How To Make Zipties in Blender: The 3 Easy Ways!

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  • Опубликовано: 3 ноя 2024

Комментарии • 35

  • @ArtOfPilgrim
    @ArtOfPilgrim  2 года назад +2

    My Links!
    👀 Twitch: bit.ly/3oJryf8
    👀 Twittter: bit.ly/3uD0mCK
    👀 Artstation: bit.ly/34PZq2O

  • @RE3MR
    @RE3MR 2 года назад +1

    I love short tutorial/tips videos like this. You do a great job of explaining it!

  • @ventiladordesuco
    @ventiladordesuco 2 года назад +1

    Great tutorial!! I always see the three methods in separate instructions. Having them all at once is the perfect way to learn. Thank you!

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад +1

      This is hugely encouraging! Thank you

  • @ben_angel
    @ben_angel Год назад +1

    I dont even have the rectangle option in my Blender :D

  • @s314noza
    @s314noza Год назад

    Awesome tutorial!!! Thank you sensei 🙏🙌

  • @Real-Game
    @Real-Game 2 года назад +3

    Мне очень нравиться ваша детализация. Вы обращаете внимания на любые мелочи и ваши предметы как настоящие! Это здорово!

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      большое спасибо за добрые слова!

    • @Real-Game
      @Real-Game 2 года назад +1

      @@ArtOfPilgrim Вам спасибо! Удачи в работе!

  • @Jeast.
    @Jeast. 2 года назад +1

    this will help alot

  • @pi198273
    @pi198273 2 года назад +2

    Thanks a lot for this one and the other tutorials! I LOVE how good your texturing is, I'm gonna try to learn substance painter now. I'd love it if you uploaded some videos focused on SP.

  • @alpylmaz2087
    @alpylmaz2087 Год назад

    Thanks

  • @jacst20
    @jacst20 9 месяцев назад +1

    Any tips for for getting the bezier to work at the scale of an zip tie? The bezier is still able to morph and add sections of the teeth, but I have to move the bezier point like 90 meters for the array modifier to add 1 teeth segment and the bezier point ends up way away from the mesh. The ability is to control both the length and shape with is a bezier is definitely awesome

  • @iCamSkiEz
    @iCamSkiEz 2 года назад +1

    What an awesome process thanks a lot!

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      You're very much welcome my dude!

  • @dopplercreative
    @dopplercreative 2 года назад +1

    I'd love to see you apply the 3rd method with geometry nodes. Thanks for making this video!

  • @Michal.mikhael
    @Michal.mikhael 2 года назад +1

    Duuude this is amazing! :D

  • @jerzye
    @jerzye 2 года назад +1

    Very helpful, thanks for ur videos!

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад +1

      My pleasure! I'm glad it was helpful!

    • @jerzye
      @jerzye 2 года назад

      @@ArtOfPilgrim I dm'ed you on artstation, if u have time check it pls

  • @ZerofeverOfficial
    @ZerofeverOfficial 2 года назад +1

    i wonder if i can do this with duct tape somehow, procedural folds and such...hmmm. Very nice tutorial, mate!

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      Dude, I thought the EXACT same thing. I think it would be possible, if you overlayed a tileable normal map, it'd definitely be possible with geometry nodes.

  • @KogHichigo
    @KogHichigo 2 года назад +1

    WOW😍

  • @hive-3d
    @hive-3d 8 месяцев назад

    hi dude great job but how i van enter to hard ups menu?

  • @aymigamin1933
    @aymigamin1933 2 года назад +1

    For the third method, the end caps are not properly aligning when I set them in the array modifier.
    I created one ziptie model, and split it into the three parts as you had suggested, but they don't line up with each other when I attempt to add them as caps?..

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      Make sure the split pieces have correct pivot positions.

    • @aymigamin1933
      @aymigamin1933 2 года назад +1

      @@ArtOfPilgrim What would be "correct"? Centre of geometry or?..
      Scratch that, origin to geo was what I did that got the misaligned results x.x

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      @@aymigamin1933 glad you got it sorted!

    • @aymigamin1933
      @aymigamin1933 2 года назад +1

      @@ArtOfPilgrim I think you misunderstood me sorry.
      I Didn't sort it out. Having the object origin for each piece in the centre of their individual geometry makes them misaligned. Leaving the origin where it was after I broke the pieces up, misaligned. Putting the origin at the edges that would touch, misaligned.
      I cannot get this to work at all :(

  • @GhostBingo
    @GhostBingo 2 года назад

    for me 1st method doesnt work :C hardops doesnt want to cooperate.

  • @020
    @020 2 года назад

    where do you get your textures from

    • @ArtOfPilgrim
      @ArtOfPilgrim  2 года назад

      I make them in substance painter :)