Searching many tutorials on curves and this is the only one I found that uses bezier circle + bezier curve to modify a tertiary bezier curve to make a final 3d object, which is far more precise and easier than what a lot of videos present.
Glad it helped. If you watch the many 'car body' tutorials out there they won't use this method but instead just start with a plane and extrude new faces to create the final mesh. Using a reference image or two to help guide along the extrusions.
*Edit* Never mind, it was the "apply scale" issue. This looks brilliant and the information is clear, but when I apply an Object Bevel to my Bezier Curve, it only seems to apply it in one dimension (not quite, it does have very minimal depth), so I get a ribbon instead of a tube, any idea what's going on here? Also, my bezier curve doesn't have the little arrows and the handles are red instead of blue as in your example. Just a different Blender version or is there something else?
Thanks very much. Nice short clear tutorial. Does anyone know how to convert the finished beveled curve into a standard mesh that can be unwrapped and textured? PS: Oh wait. I just found it. OBJECT mode, Object menu > "Convert to" > "Mesh from Curve/Meta/Surf/Text" looks like it do the trick.
excellent tutorial! very clear and concise. i am completely new to blender but this tutorial helped me make what i was needing with minimal issue. thank you so much!
hi, for example whats happend once i finish my curvs, and i need to erease taper objets bcause i dont want to see on my finish models, the only way its to hide ? or i can erease ?
When i add the circle as bevel object onto the curve, even though the circle is small the cross-section of curve gets huge, but that doesnt happen in your case, any solution?
The only thing i can think of us when in edit mode with the curve you can scale the individual points. If you did, the point will apply that scale to the bevel and it will become larger (or smaller). Maybe try again?
A student just had this problem today. Yes if you scale in edit mode then all the points have a scale set. You can exit edit mode and select your curve and select object apply scale. Now the scale is 1 so the exact size of your circle will be beveled.
While in object mode select the curve that represents your horn or pipe or whatever you created with the curves, right click on the object and select Convert to Mesh. Now your curve is a mesh and you can do what you want with that new object
Searching many tutorials on curves and this is the only one I found that uses bezier circle + bezier curve to modify a tertiary bezier curve to make a final 3d object, which is far more precise and easier than what a lot of videos present.
Wow this is badass. I was struggling to make a go kart chassis because of the bends but this tip literally just saved me
Glad it helped. If you watch the many 'car body' tutorials out there they won't use this method but instead just start with a plane and extrude new faces to create the final mesh. Using a reference image or two to help guide along the extrusions.
excellent tutorial! very useful tips for making pipes and handrails! thanks.
Exactly what i was trying to figure out. 👍🏽 Thanks
To make the horn shape or tentacle you don't need another circle shape just go in edit mode and use alt+s and scale the curve point and done!
nice tip
Extremely helpful. Thank you. I want to try it to create organic shapes for architecture
Thank you for the tutorial, very helpful for me!
Clear, easy to follow, super useful! Thanks!
Ty that was very helpful and easy to follow.
*Edit* Never mind, it was the "apply scale" issue.
This looks brilliant and the information is clear, but when I apply an Object Bevel to my Bezier Curve, it only seems to apply it in one dimension (not quite, it does have very minimal depth), so I get a ribbon instead of a tube, any idea what's going on here? Also, my bezier curve doesn't have the little arrows and the handles are red instead of blue as in your example. Just a different Blender version or is there something else?
very informative and excellent explaination
Thanks very much. Nice short clear tutorial. Does anyone know how to convert the finished beveled curve into a standard mesh that can be unwrapped and textured?
PS: Oh wait. I just found it. OBJECT mode, Object menu > "Convert to" > "Mesh from Curve/Meta/Surf/Text" looks like it do the trick.
You got it.
lol I was literally about to google that exact question
@@gamemakergameprogrammingco4786 how do i make goat like horns?
Awesome tutorial! Very well explained!
Excellent tut, thanks a lot dude
I love your tutorial,so good and easy to follow without any time wasted.thanks for this.
excellent tutorial! very clear and concise. i am completely new to blender but this tutorial helped me make what i was needing with minimal issue. thank you so much!
great informative short and great vid thank you very much sir :)
Nice work, very clever.
excellent video, subscribed!
very good tutorial
Thanks for video
Can you extrude along a spline with sharp angle?
very useful tutorial, thx for share
that was super helpful thank you
using the default method is sometimes best....just not touching works best for curves after adding them!....
Is it possible to use taper on only one axis.
for example, only the x axis .
Thanks in advance.
excellent tutorial,thank u so muchhhh
thank you, super helpful
Thanks so much!
Great one
Thanks
Thank you! If only one could do this in Unreal 4, heh :-)
hi, for example whats happend once i finish my curvs, and i need to erease taper objets bcause i dont want to see on my finish models, the only way its to hide ? or i can erease ?
In your side window that lists all objects in your world you can turn on off rendering or scene rendering etc..
When I export to FBX and drop it into Unity it doesn't have a inside wall like it does in Blender. Did I miss something? Thanks!
Thanks!
very good video please use better screen recorder use high frame rate
Perfect, cheers :)
1:05 how are you douing this?
But how i can make it stay like what i want it to be when i moved any way ???
You can apply the modifier to make the changes permanent or you can set your mesh as the parent to the two curves so they move with your mesh.
What if the object I want to thread into the curve is not a curve itself but a poligon?
You can convert to curve if it is a mesh under the object -> convert menu
@@gamemakergameprogrammingco4786 Thanks!
When i add the circle as bevel object onto the curve, even though the circle is small the cross-section of curve gets huge, but that doesnt happen in your case, any solution?
The only thing i can think of us when in edit mode with the curve you can scale the individual points. If you did, the point will apply that scale to the bevel and it will become larger (or smaller). Maybe try again?
A student just had this problem today. Yes if you scale in edit mode then all the points have a scale set. You can exit edit mode and select your curve and select object apply scale. Now the scale is 1 so the exact size of your circle will be beveled.
thanks! make more videos.
I usually make a few new ones during summer.
Bro, explain how to make the horn
Mine isn't working here in 2.81.16,,says dynamic world can not be found in worlds data.
7:00 is helpful
I'm trying to do this on an imported SVG and it doesn't work. :(
Only 6 Months late, but that could be because you have to convert the imported SVG to a curve as well.
How do I make the black lines disappear so I only see the mesh?
Not sure what black lines you mean.
@@gamemakergameprogrammingco4786 You clicked a black line at 6:53, a solution?
While in object mode select the curve that represents your horn or pipe or whatever you created with the curves, right click on the object and select Convert to Mesh. Now your curve is a mesh and you can do what you want with that new object
Halderim your so awesome 😎
how do i texture it?
Just add a material and texture. :)
You can convert the curve to a mesh under the Object menu. Then its just a normal mesh
Cool shite
Thanks!
how if I want to make the objects completely solid.
You don't really make them 'solid'. You can fill the mesh at any open ends and then it will be solid. Also, apply the modifier if you want to commit.