketchfx8890 3 года назад

    Thx

  • @rawls101
    @rawls101 3 года назад +3

    An alternative way to create a Quad-Sphere is to just "Shift A" - Add a "Round Cube", then under the "operator presets" dropdown menu, just change it to a Quadsphere

  • @GeneralVariety
    @GeneralVariety 3 года назад +1

    You are the boolean king

  • @Shalfatk01
    @Shalfatk01 3 года назад

    your videos are soooo damn usefull ! ... thank you

  • @shawnhollahan590
    @shawnhollahan590 3 года назад

    Thank you Josh for the great tutorial. Interestingly I'm trying to apply multiple round cuts in a cylinder and the vert process is more complicated. The cylinder is made of long stretched quads that make up its wall. There are no verts to move to create a bevel. When I shade smooth it looks awful even though I've followed your suggestion of matching vert density (between object and cutter) and cleaned things up. I'd love to see a follow up tutorial in which you do this process to a cylinder, cone, torus, etc. FYI... I'm mastering Blender for the purposes of Scientific Visualization and Presentations. I'm getting pretty good at Blenders basics (interface, tools and workflow) but now am mastering the details of modeling and next animating. I'm building a syringe that ejects a rice-sized capsule that has two rows of 6 holes, each hole carries a different drug. The capsule is injected into tumors and then later it is removed and doctors examine which drugs, from which holes have had the best effect at killing the tumor. So... accuracy of my model, realism and zooming in and out of scale (to show tiny capsule in detail, then zoom out to show full tumor and animating the process) I'm also having a hard time finding tutorials that teach array-modifiers that can create cellular architecture (molecules, proteins, cell walls, cell interiors, etc.) ...any tutorials in that direction would be greatly appreciated. Thanks for considering.

    • @JoshGambrell
      @JoshGambrell 3 года назад +1

      Hi Shawn. First off, very interesting stuff you're working on! Second, my guess is that you have just a basic cylinder with no holding cuts. You need to add horizontal cuts as well so the shading doesn't stretch. The topology where the vertical cuts meet the horizontal cuts should roughly be square shaped if you want a decent amount of geo. Here is a great tutorial from my friend Ryuu: ruclips.net/video/7WWthTRodok/видео.html
      and one similar one that I made: ruclips.net/video/J_BlOBd7Wwo/видео.html&t
      Best of luck!

  • @markkatsdesign
    @markkatsdesign 2 года назад +1

    Thank you for the tut. But is there a more efficient way to Boolean nicely without having to go through so many steps?

  • @donovanbaine8842
    @donovanbaine8842 3 года назад +1

    i like it befor i watch it

  • @rudranathmistry6957
    @rudranathmistry6957 3 года назад +3

    I think this quad sphere increases geometry. Rather I use uv sphere and rotate it to the position where I remove the upper triangle loop by Boolean. Circular Booleans really fit well an minimize artifacts on bevel

  • @nook1e.
    @nook1e. 3 года назад

    Do u use shrink wrap modifier? I watch some guides and it helps to deform shape almost the same way

  • @kacperwojcik4794
    @kacperwojcik4794 3 года назад

    One question. When I use built in option, merge by distance in cleanup menu. I'll get the same result? I'm talking about that moment, when you merge all the vertex manually in 5:29.

  • @xstasis
    @xstasis 2 года назад

    2:21 thanks for that tip, man

  • @andersondavid83
    @andersondavid83 3 года назад

    Thaaaaaaankyuuuuuu Bro! Auto smooth was all I needed to know 😅.. I was struggling two days for tutorial... U made my Day awsome .. thanks bro

    • @JoshGambrell
      @JoshGambrell 3 года назад +1

      Glad to help Anderson!

    • @andersondavid83
      @andersondavid83 3 года назад

      @@JoshGambrell thanks again bro! Coooool 😇❤️

  • @azen1627
    @azen1627 3 года назад

    Transfering normals work only in blender or it sticks with the model in other programs? can it be used in game development?

  • @13thnotehifireviews7
    @13thnotehifireviews7 2 года назад

    what key strokes are you using to move the verts please

  • @OnnieKoski
    @OnnieKoski Год назад

    This is awesome. How do you get your cutting shape to automatically become a wireframe?

