Theres also a 'To Sphere' option. Select the vertices that you want to become circular. Then, on the top left, click 'mesh - Transform - To Sphere'. Then you can move your mouse left or right to control how circular you want it to be. Boom! You're done. I should have wrote a book.
huh i never noticed any accuracy problems, i mean have you set enough geometry? my circles are circles@@Soulsphere001 EDIT: okay if you want a circle that follows the curve, the edge loops trick we use though i see this as "acurate" as that's how something gets drilled, it was accurate for what i was doing
Yeah only issue with looptools on this curved surface is that it flattens the verticies in Z so you lose the correct contouring. You could project the verts after using looptools tho which would work quite well now that I think about it.
@@Ov3rTheTop there is a checkerbox you need to deselect. If you deselect "Flatten" in the looptools circle dropdown menu it keeps the original shape.
Correct me if I'm wrong, but I think the geometry just looks smooth because there are no reflections shown in the surface, but in the render, the normals will create horrible reflections. Am I correct or am I something I'm missing here?
You are correct, making a hole like this will cause pinching. There are a few options to make good holes 1. is to first apply the subsurf before making the hole or 2. make a hidden shape correction mesh without the hole, which you use as a shrinkwrap target. You can use a vertex group to control the shrinkwrap modifiers influence on the visible mesh.
@@batman3698 Do you have any tutorials with the second method? Because this is where I'm getting troubled all the time. My model looks smooth when I do the basic shape, but after the details are added like holes, cuts, etc, there is a lot of distrorsion and pinching. I've noticed that 3DS Max has something normal smoothing maps that fixes this problem but the only relevan I manged to find in Blender the the weighted normals modifier which sometimes fixes things but doesn't do perfect job. PS: I am referring to modelling without subdivision, like models for video games.
@@Greco1114 I dont have a tutorial on hand. But I can break it down. Method 2 is basically the non destructive version of method 1. In method one you apply the subsurf, and make the hole after. that way you have the full geometry there for when you make your hole. But the drawback is that its a destructive operation, and it takes alot of clean-up with the big number of loops. Method 2 is the non destructive approach. What you do is you copy your subsurfed mesh without the hole into a hidden collection. You can call it something like "guide mesh" On the visible original copy of the mesh you then add the hole. Add a shrinkwrap modifier *after* the subsurf modifier, targetting the guide mesh in the hidden collection. This way it will snap all the extra vertexes which are added by the subsurf modifier to the hidden mesh. Assign a vertex group to the shrinkwrap modifier where you set the weight to 1 in the areas where you want the mesh to follow the original shape, and 0 where you want the mesh to be independent. For example if you make a tube into or out of the hole, you would make the tube have a vertex group weight of 0. I usually use this for automotive 3d modelling, in order to get consistent reflections over different panels. I hope the explanation is good enough!
I remember first time I tried to do something like this I did the same thing - inset and then I asked chatGPT to make python script to arrage vertices in a circle. It took couple of tries to describe precisely what I want but it was still faster than manually arranging vertices. And if you had more vertices to arrange or more holes to make in one go - it'll increase productivity even more so.
what is wrong with add->mesh->circle? you can set the verts there i can write all the python code, it doesn't increase productivity if you spend more time faffing with the code for something you can press a button for
Your videos are Awesome man. Really helpful for a noob like me! One question though, for getting started in Hard Surface would you suggest using the Bool Tool, etc and learning that way first before doing the more advanced stuff like this? Or, better yet just grab Box Cutter and call it a day since some of this advanced stuff gets over my head (for now). Thanks again!
How is an actual hole in a mesh non-destructive compared to a hole made with a Boolean modifier? And you should take a look at Loop Tools to make it more efficient...
It's not. It's as destructive as you can get. At most you can assign vertices to vertex group "I cut there" to reselect them quickly and or maybe copy them into other model
me watching the tutorial and saying, oh i know this, and then he get control+shift+rightclick and my mind blows, how was i living without this all this time
No. Just dont assume that blender is cad. Eg cutting 8 vert cube with cylinder is bad idea. But if you prepare area by having enough vertices its fine. Josh Gambrel said he uses bool in 90% of his models and reddit hivemind think his content is good
It would seem to me that "knifeproject" would be easier than the shrinkwrap method. No filling with face. No creating shrinkwrap. No applying shrinkwrap. No joining objects.
The loop tools 'circle' function creates a flat circle, which is not good for a curved surface. I have used loop tools in the previous tutorial mention in this video, they are good for that.
ah flat vs curved circle i got ya... that said most of the time something like this has a hole in it, it's done with a drill so most real world shapes prob have a flat circle@@ArijanRace
The cool thing about beginner modeling is that you start with booleans, then you learn that shit, and in the end you learn that modeling has to be uniform for almost all scenarios, then you choose what is easiest and generates more work, or go for the uniform path like this video ehehehehhehehehehehe........ or buy a course from the Booleans masters and dream that it's right ehehehhehehe... but you can't open the UV ok...
buy the book, it's fantastic, put on your shirt (or take it off), start modelling :D
It means a lot my friend, thank you for the comment 🙏
lol
Theres also a 'To Sphere' option. Select the vertices that you want to become circular. Then, on the top left, click 'mesh - Transform - To Sphere'.
