Since this course is proving to be quite popular, I've decided to extend the discount. Use the code BIG20 to save 20% decoded.gumroad.com/l/ESSENTIALTOPO
Smart. Clever (two different things). Straightforward. Simple. Easy to follow. Clear. Made sense. Logical. You, sir, are my favorite tutorialist (word I just made up). Please keep up the good work, you really o have fans out here who truly appreciate you sharing your wisdom, knowledge & experience.
Always use this in my hard surface models. Many artists are adopting this workflow with weighted normals, cause it makes modeling easier most of the time. You can use booleans and adjust meshes quickly without being too stuck on full quad/subd etc. Pair this with tileble materials and decals, you have Star Citizen.
Wow! A guy that actually explains what's happening and why he's doing what he's doing! Color me impressed. I think this is a good reason to study this channel's content in much more detail.
I used the word crease around the five minute mark. That was sloppy wording on my part since Blender has an actual unrelated function called crease. Not that it really matters. just something I noticed after uploading. ¯\_(ツ)_/¯
Slowly but surely, when I watch one of your videos where you present a problem at the beginning like this one, I'm able to start thinking "I bet it's [this]" and I start to be more right more often. Stuff has gone from your brain, into some very well-made videos, into my brain and I think that's really neat. Thank you so much!
i dont usually comment on stuff , but ho boy this video is pure gold, i have this issue since few meshes, and it kept driving me insane, but this video juste explained everything perfectly ! thank you so much ! i'll check your course right away !
I've been watching your channel's content for almost 3 years now, I noticed that I did not subscribe I feel ashamed Thank you for everything. wonderful educational content Your follower from Iraq.
although i dont like long videos with simple solution, but your explaining with examples really made it perfect, really beneficial for beginners. I love it
@@DECODEDVFXYeah, even tho that might be seen as boring by most of the viewers, I really think that fixing the problem without EXPLAINING why that problem even happens - much less efficient. The point of learning smth is about to know why does troubles happens, not only how to fix 'em - so you've did a great job ❤
adding 2 modifiers completely fiixed my issue. Issue happened after i combined vertex by distance. EdgeSplit - (mine is 80) WeightedNormals - (Mine is 50, changing wont do anything but by existing it fixes). you can also add EdgeSplit and then press Alt + n > Average > Corner Angle. but i prefer to use modifier if i may need to change something.
Right about normals, but this is acctualy Phong Shading, means it had to add cuts. In blender it is base on Normals. But this is a specially of blender, not normal behavior. Nearly all other software like Maya, C4D, Max, Houdini is based on PhongShading and not bound to Normals at all. Which isnt, becaue its baked into the modles Faces.
i love this and love your content.. quick question though: If i were to export an asset into unity, does this trick actually work, or do i need the geometry to make it shade right?
i want to make a longhole into a slightly outwards bent Face, weighted normals doesnt work here. I tried everything i could, nothing makes it better....someone help??
Any chance there is a discount code for use on Blender Market as well? I am okay if you say no, but was wondering a little about it since i tried it there as well. (keeps the library together nicer for addons and other bits and such.)
@@narutoninetails9 Unfortunately not. Blender market is an expensive place to sell products. They take a huge commission plus merchant fees and transaction fees on top. In order to use promo codes, you have to pay them an additional ~$50 per month. I don't sell enough products via BM to justify that expense.
@@DECODEDVFX Very understandable, and thank you for the reply. I did not know that was what sellers went through. I am glad for the knowledge as it helps understand your side of things and other sellers things to consider.
Problem solved in Blender 4.1+: There's NO LONGER the AutoSmooth feature (unfortunately)! Lie: There actually IS, but now, only in the form of a silly modifier or an even sillier geo node.
No facial intrusion on my monitor; no sordid noisy stuff in the background, (BTW, noise is sound that one does not want to hear.) No uhms and ahms, very good elocution and making complex things crystal clear. No stooping to begging for like and sub; earns you just that. I am not easily impressed, this time round I am. Many thanks for a very good tutorial.
So weighted normals can be useful, and I know people like their Booleans, but would it not have been worth at least mentioning the benefit of modeling that example with quads? Like the root cause of those shading issues are the n-gons that result from the Boolean workflow. I know Booleans have their upsides, but that example bugs me a bit just because it's a simple mesh and would be a trivial matter to add a few loopcuts, inset individual, circle tool, and extrude. You'd have the same shape, but it would be subdividable, not need any auto-smooth/custom normals/sharpness, and would work with tools that deform/displace. Anyways sorry for playing topology police, thank you for making Blender content, and have a great day.
You can still get other similar shading issues even with quad topology. Poles on corners and large quads can cause the same issue for instance. There was really no way to cover all that without turning this video into a 30 minute mini topo course.