  • @cgnovice2969
    @cgnovice2969 2 года назад

    Hey! A bit late here but hopefully you willl see this.
    What if i have a curved surface and want to run a boolean with an object with 90 degree corners. I order for the subsurf to not smooth out those corners i would need to add supporting cut right? But adding loopcuts to the rounded surface would ruin the shading. Got any tips for this?

  • @mazashayeri1411
    @mazashayeri1411 3 года назад +2

    That was a very useful tip. Thank you! By the way what do you think about the zebra strips mat caps? in my opinion they show the shading issues pretty well. I saw people using them in Rhino3D to review shading issues.

    • @mch43856
      @mch43856 3 года назад +1

      Oh wow that really does make it pop, thanks for the tip

  • @viktorovich27
    @viktorovich27 6 месяцев назад

    is there a drawback somewhere down the road for using the data transfer trick on a low poly mesh/high vertex count cutter instance?

  • @davidcaro
    @davidcaro 3 года назад

    Each time I see it I need to do it again, practice, practice, practice.

  • @atkdgn
    @atkdgn 5 месяцев назад

    Levels of shading:
    Beginner
    Skilled
    Smart
    Expert
    Josh Gambrell

  • @count23all
    @count23all 3 года назад +5

    Your shading errors came from the edge slides deviating the surface when you moved them around as part of your cleanup, the mat cap is a Class A surface. The trick is that you need to push the verts back _into_ place to restore the curvature of the sphere, that will also resolve your defective cut without using the normal transfer. An easy way to implement this is to shrinkwrap the cut surface onto a clean surface without the cut, and let the shrinkwrap modifier push all the verts back into place that you knocked around for you.
    also, another fix would have been to apply a bevel with a profile of 1.0 first to create effectively a reverse inset around the cutout evenly spaced from the edge, then the shading issues would have been confined via that created control loop and the cut.
    The low res cutter problem can also be resolved by running to "tosphere" operation on the edge loops once the cut has been done, it will realign the high poly edges and let you have a low poly interior of you really require hard edges.

    • @JoshGambrell
      @JoshGambrell 3 года назад +1

      Yeah, this is precisely what the conform tool does in mesh machine, but I wanted this tutorial to be in vanilla and I really can't be bothered to fuck with the vanilla tool set for some of those shrinkwrapping operations when it's 2 clicks with MM. But you are correct about the shrinkwrapping being an effective solution as well.

    • @count23all
      @count23all 3 года назад +1

      @@JoshGambrell All good, I'm just suggesting that the shrinkwrap is a faster and less confusing way than the data transfer modifier at the end there to clean up the shading issues. One click like a bool and apply, it'll restore vert positions and achieve the same result, theoretically a bit more noob friendly.
      I fear that the data transfer modifier will confuse people who undo a cut later and aren't away of having to clean up normal data to be able to do any further work on the affected faces.

    • @Keilnoth
      @Keilnoth 3 года назад

      @@count23all what you are saying is, if you then move the boolean around or remove it your normals will be f*cked? Can't we just re-transfer the normal data again from the base sphere?

    • @count23all
      @count23all 3 года назад +3

      No, it's a bit more complicated than that. If you never apply the data transfer modifier and keep booleaning away, it'll work fine for you and update the modifier as you go. However, if you apply the modifier and start moving verts around, even if you manually clean up the boolean to make a sphere again, or even just manipulate the edges of the cutout (to create a bevel) without the transfer modifier in place or a "guide" mesh for hte modifier to work, the verts, edges and faces will retain what's called "custom normal data" which needs to be cleared for shading to work properly again.
      A far more effective way is to use shrinkwrap instead of data transfer, it means the verts, edges and faces will not be getting this custom data and for newbies to the software who may not be familiar with the concept of normals or split normals, it's easier to managed and troubleshoot. Because using shrinkwrap instead, your vertices are being pulled into the right spot for the shading data they're using, rather than using shading data that overrides their normal one.

    • @Keilnoth
      @Keilnoth 3 года назад +1

      @@count23all OK, thanks for the info. Well it's interesting to learn both methods. I will have to dive into the shrinkwrap stuff again. I think Josh has another video covering that one. I use MESHMachine also but I prefer to understand what the add-on is doing so I know how to fix things myself.

