Congratulations and a big thank you for this unique tutorial. The way you explain this topic, with calm and even small pauses for breathing, even I, as a German Blender beginner over 70 years old, can understand and understand everything perfectly. I would therefore like to say thank you very much again for this tutorial and hope that I can find many more instructions for Blender from you. Kind regards from Germany Bernd
Sir, you are amazing. I don't use blender too often, but I'm working on some designs for a guy and wanted some cool 3D text. But it looked awful when bent around a circle. Thanks to you it looks great now. Earned a sub and a like :)
many thanks for sharing this was a help in undertanding ssimilar issues in my particular projects using curves - my problems were bringing in vector objects and trying to bend them they have same messy geometry despite looking so clean in edit mode as curves - turning on wireframe you see why it looks bad when you try to bend them - your tips were helpful and i found that when using the simple deform modifer and bend, adding a decimate modifier with planar added helped a lot to reduce those triangles on the faces of my objects - not perfect but got rid of many of the issues
To be more specific: I want the text to be angled and rotate around a sphere. However, I can't move the text on the X-axis because then it rotates. I also have the problem that the text does not follow an angled trajectory, but a straight trajectory and the text is angled. Would be grateful for help :)
@@gunterfleck2344 are you on the blender groupes on facebook . perhaps we can hook up and you can show your problem so we can see if we can find a solution
Have you tried a chrome material on this? The problem is that the text is still flat shaded facetted which is not visible in your example. If you add a chrome material to it you will see the issue. Usually, the text needs to be subdivided with a grid projection from the front.
Have you not seen the video. ? That is exactly what I am adressing. And showing from around 5 minutes and forward. With high reflective material as you talk about. Hmmm
@@mistube Not completely. I was looking for a solution and also found your video. But just raising the resolution of the typo will not fix the shading issue. What I did now: - extruding typography with bevel (Shape: 10, Geometry Offset: -0.001 m - will improve the bevel issues a bit but not fixing them) - modifier in order: 1. Remesh (Depth: 9 - higher values will be bad, Scale: 0.95 - seems to remove some shading issues, Remove Disconnected: off, Smooth Shading: on 2. Decimate (Collapse Ratio: 0.5) 3. EdgeSplit 4. Curve (Resolution: 400) This gives me a smooth-shaded mesh overall. But there's still a problem with the bevel feature. It will cause intersections at very narrow angles. This is an old issue and I hope the Blender dev team might improve this someday. Here's a screenshot: i.imgur.com/7sByu1m.png
@@3dvfxprofessor its not the only ting i do in the guide but might be you are facing other issews in your setup then I. Still sounds like you die not watch what I acualy do thought. But I Hope you find a solution to your needs but sounds like you want to go all subd on the letters but that takes alot of hand work and is not non destructive
@@mistube It's mainly the same as what you do but you raise the resolution of the font and a Remesh Octree Depth of 10 with the idea to smooth the surface this way. From distance, it seems to look fine but at a closer look, it's still facetted. As long as you don't get close it works this way. But for a close-up, this can be solved by using Octree Depth: 9 and turning on Smooth Shading. Unfortunately, the way how the font will be beveled is causing annoying shading issues depending on the type of letters like an "M", "R" or "m". Never mind. It's an old problem that even Softimage could not solve properly and I was hoping that there is a method that might fix it. Your video overall was helpful to understand the method and its limits. Thanks for your time making it!
@@3dvfxprofessor ime party close in the video but again there might be differe t stuff adding up. But mate. What this octree thing you talk about never heard of that. Been years since i used softimage. That was back in 97. Thought i do have it on my sgi o2 :)
Congratulations and a big thank you for this unique tutorial. The way you explain this topic, with calm and even small pauses for breathing, even I, as a German Blender beginner over 70 years old, can understand and understand everything perfectly. I would therefore like to say thank you very much again for this tutorial and hope that I can find many more instructions for Blender from you.
Kind regards from Germany
Bernd
waooooooo thanks for taking your time to give this wonderfull feedback. i really apreciate it
Muchas gracias. Nunca logré hacerlo con otros métodos. Me ha sido demasiado útil.
Me alegro de poder ayudar.