Then you can move your mouse left or right to control how circular you want it to be.
Boom! You're done.
I should have wrote a book.
Dude you're the best!
That's a game changing tip. Thanks man.
Ctrl+Alt+S on an edge loop to create a circle
Better tutorial than this whole video ❤
i was so confused why he wasnt talking about an inbuilt addon looptools made for this very task
you can also use the "looptools" tool to make a circle from a square
you can use looptools to circulate vertices on the lowpoly mesh. enable it on the addons on preferences.
LoopTools is not quite as accurate, unfortunately, but it is still an option if time is of the essence and the model does not have to be perfect.
I'm not sure if it's just me, but looptools feels worse in 2.8+@@Soulsphere001
huh i never noticed any accuracy problems, i mean have you set enough geometry? my circles are circles@@Soulsphere001 EDIT: okay if you want a circle that follows the curve, the edge loops trick we use though i see this as "acurate" as that's how something gets drilled, it was accurate for what i was doing
Yeah only issue with looptools on this curved surface is that it flattens the verticies in Z so you lose the correct contouring. You could project the verts after using looptools tho which would work quite well now that I think about it.
@@Ov3rTheTop there is a checkerbox you need to deselect. If you deselect "Flatten" in the looptools circle dropdown menu it keeps the original shape.
I have watched you for a bit and had bought your book without even knowing it was made by you! The book was awesome and extremely helpful.
You could use the Snap to Vertex option to align vertices to those of circle. That's way easier and more accurate.
It won't work properly ... Shading problems will apear
You could, but it wouldn't conform to the contours of the original mesh. Not unless you manually placed each of the vertices alaong the z-axis.
i found you 2 days ago.. your videos are king. i learned very much
You are so fast with it wow. I'm impressed. Good video as well!
Correct me if I'm wrong, but I think the geometry just looks smooth because there are no reflections shown in the surface, but in the render, the normals will create horrible reflections. Am I correct or am I something I'm missing here?
You are correct, making a hole like this will cause pinching.
There are a few options to make good holes
1. is to first apply the subsurf before making the hole
or 2. make a hidden shape correction mesh without the hole, which you use as a shrinkwrap target. You can use a vertex group to control the shrinkwrap modifiers influence on the visible mesh.
at 4:40 he has good edge loops, can't fault those.... maybe you mean where the tutorial finishes@@batman3698
@@batman3698 Do you have any tutorials with the second method? Because this is where I'm getting troubled all the time. My model looks smooth when I do the basic shape, but after the details are added like holes, cuts, etc, there is a lot of distrorsion and pinching. I've noticed that 3DS Max has something normal smoothing maps that fixes this problem but the only relevan I manged to find in Blender the the weighted normals modifier which sometimes fixes things but doesn't do perfect job.
PS: I am referring to modelling without subdivision, like models for video games.
@@Greco1114 I dont have a tutorial on hand. But I can break it down. Method 2 is basically the non destructive version of method 1.
In method one you apply the subsurf, and make the hole after. that way you have the full geometry there for when you make your hole. But the drawback is that its a destructive operation, and it takes alot of clean-up with the big number of loops.
Method 2 is the non destructive approach.
What you do is you copy your subsurfed mesh without the hole into a hidden collection. You can call it something like "guide mesh"
On the visible original copy of the mesh you then add the hole. Add a shrinkwrap modifier *after* the subsurf modifier, targetting the guide mesh in the hidden collection.
This way it will snap all the extra vertexes which are added by the subsurf modifier to the hidden mesh.
Assign a vertex group to the shrinkwrap modifier where you set the weight to 1 in the areas where you want the mesh to follow the original shape, and 0 where you want the mesh to be independent. For example if you make a tube into or out of the hole, you would make the tube have a vertex group weight of 0.
I usually use this for automotive 3d modelling, in order to get consistent reflections over different panels.
I hope the explanation is good enough!
why not just alt+shift+s to warp the points into a circle?
Awesome video as always! Cant wait for your next video on the M1 Abrams!
If you liked this video and want to learn more about the many modeling tools and techniques in Blender, check out my Blender eBook:
shorturl.at/gzEW1
I started modeling week ago and you make very useful guides :D
I remember first time I tried to do something like this I did the same thing - inset and then I asked chatGPT to make python script to arrage vertices in a circle. It took couple of tries to describe precisely what I want but it was still faster than manually arranging vertices. And if you had more vertices to arrange or more holes to make in one go - it'll increase productivity even more so.
what is wrong with add->mesh->circle? you can set the verts there
i can write all the python code, it doesn't increase productivity if you spend more time faffing with the code for something you can press a button for
packing that into an add-on seems like way more trouble than its worth
Your videos are
Awesome man. Really helpful for a noob like me! One question though, for getting started in Hard Surface would you suggest using the Bool Tool, etc and learning that way first before doing the more advanced stuff like this? Or, better yet just grab Box Cutter and call it a day since some of this advanced stuff gets over my head (for now). Thanks again!
