While it's important to learn foundations, this tutorial does not leverage the true potential of Blender and wastes a lot of time. Do this instead: Edit > Preferences > Add-ons. Turn on Add Mesh: Extra Objects and save preferences. Shift+A (Add) > Mesh > Pipe Joints. The tool options that pop up in the bottom left menu will let you control the number of connected joints, their angles, etc. Once that's done, modify the topology and bevels from there as desired/if needed.
Oh my God, this is legit a whole lot easier. Thank you for this. I was trying to make a Legit Y pipe shape and the tutorial video didn't include that particular shape.
How did you do that automatic joining points in 4:35 to 4:53? The Points joined eachother automatically by using the keys G+Z+Ctrl+left-mouse-click. I tried it several times but it won't function. What to do? My blender version is LTS 3.3.1 from Steam.
This didn't work for me and in blender 3.4 I did it in the modifier properties. Select the object / go to modifier properties tab / add a modifier / select Bolean / select union /select the 2nd object / validate.
I cannot get this to work. I'm using 2.93, but I've also tried it with 2.83 (which provides odd results - sometimes the boolean operation, even selected as Union, works as if it's Difference/Intersect). The main problem is that I can't add any supporting loops after the boolean is done (I'm getting a similar effect to you when you're working on that last example), and it doesn't matter whether I add these loops in before either. I've tried closing the caps on the rotated section (apparently open ends aren't great for boolean ops), but that made no difference. I've tried merging points (in case there were any strays) but there aren't any to merge. Really frustrating. I wonder how many folks are trying this and also finding it doesn't work. Or are they getting results as per this vid? I must be getting something wrong, but I can't fathom it.
This bad guy's name is Exact Solver and he is responsible for creating some bad topology in this particular case. Just make sure to switch solver to "Fast" right after you performing an "Intersect (Boolean)" (menu in the bottom left corner of viewport).
While it's important to learn foundations, this tutorial does not leverage the true potential of Blender and wastes a lot of time. Do this instead: Edit > Preferences > Add-ons. Turn on Add Mesh: Extra Objects and save preferences. Shift+A (Add) > Mesh > Pipe Joints. The tool options that pop up in the bottom left menu will let you control the number of connected joints, their angles, etc. Once that's done, modify the topology and bevels from there as desired/if needed.
Oh my God, this is legit a whole lot easier. Thank you for this. I was trying to make a Legit Y pipe shape and the tutorial video didn't include that particular shape.
@@Goefrei0516 cheers! :)
These are nice to have certainly but they also have their own limitations that these techniques can solve.
Great tutorial. Thanks for the video Tim!!!
oh you are genius! thanks for this tutorial.
5:03 how did you snap the edge to the 3d cursor's height, if u don't mind my asking? that looks so smart!
Hi that was very good thanks, I’m trying to find the best way to make roll cages this looks to be the best.
Very useful video my man 👍
Do i need to do a Boolean operation to both objects?
How did you do that automatic joining points in 4:35 to 4:53? The Points joined eachother automatically by using the keys G+Z+Ctrl+left-mouse-click. I tried it several times but it won't function. What to do?
My blender version is LTS 3.3.1 from Steam.
I see you're having trouble with controlling the camera. Just select the object you want to focus at and press dot on your numpad.
This didn't work for me and in blender 3.4 I did it in the modifier properties. Select the object / go to modifier properties tab / add a modifier / select Bolean / select union /select the 2nd object / validate.
App name?
I cannot get this to work. I'm using 2.93, but I've also tried it with 2.83 (which provides odd results - sometimes the boolean operation, even selected as Union, works as if it's Difference/Intersect). The main problem is that I can't add any supporting loops after the boolean is done (I'm getting a similar effect to you when you're working on that last example), and it doesn't matter whether I add these loops in before either. I've tried closing the caps on the rotated section (apparently open ends aren't great for boolean ops), but that made no difference. I've tried merging points (in case there were any strays) but there aren't any to merge.
Really frustrating. I wonder how many folks are trying this and also finding it doesn't work. Or are they getting results as per this vid? I must be getting something wrong, but I can't fathom it.
This bad guy's name is Exact Solver and he is responsible for creating some bad topology in this particular case. Just make sure to switch solver to "Fast" right after you performing an "Intersect (Boolean)" (menu in the bottom left corner of viewport).
@@А.С-е7р Thank you! :)
Thank you *- *
Hey Tim! recently, i watched a video of lighting but it was on maya. Thanks. Quick question, why now you use blender?
Tim's an instructor at a technical college in Minnesota - these are lectures from his class. The school switched from Maya to Blender.
Pipe joy
Turn your microphone up.. when you talk quiet youre tpo quiet.