@HuntsForge Under the Object Properties section at 5:27 you change the Normals to Auto Smooth 30 but I do not see that option on Blender 4.1. Is this an add-on that you have?
I haven’t had a look, but I found something about auto smooth being a modifier in 4.1. You could also look where the little green triangle icon is and under normals in that menu. That being said if you are 3d printing it’s not really necessary, it’s just a viewport preference for myself, the printer slicer doesn’t look at things like smoothing, just the polygons themselves. More polygons results in a smoother curve but also bigger file size. Hope that makes sense.
@@HuntsForge Yeah that was my issue, under the green triangle I have no drop-down for 'Normals'. It's just missing from that spot. But if it's not a huge deal and I can skip it it's no big deal, thank you for the help and the tutorial!
Great videos, thank you very much for these. I have an issue when adding the displacement modifier - it basically turns into a huge tower. I can fix it by setting the strength to something really low like 0.01 and setting the midlevel to 1 but can't ever get it to just work straight away like you do. Any ideas what I might be doing wrong please? I notice your measurements all display in millimetres whereas when I enter a mm measurement it is converted to metres - related possibly?
@@Danny-lf4ny Ctrl + a (I think) and apply the scale, I also have blender set up to work with a miniature scale for 3d print, I also have a video on changing the scale in blender and placing a cube the size of my print volume to work within. But I think I also use very small numbers.
1:45 When I insert the faces two times, and then add the displacement, I end up with the second of the inserts pulling up creating a small edge on my model... I don't see it doing that for you... Does that make sense?
Hey buddy thank you so much for the tutorials! I'm trying to do it to a hexagon - and other odd shapes too :P So I run into the issue of having lines that show where I've divided the hexagon (into 3 quads) and it does affect the look of the base, as it ends up having slight deviations. How would you handle odd shapes, like a hexagon base?
Did you work something out? I would UV map it by having the faces you want the texture on selected and made into a vertex group. Then to unwrap press 7 on the numpad I think (get a top down view) and unwrap with project from view. This should make the UV the right shape.
@HuntsForge Under the Object Properties section at 5:27 you change the Normals to Auto Smooth 30 but I do not see that option on Blender 4.1. Is this an add-on that you have?
I haven’t had a look, but I found something about auto smooth being a modifier in 4.1.
You could also look where the little green triangle icon is and under normals in that menu.
That being said if you are 3d printing it’s not really necessary, it’s just a viewport preference for myself, the printer slicer doesn’t look at things like smoothing, just the polygons themselves. More polygons results in a smoother curve but also bigger file size. Hope that makes sense.
@@HuntsForge Yeah that was my issue, under the green triangle I have no drop-down for 'Normals'. It's just missing from that spot. But if it's not a huge deal and I can skip it it's no big deal, thank you for the help and the tutorial!
Great videos, thank you very much for these. I have an issue when adding the displacement modifier - it basically turns into a huge tower. I can fix it by setting the strength to something really low like 0.01 and setting the midlevel to 1 but can't ever get it to just work straight away like you do. Any ideas what I might be doing wrong please? I notice your measurements all display in millimetres whereas when I enter a mm measurement it is converted to metres - related possibly?
@@Danny-lf4ny Ctrl + a (I think) and apply the scale, I also have blender set up to work with a miniature scale for 3d print, I also have a video on changing the scale in blender and placing a cube the size of my print volume to work within. But I think I also use very small numbers.
Great your back ! Hope you are doin well. Maybe this Time i will try. Its complicated with UV and that stuff.👍
I am trying to get this to work on a rectangle base but I can't get it to come out like your finished product.
1:45 When I insert the faces two times, and then add the displacement, I end up with the second of the inserts pulling up creating a small edge on my model... I don't see it doing that for you...
Does that make sense?
Thank you or this video, I managed to add texture to my files! :D
Hey buddy thank you so much for the tutorials!
I'm trying to do it to a hexagon - and other odd shapes too :P
So I run into the issue of having lines that show where I've divided the hexagon (into 3 quads) and it does affect the look of the base, as it ends up having slight deviations.
How would you handle odd shapes, like a hexagon base?
Ok, I think UV mapping is my answer :D
Did you work something out? I would UV map it by having the faces you want the texture on selected and made into a vertex group. Then to unwrap press 7 on the numpad I think (get a top down view) and unwrap with project from view. This should make the UV the right shape.
@@HuntsForge Very hard to get done (for me), but I've managed to get it done to my odd shape :D
Thanks for the tutorial! Where do you get your height maps from?
Hi, I have a bunch gathered from textures.com back when it did more for free. There are still some free on there though.