How is an actual hole in a mesh non-destructive compared to a hole made with a Boolean modifier? And you should take a look at Loop Tools to make it more efficient...
It's not. It's as destructive as you can get. At most you can assign vertices to vertex group "I cut there" to reselect them quickly and or maybe copy them into other model
Really good tutorial, you just taught me something new, thanks alot!
How you move the vertices locked like that?
O cara vai direto ao ponto, fala apenas o necessário, não enche linguiça com firulas, resolve as dúvidas.
Insane man.
shift control x. spacebar to circle, w/x to adjust verts. easy
Maybe such things as loop tools/circle, snap to vertices, knife project will help.
Best of luck with your book! :)
Isn't it just faster and easier to just use loop tools addon and convert selected vertices to circle?..
How do you join 2 objects together, you didn't explain?
o baby its so goood
🥰
I love your stuff keep it up!
nice one...last trick was mega helpful!
Couldn't it be done through Knife Project as well?
its 10/10 tuto, i hate boolean af and it doing his job with better topology
You can use "knife project" also
Top notch!
What is the positive point to work without boolean ?
Booleans can be computationally intesive, depending on their complexity
Thanks this was super helpfull
Thanks!!!!你帮了我大忙了!
Good to see you wearing a shirt.
Sorry to ask, I'm a beginner, but in other videos I've heard a lot about avoiding using booleans. Why?
It's a messy render not smooth.
Topology is not the best with booleans.
bruh i forgot i turned up the volume then an ad almost gave me a heart attack xD
Nice video! You look a lot like Scream, a former cs:go player hahaha
me watching the tutorial and saying, oh i know this, and then he get control+shift+rightclick and my mind blows, how was i living without this all this time
Отлично!
Is there a reason why I shouldnt use boolean?
No. Just dont assume that blender is cad. Eg cutting 8 vert cube with cylinder is bad idea. But if you prepare area by having enough vertices its fine. Josh Gambrel said he uses bool in 90% of his models and reddit hivemind think his content is good
But what about looptools
At 3 mint u can just join the circle with that mesh then fill faces with f
It would seem to me that "knifeproject" would be easier than the shrinkwrap method. No filling with face. No creating shrinkwrap. No applying shrinkwrap. No joining objects.
It's a shame looptools itself doesn't have some feature for following surfaces. It would be very useful in this situation.
nice video but please you gotta increase the volume man
People glazing the edge loop tools have never used them before lol. Goddamn things work like one out of four times.
yo bro I don't know even how to support you, thank u very much
Good video presentation, but audio is disastrously weak. Thankfully, I recorded this with subtitles on.
Why don't you simply use the loop-tools....?
The loop tools 'circle' function creates a flat circle, which is not good for a curved surface.
I have used loop tools in the previous tutorial mention in this video, they are good for that.
@@ArijanRace The loop tool creates only a flat circle if 'flatten' is checked. Otherwise the circle follows the shape. Just tried it out...
Why not use loop tools? You could have easly made that edge loop into circle.
hey, pretty late comment but you couldve just used the snap function and set it to snap to vertices. nice vid tho
tbh its faster and easier to use loop tools
mark the Vertices, right klick loop tools circle, mark the faces and extrude
Using the circle tool will create a flat circle, not curved as it should be on a cylinder in this case. In most other cases however, that would work
ah flat vs curved circle i got ya... that said most of the time something like this has a hole in it, it's done with a drill so most real world shapes prob have a flat circle@@ArijanRace
@@ArijanRaceThey propably updated it since last year. There is a checkerbox in looptools. If you deselect "Flatten" it keeps the shape
right
nice video, but you could be a bit louder if possible
more easy way is Shift + alt + s
alguien que traduzca en español porfavor 🙏
The cool thing about beginner modeling is that you start with booleans, then you learn that shit, and in the end you learn that modeling has to be uniform for almost all scenarios, then you choose what is easiest and generates more work, or go for the uniform path like this video ehehehehhehehehehehe........
or buy a course from the Booleans masters and dream that it's right ehehehhehehe... but you can't open the UV ok...
Why is your shirt onnnn? 😂
At least it's unbuttoned
Wow, seems not that difficult. I work with cinema 4d and it work almost the same manner. I guess, I will try blender. The question is the rendering.
Or just Alt shift S
bro.. u are epic! thx for vid
pain in the hole
Метод с шринкврапом и вертекс группами был поприкольней =) хотя в данном случае он наверное не сработает.
👍
Falas demasiado rápido filho, fiquei perdido no primeiro vértice
Aryan have great tutorials but he sounds like he is going to beat the 💩 out of you if you don't sit and listen carefully what he is talking about 😅😂
your audio is low
Пиздец, 10 минут чувак повторяет 30 раз одно и тоже, а после берёт и руками делает то, что делает булева операция в автоматическим режиме.
😐
"yeah that's a pretty good hole"
this is absolutely fake, cuz the boolean is quite different you showed
Yeah you're right, I'm gonna delete my channel now
no thanks
My pleasure
really? 9 fucking minutes long?