Not sure I agree that adding the edges will add a bunch of geometry. Here's why, and what I tend to do. I'm open to seeing your perspective on it. I add on loop cut where the center of my circles will be cut. So in your example the cube would get 5 loop cuts, I then center my circles along those lines and cut them in. I do use something like Grid Modeler to be fair, but its a great tool to line things up and generate detail. With what you showed, the shading issue is because the edges blender added when you did your boolean are at an angle that is too sharp. The circle being cut in, no matter how we do it, requires 2 edges to create the cut. I'm just saying, add the edges first, Blender won't add more.
weighted normal is no solution because you gonna have problems in other programs. don't teach that. so professional artist would suggest that. all of your solutions are not good.
Wrong. Blender applies modifiers on export automatically by default. Normals information is encoded into the mesh data of the file type, along with vertex positions, UV's, material assignations, UV's, etc.
Since this course is proving to be quite popular, I've decided to extend the discount. Use the code BIG20 to save 20%
decoded.gumroad.com/l/ESSENTIALTOPO
😘
Good video.
I use (Alt-n) Normals > Average > Corner Angle or Normals > Average > Face Area to fix a lot of these problems without adding a modifier.
This is also solution for this issue pin this up mate !
men... this is the best metod. great!!!
YOU ARE THE SAVIOUR
@@tao3014 Thank you. I try my best :)
I love you
Smart. Clever (two different things). Straightforward. Simple. Easy to follow. Clear. Made sense. Logical. You, sir, are my favorite tutorialist (word I just made up). Please keep up the good work, you really o have fans out here who truly appreciate you sharing your wisdom, knowledge & experience.
Always use this in my hard surface models. Many artists are adopting this workflow with weighted normals, cause it makes modeling easier most of the time. You can use booleans and adjust meshes quickly without being too stuck on full quad/subd etc. Pair this with tileble materials and decals, you have Star Citizen.
Wow! A guy that actually explains what's happening and why he's doing what he's doing! Color me impressed.
I think this is a good reason to study this channel's content in much more detail.
I used the word crease around the five minute mark. That was sloppy wording on my part since Blender has an actual unrelated function called crease. Not that it really matters. just something I noticed after uploading. ¯\_(ツ)_/¯
Creasing is unreleased? Blender has had edge and vertex creasing for a while.
@@Specter_1125 that was supposed to say unrelated. Autocorrect changed it.
Slowly but surely, when I watch one of your videos where you present a problem at the beginning like this one, I'm able to start thinking "I bet it's [this]" and I start to be more right more often. Stuff has gone from your brain, into some very well-made videos, into my brain and I think that's really neat. Thank you so much!
Fantastic!
Great video! The best part is that you explained the reasons behind issue, not only showed how to fix it.
I wish I had found this video before I spent 4 hours fixing this problem manually with geometry...
Thank you.. now that I finally understand why that shading error is caused it will be much easier to avoid. A brilliant video.. thanks :)
I'm glad it helped.
wow, not only did the solution worked, but now I kinda understand why it happens. Thanks!
You're the man! Saved my work. bevel modifier +weighted normal smoothed out everything for ball booleans on a traingular sandwich shape.
7:45 Thanks, so that's what causes it. I already knew most of what you were talking about, but this last bit is new to me.
i dont usually comment on stuff , but ho boy this video is pure gold, i have this issue since few meshes, and it kept driving me insane, but this video juste explained everything perfectly ! thank you so much ! i'll check your course right away !
Thank you so much!!! The best smooth shading explanation i´ve seen. will help a lot
Thanks 5:23 helped me a lot modifier weighted normal
Great instruction and demonstration, man.
the mark edge sharp also creates extra verts on export. Since it splits the triangles exactly at this blue lines, to make it look "sharp"
Excellent, detailed description of a fundamental concept in 3D. Should be compulsory viewing for beginners!
brilliant, it helps a lot!!!
Amazing video! Thank you!!
Thank you very much. I've been messing around trying to fix this for too long.
What a fantastic video, very useful 😊
Had this problem quite a number of times. Thank you
This is an AMAZING video that answered a lot of questions I had as a beginner, thank you sir
I've been watching your channel's content for almost 3 years now, I noticed that I did not subscribe I feel ashamed
Thank you for everything. wonderful educational content Your follower from Iraq.
@@mortadamustafaobead403 thank you from England 🙏
Jesus. This is an amazing tutorial. Super helpful. Thanks bro 👏👏👏
thanks for the video.. its very easy to follow
First video i watched of your channel. You are amazing!
Excellent teaching and knowledge. Thank you!
Nice explanations man. Thanx.
Awesome tutorial. Thank you so much!
Fantastic description, excellent teaching.
Genius idea!❤Thank you very much!
Very well explained.
Thank you
Thank you for the great tutorial. Well done.
Thank you, very useful.
Nice breakdown 👍
Really great tip! Thank you!
Amazing video, short and right to the important.
Thanks for the video dude, it will help a lot.
Thanks for this kind of tutorials
although i dont like long videos with simple solution, but your explaining with examples really made it perfect, really beneficial for beginners. I love it
Thanks. I don't really see the point in videos that explains how to fix something without explaining why it happens in the first place.
