Blender Tutorial | Radial Details
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- Опубликовано: 3 авг 2024
- blendermarket.com/products/50... To check out the full course. A free chapter from the new 50 Modeling Issues from Hell course.
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Gleb | RUclips: / glebalexandrov
Aidy | RUclips: / aidyburrows3d
Gleb's Twitter: / gleb_alexandrov
Aidy's Twitter: / aidyburrows3d
That feeling when you watch a Blender tutorial video and you know that it'll drastically improve your workflow... thanks!
Yeah, and then you try it and totally mess it up. xD
Wow, I never knew about the weld modifier
Seems like it would have solved a lot issues I had in the past.
Its relatively new, so no fault of yours. It was only added in 2.82 if I am not mistaken.
Thanks so much to everyone for the support, you are the wind beneath our wings! :D Or fuel to the engine to put it in more hard surface terms :) This will likely be the last video from the course (in its current format) that ends up on RUclips here, probably the next step is adding the next phase - a bunch more content to it! Of which again a few more videos will find there way onto here too. :) Again thanks for everyone helping us to do this! :)
Tip: you don't need to make an empty in the first part to fix the bend axis, just select all nodes in edit mode and rotate 90deg on the X or Y axis. Good video. :)
Extremely helpful tips. Thanks Aidy.
You always make me realize I don't know squat about Blender. Thanks for reminding me, lol. Great stuff. So many shapes from that 1 modifier.
Brilliantly simple approach that many of us never thought of! Love it!
Good stuff man.
love all ur great informative comprehensive and short video Aidy! thank you very much for sharing :)
This is the most genius and the most helpful tutorial I’ve ever seen
I never would've thought to use the simple deform modifier in this way, thanks for sharing these great tricks!
I've been using Blender for almost 11 years, this video and Lofting shapes video really helped with problems I've had for years thanks! :D
Amazing! Thanks Aidy!
Pure gold tuts. Thanks alot. You Sir make my jaw constantly droping down
Thanks for all the few little tricks
Awesome video!
Been learning Blender over the past six months. I've watched every tutorial on RUclips....This one is in my top five, thank you for you adgility with Blender. I would not have imagined this procedure. It's brilliant!
Great work, well explained. Thanks for this, very handy!!
There's tons of types of circular models you can make with Array and Simple deform, I'm sure you already knew but you found this one to be the most practical. There's details that repeat axially, cillindrically or in Sailor Moon ribbon shapes, with various combinations of Empty or origin rotations and translations, or rotating the plane parallel or perpendicular in Edit mode. Just make sure the plan doesn't stay flat or sometimes it won't be Array'd.
Simple deform is anything BUT simple.
Dude that was the coolest thing I've seen, Thanks Heaps
Nicely done!
I knew linked dupe exist, but never seen myself getting used to it, this reminds me alot of how useful it is, and no need for modifers at all, thanks.
Awesome tutorial Aidy, You made me subscribe.
I had no idea about Alt D. This is great, thank You.
Seriously thank you Aidy, really useful tutorial. To anyone reading this, once you follow the tutorial make a base version/ starter so you can pick it up without needing to set everything up again. Makes for a really useful template
Do you have a secret magic book of blender from which you learn all these amazing things?
hahaaa, no Blender is just super versatile, there's usually several ways of doing the same thing, and the devs just keep adding more. :D
This is so good. So, so good. Thanks!
Great tutorial! Thanks!
This is the kind of stuff that Blender should be making documentation for. 3ds max does radial symmetry really well, but this looks like it's more intuitive.
Great one! Thank you!
Great video with lots of tips!
I love learning little things like Ctrl+Shift+R for offset loops or Alt+D for the linked duplicates, moar shortcuts!
Ctrl + Shift + S scales the selected points into a sphere. Very useful for turning pseudo cube spheres into true spheres, and for making a squarish section of verts spherical.
Gold. Thank you
Brilliant!!!
Never even used the weld and deform modifiers. Thanks for this! It probably would've made a lot of my work 10 times easier.
Genius! Thank you!
Thankyou for sharing your knowlegde, it helped me a lot...
thankyou for sharing
great video thanks for sharing
very cool video i love it
you show best method to improve my skills
2:06 cool ninja move. I know another one, pressing letter keys quickly in a menu tree. Aor example, add a sphere or cylinder: hover the mouse over the Add menu item, then look at the keyboard, click blindly (or press Shift+A), then MU or MY. There are some menu items that are identical but have different letters in different modes, for example Shade smooth or Shade flat (from the Object menu, Face menu, or right-click menu)
genius !!!
Glad to learn it , even if i use twist 360 on hardops.
Merci beaucoup pour ce généreux partage ...;-))
mind blown
Pretty tricky. Some really interesting things are being accomplished with stacked modifiers in a parametric manner. Makes you wonder how the modifier node system will evolve and affect modeling in the near future.