  • @therealrebelsquadron
    @therealrebelsquadron 4 месяца назад

    This video is 3 years old and still very useful. Working to make normals transfer a normal part of muh workflow. Yes, pun intended.
    Edit: Sometimes this will work, other times, it won't change the shading at all. Still trying to figure out why. Working on v4.0.2

  • @iantaylor7467
    @iantaylor7467 3 года назад

    Is this a series of flowless bevel.....

  • @zalzalahbuttsaab
    @zalzalahbuttsaab 3 года назад

    You clear up the edge issue with a review of a new Mesh Machine feature in a later video here: ruclips.net/video/jTTOpngFAhg/видео.html

  • @jerry.your.boy78568
    @jerry.your.boy78568 Год назад

    thanks a lot man, you saved my life. but can you even render it?

  • @katesaychaleun6322
    @katesaychaleun6322 3 года назад

    Wait sorry... what is it that you did when you clicked Ctrl+4? I tried it but it only moved my cube to the left. I suppose our keybindings are different. Is there a video where you have recommended your keybinds?
    I'm still a beginner so please bare with me 🤗

  • @lz4090
    @lz4090 3 года назад

    Nice. Is there an addon that can easily transfer the normals? Instead of manually replicating the original object. Thank you

  • @SonictheHedgehogInRealLife
    @SonictheHedgehogInRealLife 3 года назад

    When you transfer the normal information from another sphere does the perfect shading remain on the model when you import in into Unity?

  • @lifetube2214
    @lifetube2214 3 года назад

    Hello there, i wonder that how it is possible to add or create a curved sphere in blender ? Please respond i am in a hurry man

  • @MrGrassator
    @MrGrassator 3 года назад

    So what is good proportion for 32 cylinder? subd = 5?

    • @JoshGambrell
      @JoshGambrell 3 года назад

      Eh probably not. 3 or 4. Just see what works best.

  • @gatofuji7410
    @gatofuji7410 Год назад

    Useful tutorial.
    But...
    I couldn't follow what you did, starting at 4:58 where you slide the vertex along the edge to a nearest vertex and (apparently) automatically merge it. In the keycast all I can see is that you are hitting G ...!? How is it done? Thanks.
    OK - I think I found the answer to my own question: the symbol to the right of Mirror XYZ option is ticked on, and that means AutoMerge On.

  • @onerawartist
    @onerawartist 3 года назад +2

    Dope tips as always ^^ im still waiting for you to start sverchok tutorials, you are the perfect man for the job

    • @JoshGambrell
      @JoshGambrell 3 года назад +2

      Thanks man, probably not going to do any videos with that addon though. I don't do much architecture anymore.

    • @onerawartist
      @onerawartist 3 года назад

      Do it for the community ^^

  • @mr_zkd
    @mr_zkd Год назад

    you save me from unistalling blender on anger after failed booleans many times..

  • @richard_robert
    @richard_robert 3 года назад +1

    Isn't there a Round Cube in the Extra Mesh add-on?

    • @JoshGambrell
      @JoshGambrell 3 года назад +2

      I think so actually, I use the one from Mesh Machine usually

    • @mch43856
      @mch43856 3 года назад

      There is, there's also few cool generators like Wall Factory, and you can make snail cones easily :D

  • @RonHicks
    @RonHicks 3 года назад

    I know how to slide and merge vertices :)

  • @3dgraphics848
    @3dgraphics848 3 года назад +2

    You've done so many tutorials on hardsurface and those type of issues, + your guides everywhere on gumroad and udemy etc, always the same topic, you're an amazing teacher so for the sake of thz community could you please change subject now that you've thoroughly and repeatedly explained all this? Anything from shading, sculpting, rendering, compositing, rigging, animating, would be awesome!

  • @OlegRonaldo9
    @OlegRonaldo9 3 года назад +1

    At 2:06, is he using some kind of addon? It does not work for me Ctrl + Numpad-. And tell me what addons are used by most?

    • @ErikNoble
      @ErikNoble 3 года назад

      its an addon that's already in blender go to edit ---> preference--> addons--> use the search function and write bool tool and then activate the addon

    • @OlegRonaldo9
      @OlegRonaldo9 3 года назад

      @@ErikNoble thanks