Sir, you are amazing. I don't use blender too often, but I'm working on some designs for a guy and wanted some cool 3D text. But it looked awful when bent around a circle. Thanks to you it looks great now. Earned a sub and a like :)
I cannot express how thankful I am for this
Ime happy to hear :)
Man, you´re my savior! I´ve been trying to do a nice and clean non destructive typography at blender since the 2.79 verion! Tks buddy!
Makes me happy to hear :)
WoW Thank You, and you deserve more likes for this !
Nice! Thank you!
Thank you 😊.
Perfect!
Thank you so much! Covered absolutely everything, perfect speed and clear explanations.
than kyou so much for the nice feedback
many thanks for sharing this was a help in undertanding ssimilar issues in my particular projects using curves - my problems were bringing in vector objects and trying to bend them they have same messy geometry despite looking so clean in edit mode as curves - turning on wireframe you see why it looks bad when you try to bend them - your tips were helpful and i found that when using the simple deform modifer and bend, adding a decimate modifier with planar added helped a lot to reduce those triangles on the faces of my objects - not perfect but got rid of many of the issues
yess there might be better solutions but , it better then default :) and worked in my case, thanks for the nice feedback, i apreciate it
Wonderful tutorial, many thanks, you helped me a lot!
thanks for the feedback, i apreciate that
legend
Thanks a lot! That's exactly what I needed!
Thanks for the feedback
Wow... Excellent tutorial... Thank You and subscribed to your channel... i expect more blender tutorials from you...
THANK YOU LOT
Tanks for the Video!
Just one question. If I want to angle the ring/or the text, the text moves when rotating. What can I do to fix this? Thanks!
To be more specific: I want the text to be angled and rotate around a sphere. However, I can't move the text on the X-axis because then it rotates.
I also have the problem that the text does not follow an angled trajectory, but a straight trajectory and the text is angled. Would be grateful for help :)
@@gunterfleck2344 are you on the blender groupes on facebook . perhaps we can hook up and you can show your problem so we can see if we can find a solution
Have you tried a chrome material on this? The problem is that the text is still flat shaded facetted which is not visible in your example. If you add a chrome material to it you will see the issue. Usually, the text needs to be subdivided with a grid projection from the front.
Have you not seen the video. ? That is exactly what I am adressing. And showing from around 5 minutes and forward. With high reflective material as you talk about. Hmmm
@@mistube Not completely. I was looking for a solution and also found your video. But just raising the resolution of the typo will not fix the shading issue.
What I did now:
- extruding typography with bevel (Shape: 10, Geometry Offset: -0.001 m - will improve the bevel issues a bit but not fixing them)
- modifier in order:
1. Remesh (Depth: 9 - higher values will be bad, Scale: 0.95 - seems to remove some shading issues, Remove Disconnected: off, Smooth Shading: on
2. Decimate (Collapse Ratio: 0.5)
3. EdgeSplit
4. Curve (Resolution: 400)
This gives me a smooth-shaded mesh overall. But there's still a problem with the bevel feature. It will cause intersections at very narrow angles. This is an old issue and I hope the Blender dev team might improve this someday. Here's a screenshot: i.imgur.com/7sByu1m.png
@@3dvfxprofessor its not the only ting i do in the guide but might be you are facing other issews in your setup then I. Still sounds like you die not watch what I acualy do thought. But I Hope you find a solution to your needs but sounds like you want to go all subd on the letters but that takes alot of hand work and is not non destructive
@@mistube It's mainly the same as what you do but you raise the resolution of the font and a Remesh Octree Depth of 10 with the idea to smooth the surface this way. From distance, it seems to look fine but at a closer look, it's still facetted. As long as you don't get close it works this way. But for a close-up, this can be solved by using Octree Depth: 9 and turning on Smooth Shading. Unfortunately, the way how the font will be beveled is causing annoying shading issues depending on the type of letters like an "M", "R" or "m".
Never mind. It's an old problem that even Softimage could not solve properly and I was hoping that there is a method that might fix it. Your video overall was helpful to understand the method and its limits. Thanks for your time making it!
@@3dvfxprofessor ime party close in the video but again there might be differe t stuff adding up. But mate. What this octree thing you talk about never heard of that. Been years since i used softimage. That was back in 97. Thought i do have it on my sgi o2 :)
Text curve makes my head spin.
Yes. Working with modifyers and trying to bend non structured polys can be a paint. Did the guide help you thought?
yes