This makes making good looking tires really easy :D bike wheels you can get the spokes and everything, the indents in the tire, all for ”free”, and if you want a bigger wheel with more spokes, just increase the array length :D awesome :D really have to try this now :)
just wow
I'm so guilty watching this for free, damn this tutorial is good. Thx so much Aidy!
Anyway, can you share your settings for your blue matcap on that viewport? It looks so good and calm to model with
I guess it's only a colour for viewport display, set from object properties. Satisfying indeed.
I can easily see how this would be very useful for making tires and such
Ctrl+Shift+R 👌👌👌👌
I smell black magic, call the Witcher!
I suddenly feel like I have wayyy more to learn about modeling
now that was fucking awesome!
In the first approach you could use array's object offset instead of duplicating it yourself
Yeah was thinking the same thing too.
Looks like taking a UV map to sculpt.
This hurt my brain, because it was oscillating between Hops and doing it this way... I do like the idea, and now will try it to see it's strengths and weaknesses. I wonder how you partition your thinking away from Hops when you have to? Is it just a fundamental personal weakness I should learn to get over? I will take a look at your 50 Modeling Issues from Hell, cause I live in Hell here in NYC, so it should help me.
Does any of your courses go over how to ACTUALLY bake displacement maps from high to low poly, and/or normals, same? I'd take a look at that course(s) too.
We are reaching the limits of science
👍
🤯
Ok I've watched a 3D max tutorial yesterday and was kinda upset blender could not replicate the same workflow, but then I remembered this tutorial exists! Amazing :)
The problem with this though is that your details are distorted (I'm talking about disc symmetry 6:35). I cant understand how to do something precise with this method. Or do I even have to be precise in this case ?
Out of interest do you have a link to the 3ds max tut? To fit cleanly I would have thought that some scaling down on one end would be required or else it would get clipped. 🙂
@@AidyBurrows3D Sure. ruclips.net/video/0tYiOGVWbaQ/видео.html . The radial symmetry part starts at 2:38.
To mimic the symmetry in linked video, you can use an empty rotated by 45° on Z as a mirror object. Mirror across both X and Y axis.
@@ghostriley22 this will create a lot of overlapping geometry
Arrimus!! :D Ah i see what you mean, well for just 4 identical quarters the most straightforward approach I think would be to setup as is shown at the beginning of this video and work on instances that way, that's for cylinders so it's easy to visualize but you can easily do that for any shape especially if you use the mirror modifier as Jay mentioned, to avoid overlapping geometry you'd need the bisect option on a bit like we were doing in the last video. :) Here's an example that is similar to the Arrimus example though anyway... drive.google.com/file/d/1Xree0mn1r2kedbmmeYE-mOL1plmkL5Gz/view?usp=sharing Hope that helps! :)
What if I want to create a perfect square or circle on rotational geometry?
I just started yesterday... what are you doing?!?! 🤯
I find that this doesn't work super well for modular pieces.. What if I made a modular piece and said pieces had straight horizontal pieces in them but those pieces have details that introduce vertical edges... Then array modifier will then deform the modular piece and curve it which isn't very helpful when those pieces are meant to remain straight. Been trying to work it out for days! Lol.
Is there a way to directly control the center of the rotation and the radius?
The empty object you chose in "Axis, Origin" is somehow influencing the center but the center is not in the same position as that empty object. Also, when you scale and move the mesh in edit mode it changes the position of the center. So the center can change while the empty object didn't move.
If you want/have to make a precise model you have to be able to control the center of the rotation and the radius directly. So in that case, this method is pretty useless.
As an alternative, I tried to replace the deform modifier with the curve modifier and used a circle as a curve.
On the deformation axis, which you choose in the curve modifier, the mesh (including the array modifier) has to be the same length/dimension as the circumference of the curve (diameter * pi). When you zoom in very closely you still notice this way, the curve modifier works not 100% exact but only 99.999%. But I really doubt that making it the same size as the circumference just by coincidence is 99.999% right. So there have to be some rounding errors.
You also have to align the mesh to the curve to get the right radius. But in a really unintuitive way. You basically have to align it inside-out to the curve.
I really hope there is a better way to do this. This way it works but far away from optimal.
yo how did you get that color
All that because blender is missing a damn circular array...(or a rotation option without using a second object)
Bro why didn't you use array modifier instead of "duplicate linked". Array makes things even more handy.
Wait, I just learned 65 new tricks in 10 minutes... ?
I love you.
And I am german - so it's none of those "Uuuh, I love you, bi*ch" Whoo-girl kind of "love you"
You mister are a damned awesome piece of meat. Your family should be proud and make you all the cookies you want.
This video will make me a better person.
This knowledges about blender modifiers...are you even a human?
I can't give you more than 1 like per video but I will if I could