The amount of knowledge you must have to come up with this workflow is blowing my mind. You make it seem so simple and logical. It's almost like magic happening right before my eyes.
After three years in Blender and countless tutorials, this one truly stands out. It’s incredibly helpful-I'm genuinely impressed and so grateful that you made this! ❤❤❤❤
I wish anyone starting with gfx to try working in packaging industry. Everything "hardcoded" makes you problems, because clients are picky and invent all sort of versions. And they want to see the changes asap, yesterday was late. So appreciate any technique that unties your hands. This is astonishing. Boolean is a taboo in 3D for me. Producing nothing but a huge mess.
This is really a godsend for those struggling to get things like quality raised text on objects. With this approach, concept-piece hard surface modeling will be much easier. Thank you for the insightful tutorials!
We always learn something with your tutorials, so thank you! I think that a lot of people only thinks in the subdivision surface workflow with perfect topology, for games and vfx, but for product visualization, and for a lot, lot, lot of workflows, this approach, or the the boolean approach, are just good enough. In my opinion, the fastest way, if quality is good enough, is just the best.
I never liked to use booleans in Blender because I think It sometimes messes up the junction between objects, especially in the material shades. However, your method is incredibly perfect, so satisfying! Thank you!
I never would of guessed using the shared empty as the object for the texture coordinate would fix the projection issues but now you've done it it makes perfect sense, super powerful technique, thanks Christopher. I also prefer the shrinkwrap data transfer method to brute forcing the booleans approach, its a smarter approach.
I'm probably a bit to green to tackle this conceptually. But does it fix the projection because the objects would then have identical origins? Could you achieve the same result by setting both object origins to the same spot?
Thank you for taking the time not only to address my question about booleans in the other video, but to also share more insights into the process in this video. I always learn something new, interesting, and useful from your videos, and I appreciate the effort that you put into them.
Love it! I wanted to Attach/Blend Geometry using the Shrinkwrap modifier(Like wheelarcs/Fender)for a long time, but the shading was always bad. This workflow lets me hope again :)
Seeing now the full implementation of the normals data transfer. This looks indeed so much better than bevel node. It's perhaps more work, but is super powerful. Especially since you can still move it around. But it is ofcourse limites to Boender itself.
This is absolutely brilliant. So clever! Ha this would have saved me a lot of time cleaning up geometry… wish I’d seen this a couple of weeks ago! 😂 Thank you so much!
This is a powerful technique for modifying models that is made by someone else, and still offer flexibility for clients work that inevitably receive many changes.
Really getting some mileage out of that one great tip... I mean it just keeps on giving... I'm dying to get to use it on something.. I have the project but I haven't the time
Man, on the first, I say the same, I just used a boolean modifier and union operation, and the job was done. But for some reason, union work is the worst of all operations (I do know why), and this is such a good 👍 idea for union 2 meshes. I just want to say a good job and keep going and finely to see something not repetitive and very useful for professional modeling. Keep going, and good luck with the next projects!
Amazing chris, love all the information you just share here. Do you think that would work for me to replicate weld effects between two objects or there a better approach for that?
Woaaaaaaaaaaaaaaaaaaat, this is so cool. Next level texturing. What could be other application for the texturing box/blend? Anything, or are there obvious limitations?
Finally, someone who "understands" Blender under the hood. One question, why did you parent all that under an Empty? Any particular advantage? Or just convenient to move everything around only with that Empty's gimbal? Thanks
I frequently do this as a way of organizing objects. For more complex scenes, you select one object in the grouping, then do a Shift+G, and Select Parent. It's then easy to move the grouping around. You can also transform the grouping this way.
ok, i found it... but very unintuitive, if a select an edgeRing and switch to vertex mode, nothing shown, but if i select one vertex then its shows the value
Like I mentioned in the video, in case you happen to need to apply a bitmap instead of using a procedural, this is a method you can use to prevent seams. Imagine you're using a fabric texture or something that would be more of a pain to produce with a procedural.
Can you make full blender course (step by step videos then make playlist) where you explain every thing in blender with live use in video. Then you can sell that course on udemy or other website for money. But keep free on youtube. In HOLY Books said. If you will give free any thing GOD of jesus will give you 10 times more. Like you will give 100$ you will get 1000$ back from God of Jesus. Like wise if you will give free information (blender videos) then you will get 10 times more information free. Hope you will make blender full course as soon as possible to cover every thing in blender. THANKS.
The amount of knowledge you must have to come up with this workflow is blowing my mind. You make it seem so simple and logical. It's almost like magic happening right before my eyes.
Agreed 100%
Wanted to comment the very same thing! Beautiful tutorial, concise yet packed
After three years in Blender and countless tutorials, this one truly stands out. It’s incredibly helpful-I'm genuinely impressed and so grateful that you made this!
❤❤❤❤
I wish anyone starting with gfx to try working in packaging industry. Everything "hardcoded" makes you problems, because clients are picky and invent all sort of versions. And they want to see the changes asap, yesterday was late. So appreciate any technique that unties your hands. This is astonishing. Boolean is a taboo in 3D for me. Producing nothing but a huge mess.
This is really a godsend for those struggling to get things like quality raised text on objects. With this approach, concept-piece hard surface modeling will be much easier.
Thank you for the insightful tutorials!
We always learn something with your tutorials, so thank you! I think that a lot of people only thinks in the subdivision surface workflow with perfect topology, for games and vfx, but for product visualization, and for a lot, lot, lot of workflows, this approach, or the the boolean approach, are just good enough. In my opinion, the fastest way, if quality is good enough, is just the best.