@@DECODEDVFXYeah, even tho that might be seen as boring by most of the viewers, I really think that fixing the problem without EXPLAINING why that problem even happens - much less efficient. The point of learning smth is about to know why does troubles happens, not only how to fix 'em - so you've did a great job ❤
Decreasing the Auto Smooth angle also works in that case I think!
Wow. . . had no idea about this.
Great vid sir your a legend
thanks bro!
thanks
adding 2 modifiers completely fiixed my issue. Issue happened after i combined vertex by distance.
EdgeSplit - (mine is 80)
WeightedNormals - (Mine is 50, changing wont do anything but by existing it fixes).
you can also add EdgeSplit and then press Alt + n > Average > Corner Angle. but i prefer to use modifier if i may need to change something.
thanks man, this has been working good
Proper topology would fix the issue and is a software-independent fix.
so what should I do if I need exactly a 45 degree angle if I can’t add more geometry due to optimization?
Right about normals, but this is acctualy Phong Shading, means it had to add cuts. In blender it is base on Normals. But this is a specially of blender, not normal behavior. Nearly all other software like Maya, C4D, Max, Houdini is based on PhongShading and not bound to Normals at all. Which isnt, becaue its baked into the modles Faces.
great video
Awesome!
tnx😍
i love this and love your content.. quick question though: If i were to export an asset into unity, does this trick actually work, or do i need the geometry to make it shade right?
@@NickTriccc thanks. Yes you can export custom normals. In fact, I think that's the default behaviour
The problem in this case, and probably with all beginner models, is a very very bad mesh. So the only thing that helps is to repair the topology!
i want to make a longhole into a slightly outwards bent Face, weighted normals doesnt work here. I tried everything i could, nothing makes it better....someone help??
Any chance there is a discount code for use on Blender Market as well? I am okay if you say no, but was wondering a little about it since i tried it there as well. (keeps the library together nicer for addons and other bits and such.)
@@narutoninetails9 Unfortunately not. Blender market is an expensive place to sell products. They take a huge commission plus merchant fees and transaction fees on top. In order to use promo codes, you have to pay them an additional ~$50 per month.
I don't sell enough products via BM to justify that expense.
@@DECODEDVFX Very understandable, and thank you for the reply. I did not know that was what sellers went through. I am glad for the knowledge as it helps understand your side of things and other sellers things to consider.
Problem solved in Blender 4.1+: There's NO LONGER the AutoSmooth feature (unfortunately)!
Lie: There actually IS, but now, only in the form of a silly modifier or an even sillier geo node.
No facial intrusion on my monitor; no sordid noisy stuff in the background, (BTW, noise is sound that one does not want to hear.) No uhms and ahms, very good elocution and making complex things crystal clear. No stooping to begging for like and sub; earns you just that. I am not easily impressed, this time round I am. Many thanks for a very good tutorial.
1:10 cursed surface? indeed.
thanks for the detailed explanation, I learned a few points that I was always curious about.
Good the best
Just do Alt-N > Average > Face Area. Done.
I loved ur approach where u explained the reason behind it too❤❤
So weighted normals can be useful, and I know people like their Booleans, but would it not have been worth at least mentioning the benefit of modeling that example with quads? Like the root cause of those shading issues are the n-gons that result from the Boolean workflow. I know Booleans have their upsides, but that example bugs me a bit just because it's a simple mesh and would be a trivial matter to add a few loopcuts, inset individual, circle tool, and extrude. You'd have the same shape, but it would be subdividable, not need any auto-smooth/custom normals/sharpness, and would work with tools that deform/displace. Anyways sorry for playing topology police, thank you for making Blender content, and have a great day.
You can still get other similar shading issues even with quad topology. Poles on corners and large quads can cause the same issue for instance. There was really no way to cover all that without turning this video into a 30 minute mini topo course.
Not sure I agree that adding the edges will add a bunch of geometry. Here's why, and what I tend to do. I'm open to seeing your perspective on it. I add on loop cut where the center of my circles will be cut. So in your example the cube would get 5 loop cuts, I then center my circles along those lines and cut them in. I do use something like Grid Modeler to be fair, but its a great tool to line things up and generate detail. With what you showed, the shading issue is because the edges blender added when you did your boolean are at an angle that is too sharp. The circle being cut in, no matter how we do it, requires 2 edges to create the cut. I'm just saying, add the edges first, Blender won't add more.
god I needed it. marry me
When's the wedding?
Coplanar> shade flat 😂
To me that fix is a “bandaid” fix that depends on the programs mod. What I wanna know is how do you fix that in practical way.
Or just made a good topology ?
Why are you making content that can be done in 10 seconds and making it like 9 minutes?
@@Tsero0v0 How would I have covered it any faster? By not explaining it properly?
thank you. Do you knw u have a black person accent haha.
no offense
I have a North-eastern English accent...
weighted normal is no solution because you gonna have problems in other programs. don't teach that. so professional artist would suggest that. all of your solutions are not good.
@@PrefoX you can export custom normals to other programs.
Wrong. Blender applies modifiers on export automatically by default. Normals information is encoded into the mesh data of the file type, along with vertex positions, UV's, material assignations, UV's, etc.