Yep, the right tool for the right job.
I never liked to use booleans in Blender because I think It sometimes messes up the junction between objects, especially in the material shades. However, your method is incredibly perfect, so satisfying! Thank you!
I never would of guessed using the shared empty as the object for the texture coordinate would fix the projection issues but now you've done it it makes perfect sense, super powerful technique, thanks Christopher. I also prefer the shrinkwrap data transfer method to brute forcing the booleans approach, its a smarter approach.
I'm probably a bit to green to tackle this conceptually. But does it fix the projection because the objects would then have identical origins? Could you achieve the same result by setting both object origins to the same spot?
a very, very clear tutorial. Very gentle, progressive and correct. Thanks! You are the basis of my education.
Thank you for taking the time not only to address my question about booleans in the other video, but to also share more insights into the process in this video. I always learn something new, interesting, and useful from your videos, and I appreciate the effort that you put into them.
This is where I stop looking around for other tutorials.
Çok teşekkürler . Arşive eklenecek bir ders .
Thank you for sharing your process! It opens up the inner workings of just how powerful Blender's modifier system is.
Tutorial of the year!!!!! Thanks and hello from Miami! 🎉🎉🎉🎉🎉🎉
Love it! I wanted to Attach/Blend Geometry using the Shrinkwrap modifier(Like wheelarcs/Fender)for a long time, but the shading was always bad.
This workflow lets me hope again :)
Seeing now the full implementation of the normals data transfer. This looks indeed so much better than bevel node. It's perhaps more work, but is super powerful. Especially since you can still move it around. But it is ofcourse limites to Boender itself.
Thanks for sharing! Very well explained.
Amazing demo! Thanks for the magic!!
Thanks for sharing the fix for the texture projection! 😻
This fantastic. Thank you, Chris!
Great tutorial!! Thanks for sharing this knowledge.
This is absolutely brilliant. So clever! Ha this would have saved me a lot of time cleaning up geometry… wish I’d seen this a couple of weeks ago! 😂
Thank you so much!
What a powerful technique! Thanks for taking the time to teach it to us.
appreciation for this amazing tutorial. not merely a how. amazing as always. makes me want to open blender again
That was a great Video Chris! Thanks for that!
Absolute perfection to the last vertex!
Priceless.
best tutorial i watched this year
🏆Epic tutorial ! Thank you
Outstanding, very helpful technique and clearly explained. Thank you.
Wow that is Incredible helpful.
That is a really good tutorial ! Thanks
This is a powerful technique for modifying models that is made by someone else, and still offer flexibility for clients work that inevitably receive many changes.
Wonderful stuff! thanks mate
this is an incredible technique thanks for sharing
This is just GOOD! Many thx for your very excelent Tutorials!
well said.
Thank you, as always a lot of knowledge in your videos.
Really getting some mileage out of that one great tip... I mean it just keeps on giving... I'm dying to get to use it on something.. I have the project but I haven't the time
awesome! absolute mind blow
Man, on the first, I say the same, I just used a boolean modifier and union operation, and the job was done. But for some reason, union work is the worst of all operations (I do know why), and this is such a good 👍 idea for union 2 meshes. I just want to say a good job and keep going and finely to see something not repetitive and very useful for professional modeling. Keep going, and good luck with the next projects!
Fantastic!!
Bravo!
Amazing chris, love all the information you just share here. Do you think that would work for me to replicate weld effects between two objects or there a better approach for that?
Woaaaaaaaaaaaaaaaaaaat, this is so cool. Next level texturing. What could be other application for the texturing box/blend? Anything, or are there obvious limitations?
I feel my neurons firing. Thank you!
Finally, someone who "understands" Blender under the hood.
One question, why did you parent all that under an Empty? Any particular advantage? Or just convenient to move everything around only with that Empty's gimbal? Thanks
I frequently do this as a way of organizing objects. For more complex scenes, you select one object in the grouping, then do a Shift+G, and Select Parent. It's then easy to move the grouping around. You can also transform the grouping this way.
I think these people are totally crazy. Your method seems much quicker and easier.
Makes me wonder how extensive 3d professional career background you have? Have you talked about it in some of your videos?
I had a doubt whta happens when you add some deformation to it while animating does data transfer technique holds good
very cool. Only disadventage is that this is not portable. If you wana export it, it doesnt work right?
Watch this. ruclips.net/video/xfVzcqhBQ00/видео.html
Wait a minute, you can see the weight of the actually selected vertices??? What is that, a plugin or setting?
ok, i found it... but very unintuitive, if a select an edgeRing and switch to vertex mode, nothing shown, but if i select one vertex then its shows the value
Question, why did you use a noise imagine instead of using the noise node?
Like I mentioned in the video, in case you happen to need to apply a bitmap instead of using a procedural, this is a method you can use to prevent seams. Imagine you're using a fabric texture or something that would be more of a pain to produce with a procedural.
@@christopher3d475 thank you
Can you make full blender course (step by step videos then make playlist) where you explain every thing in blender with live use in video.
Then you can sell that course on udemy or other website for money. But keep free on youtube.
In HOLY Books said. If you will give free any thing GOD of jesus will give you 10 times more. Like you will give 100$ you will get 1000$ back from God of Jesus. Like wise if you will give free information (blender videos) then you will get 10 times more information free.
Hope you will make blender full course as soon as possible to cover every thing in blender.
THANKS.
I hate booleans
if you want flexibility, this is the way! awesome thanks 🎉